Total War: WARHAMMER II

Total War: WARHAMMER II

SFO better chaos invasion (early invasion)
124 Comments
Mosley was right 28 Feb, 2023 @ 9:46am 
Thank you. It got pretty damn boring watching Tyrion twiddle his thumbs, roll his eyes and check his hourglass over and over again wile he waited for Chaos to get off its lazy ass and actually do something, lol.
liusha 11 Aug, 2022 @ 6:52am 
thanks man
Hemaka  [author] 9 Aug, 2022 @ 8:03am 
And you waited for 65 turns? Right.
Well I just checked it in-game with the races you mentioned (dwarfs, woodelves) and everything works fine. Can't help you without more details. Do you use KMM? What's your load order for sfo and this submod?
Gerald 9 Aug, 2022 @ 2:08am 
I wrote last massege after starting a new game :)
Hemaka  [author] 7 Aug, 2022 @ 9:01am 
If you just loaded earlier saves and turned off other mods it won't work that way. Chaos invasion script runs from the start of campaign, first "event" with this mod happens on turn 20 when you get the message "chaos stirs in the northeast" or something like that. If the script was broken already then and there, it can't suddenly start to work correctly 40 turns later for the 1st invasion.
Basically if it doesn't work because of conflicts with other mods - and I warn about this in the mod's description - it won't work for this save, period.
Start a new game, wait till turn 20 and you'll see. Or, if you know how, enable debug mode in this mod using rpfm so invasions start faster. Or change turn timers to something like 2nd, 3rd, 4th turn.
Gerald 7 Aug, 2022 @ 8:09am 
I switched off all mods and left only grimhamer and early invasion. Sadly this didnt change anything.Invasion didnt occur on turn 65,75 or even 88.
Hemaka  [author] 6 Aug, 2022 @ 3:57am 
It works as usual so for the 1st invasion camera runs to the chaos wastes and shows chaos armies spawn. There's also an ingame message in event log. In your case, if it really didn't start, it's a confilct with another chaos-altering mod or something that alters victory conditions as stated in the description.
Gerald 6 Aug, 2022 @ 3:46am 
Is there any confirmation that chaos started the invasion? Im asking becouse was playing as a dwarfs and wood elfes and had no info and im on turn 70 and 77 in campaigns
LEPIDVS 30 Jul, 2022 @ 5:33am 
GREAT WORK TKS
Hemaka  [author] 18 Jul, 2022 @ 11:23am 
@Yigit1007
Thanks so much! Glad you're enjoying it :cozybethesda:
Yigit1007 17 Jul, 2022 @ 5:55pm 
Great mod. Thank you. Now I can play this game for years more.
Mosley was right 10 Jun, 2022 @ 3:18pm 
Haha! LET THE WORLD BURN IN THE FIRES OF CHAOS!
Hemaka  [author] 23 Dec, 2021 @ 2:29am 
As promised I've uploaded "late" version of my chaos invasion submod for SFO.
That's for people who - like me - got tired of being overwhelmed this early in campaign :steamfacepalm:

It's available HERE
Use only one of them in any given campaign.
egbert504 22 Dec, 2021 @ 4:32pm 
thank you for the update:steamhappy:
Arker 22 Dec, 2021 @ 6:57am 
haha steam just trolled you lol
fixed now, thank you a lot
金鉤子 22 Dec, 2021 @ 3:57am 
Fixed! works for save

tq My hero:steamthumbsup:
Hemaka  [author] 22 Dec, 2021 @ 3:04am 
@HUNG
@金鉤子
@adyh214
Apparently steam decided not to actually include my yesterday's fixes in the most recent upload... This is so stupid omg!
Hopefully now it will actually update this mod.
Problems with tombkings, books of nagash, etc. should be gone. Please check it in a new campaign as I'm not sure it'll work in already started playthroughs.
HUNG 21 Dec, 2021 @ 11:54pm 
the mod mess up eltharion starting position, disable respec mod and eltharion mist function since the new update.
金鉤子 21 Dec, 2021 @ 7:52pm 
Hi maybe I shouldn't brought out here
but "toggle fog of war" and "high res ui" dosen't work with new updates
and may also cause tk unable to add tech lords to recruitment pool
Arker 21 Dec, 2021 @ 11:08am 
@Hemaka sorry for disturbing you again, but this update also makes the battle of interesting place on ocean can't be triggered, same solution as last one, so the problem, again, must be this mod
Hemaka  [author] 21 Dec, 2021 @ 10:03am 
@adyh214
Fixed, sorry for this mess.
sleepyHase 21 Dec, 2021 @ 9:57am 
@nab just thought i'd give it a check and I don't think it is compatible with Gates of Chaos because they both use the same faction key
Hemaka  [author] 21 Dec, 2021 @ 8:20am 
I'm looking into it.
Arker 21 Dec, 2021 @ 8:02am 
i always put this mod on the top, and when it closed the problem solved, so it must be something wrong with this mod
Arker 21 Dec, 2021 @ 7:59am 
sir i just found out after this update the books UI of tomb king somehow lost all textures and left only one book with... crushable location if you click on that button
Hemaka  [author] 21 Dec, 2021 @ 7:26am 
@nab I don't know, never used it personally.
Arker 21 Dec, 2021 @ 7:07am 
thanks for your efforts
nab 21 Dec, 2021 @ 4:09am 
Any idea if this mod is compatible with Gates of Chaos (Updated) which also has Vessels of Chaos faction?
Hemaka  [author] 21 Dec, 2021 @ 2:29am 
Lots of changes in this update, for details please check changelog.
New game will be required to experience them all.
Tested it in few full campaigns, should work fine.

Later I'll upload copy of this submod but with later invasion start turns, as I actually find it being better experience for me and maybe someone else thinks the same.
VirtualFuN 15 Dec, 2021 @ 2:36am 
@Hemaka,
I know about limitation, but I think that this is another problem. I am pretty sure that the problem in the chaos cities (feature of SFO). Their armies move towards nearest cities and get stuck there.

You are doing a great job!
Hemaka  [author] 14 Dec, 2021 @ 7:40am 
It's basically a limit of ~60 armies per faction, and if there're more of them - they stay in the camp or raiding mode until one of the 60 is destroyed. When that happens, one of the stuck armies takes its place.
It might be engine limitation or something, but whatever it is, it clearly shows that CA never intended chaos invasion to really be an invasion.
Well, maybe things are gonna be different in game three.
My mod will be updated with a workaround in a few days.
Hemaka  [author] 14 Dec, 2021 @ 7:29am 
@virtualfun
Yeah, it's actually vanilla bug when 1 faction has too many armies as in this case. CA propably won't fix it, but I have a workaround ready for this.
It will be deployed with few other new mod features in few days. I want to do a full campaign first to make sure nothing else causes issues, as chaos invasion debug mode is not perfect.
It's gonna require new game obviously.
VirtualFuN 13 Dec, 2021 @ 3:11pm 
I think this is a bug of the SFO
VirtualFuN 13 Dec, 2021 @ 1:48pm 
Hello. Your mod is awesome, but I encountered a problem. Most of the chaos invasion armies got stuck near their cities. They moved to nearby city from starting location and sit there in garnisone regime.
Sometimes some of them move. Only 5-6 stacks at some point do anything and over 40 just sit and do nothing. This makes chaos invasion very weak.

I reproduced this bug with these mods:
SFO earlier & harder chaos invasion
SFO: Grimhammer II - The Last Kiss

Screenshots:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2681746964
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2681746841

Save file:
https://easyupload.io/2cm7ek


Please, help.
Hemaka  [author] 10 Dec, 2021 @ 2:40pm 
No, it's fine in my opinion.
TSmonster 10 Dec, 2021 @ 9:49am 
There is no sense of extinction in the present chaos
TSmonster 10 Dec, 2021 @ 9:46am 
Could you make a version with more refresh points? This is a suggestion and I hope to get your reply
egbert504 30 Nov, 2021 @ 5:20pm 
thank you for the update:steamthumbsup:
Hemaka  [author] 26 Nov, 2021 @ 1:26pm 
Mod has been updated to the new SFO version (the Last Kiss patch).
As always, thanks to Venris & Team for their last big patch for Warhammer II. SFO is now complete product that makes Warhammer II even better game :claptrap:
Hemaka  [author] 23 Aug, 2021 @ 10:08am 
Mod has been updated to the new SFO version (the Great Plan patch). Should work fine, but currently I don't have time to properly test it.
As always, thanks to Venris & Team for their outstanding job with new SFO version :cozybethesda:
Farhan N A 23 Aug, 2021 @ 4:03am 
we are waiting for this great mod, update ?
Hemaka  [author] 16 Jul, 2021 @ 12:21am 
SFO team started long and arduous update proccess, so until it's done, this submod is incompatible with newest Warhammer 2 update.
Faust 11 Jul, 2021 @ 1:04pm 
For some reason does not work for me on latest SFO. It's highest priority in load order, but spawned only 24 armies per spawn as in vanilla
🆁🆄🅳🆁🅰 _\|/_ 6 Jul, 2021 @ 1:49pm 
This mod+ SFO Beastmen Invasion = game braking World map Nuclear Winter!! Needs a little Balance ,specially if you are playing as Empire
But had fun till it lasted
Mix 23 Jun, 2021 @ 8:31pm 
you are a god
Hemaka  [author] 23 Jun, 2021 @ 1:14pm 
With the new update Chaos armies stay on the map even after Archaon, Kholek and Sigvald are dead/wounded.
This mechanics really annoyed the heck out of me :steamfacepalm:
ephraime.pulido 9 May, 2021 @ 1:39am 
Mod is AWESOME. Although I would prefer more chaos stacks. At least 3X more that would come a bit later on lol :)
Hemaka  [author] 24 Apr, 2021 @ 1:55am 
Mod has been updated for new SFO patch (The Sundering).
Jacubus 22 Apr, 2021 @ 1:06pm 
Sure i know, do it when you want. I'm now testing someting bsc this mod "work in a half" and is incompatible with one from core mods (Mod COnfigration Toll Reborn/UI Modding Framework) that's weird bsc do far i never had any problems with your mod.
Hemaka  [author] 22 Apr, 2021 @ 12:58pm 
There will be big SFO update tomorrow, and I'll update the mod after that when I have some spare time.