Total War: WARHAMMER II

Total War: WARHAMMER II

Beastmen Units & Technology (Loreful/WIP)
47 Comments
Jonesa22 6 Aug, 2021 @ 8:27pm 
sad but completely understandable
Solacex  [author] 6 Aug, 2021 @ 9:46am 
Haven't played TWW2 enough in ages, plus I've got work and more hobbies now, so I don't really have time to update any of my mods.
Jonesa22 2 Aug, 2021 @ 6:55pm 
it would still be nice if it did get a update
Doktober 14 Jul, 2021 @ 5:28pm 
Simple enough to update yourself using PFM or preferably RPFM if you just want the units; just dive into the pack, delete the technology tables, ad references in faction permissions table to include "wh2_dlc17_bst_taurox" without quotations. Also a coupe of the units like the brutes are recruited from buildings that don't exist anymore, the fourth gors building probably, just bump it down to the third.
☞ PrimarcH ☚ 14 Jul, 2021 @ 12:37pm 
update mod ? or discont. ?
Shepherd Bemeu 2 Feb, 2021 @ 4:58pm 
You may want to peek some of the existing Beastmen creatures ChaosRobie has made, the Preyton and Ghorgon are outstanding, and might be good inclusions with your mods aims.
FallenShaw 1 Nov, 2020 @ 8:34am 
Would try this if it was tech only. Im prob one of the few people who don't like added units to the game. As I believe it unbalances it.
Solacex  [author] 14 Oct, 2020 @ 12:25pm 
Glad you like it chief. I should have some time to update it again late this month. Should include some fixes and some new goodies, along with some integration with the preyton mod etc. If everything goes according to plan at least.
☞ PrimarcH ☚ 13 Oct, 2020 @ 2:21pm 
really love this mod and this Units continue with your job it's amazing:BFG2fist:
Solacex  [author] 12 Oct, 2020 @ 5:56am 
Check the link at the bottom of the description
Sniggledorf Fumpledink 12 Oct, 2020 @ 4:39am 
my problem is that your adding way to many units, like beastmen dont use goblins or iron orcs, and you giving them the giant river troll hag as a unit? you say the mod is loreful but the only units that make sense are halfhorns and gor brutes
Solacex  [author] 9 Oct, 2020 @ 7:34am 
Sorry, but the new researches and buildings all are designed to work together with the new units, thus I'd be quite barebones and many things would be useless to get.

Although out of curiousity, do you just not like new units or do you have feedback in regards to them?
Sniggledorf Fumpledink 8 Oct, 2020 @ 8:45pm 
can you make a submod without the new units please, cause thats whats keeping me from using the mod
Solacex  [author] 26 Aug, 2020 @ 8:33am 
Weird, I can't think of a reason why that mod combined with this one would make the game crash.
EzUNreal 25 Aug, 2020 @ 11:53pm 
Hey I've located the problem! It's Regiments of Renown Compilation
Solacex  [author] 25 Aug, 2020 @ 6:56pm 
Tell me all your beastmen mods and I'll look into it for you later this weekend. Either way, one of your other mods is conflicting with this one. Because in general it should work fine.
(*'-') 25 Aug, 2020 @ 6:47pm 
Try running the game with *only* this mod on and then opening up the horde building panel. Because it definitely works for me. It has to be another mod you're using.
EzUNreal 25 Aug, 2020 @ 6:12pm 
Hey I tested disabling expanded roster, still doesn't work:steamsad:
Solacex  [author] 25 Aug, 2020 @ 11:22am 
Could you try disabling the expanded roster and see if it works? If not, I'll look at this this weekend.
Solacex  [author] 25 Aug, 2020 @ 11:20am 
Ohh, doesn't the expanded roster have new buildings too? I think that's what is messing it up.
EzUNreal 24 Aug, 2020 @ 3:46am 
Mostly units mods, like Expanded Roster and Regiments of Renown. Haven't had time to test yet
Solacex  [author] 22 Aug, 2020 @ 1:28pm 
What other mods are you using that changes the beastmen?
EzUNreal 21 Aug, 2020 @ 8:29pm 
Love your units so much. But there must be some incompatibility issues other than technology. When I open the beastmen horde building panel game crashes. Disable this and it works again. Does someone have an idea what's incompatible?
Solacex  [author] 20 Aug, 2020 @ 5:34am 
The issue is is that this mod isn't even balanced for SFO in the first place :p
There are plenty of people who make submods for SFO of already existing mods though. I know Flamboyant Schemer for example did it with my Skaven mod in the past. Who knows, you could ask him to do it with this one haha.

I probably would have done it in the past but these days I don't have enough spare time to keep too many mods up to date.

Glad you like the mod though!
(*'-') 19 Aug, 2020 @ 6:35pm 
This mod is looking great man :). And I'm very happy to see you plan on adding Hydras. As someone who doesn't follow/care about lore it always bothered me that Hydras were a dark elf thing and not Beastmen/Chaos. From an outsiders perspective I feel like I should be able to use Hydras on them.

Also is there any chance of you doing a submod that is *just* units? The tech tree becomes all messed up and half unusable with SFO and a lot of people use SFO.
Solacex  [author] 13 Aug, 2020 @ 9:04am 
next update will fixes an issue or two with the current tech tree and will provide something new for the beastmen to do on the campaign map =)
Solacex  [author] 8 Aug, 2020 @ 7:02pm 
Alright, fixed that and made some other small edits to the technologies. Thanks for the heads up Souless.
Solacex  [author] 8 Aug, 2020 @ 5:18pm 
Ah so apparently horde buildings just don't work for some reason in regards to being prerequisites for technologies. Never realized that would be the reason why nakai doesn't have building prerequisites either.

I'll change it to require technologies instead.
Expect an update in a fairly short amount of time.
Solacex  [author] 8 Aug, 2020 @ 4:45pm 
Since it makes no sense why it doesn't work, I have temporarily removed the building requirements so you can keep playing. I'll add it back once I've figured it out. Have fun!
Solacex  [author] 8 Aug, 2020 @ 4:27pm 
Huh, that's weird. I'll take a look, cheers.
Zembaza 8 Aug, 2020 @ 4:21pm 
After building Squalid Encampment, the other technologies don't unlock.
Solacex  [author] 8 Aug, 2020 @ 12:20pm 
Just released the first version of the new technology tree. Might get some balance changes or overall changes in the future. Hope you like it!
Solacex  [author] 7 Aug, 2020 @ 9:39am 
I am currently working on a research tree rework. Hope you're excited!
Solacex  [author] 30 Jul, 2020 @ 5:14pm 
Glad you like it chief
☞ PrimarcH ☚ 30 Jul, 2020 @ 5:12pm 
really good mod and FINALLY new units for beastman:nurgling:
Solacex  [author] 30 Jul, 2020 @ 10:34am 
They should yes.
Chomp 30 Jul, 2020 @ 10:18am 
do these guys scale off skills and tech?
Solacex  [author] 30 Jul, 2020 @ 8:21am 
How many nos do you need. lmao
djdomi44 30 Jul, 2020 @ 8:00am 
so you wont do it?
Solacex  [author] 30 Jul, 2020 @ 5:13am 
Having multiple mods means I have to spend more time updating. Unfortunately I don't have that much spare time.
djdomi44 30 Jul, 2020 @ 4:35am 
i mean some units like skin wolfes, carrion birds, cave spider and gorgons and boglar for greenskins.?
djdomi44 30 Jul, 2020 @ 4:29am 
but in separeted mod pack.
Solacex  [author] 30 Jul, 2020 @ 4:23am 
Sorry, but I plan on focusing only on beastmen with this mod pack.
Solacex  [author] 30 Jul, 2020 @ 3:05am 
@Nefarata13 Oops, I meant expendable.

@frederic181049 Do you mean gHorgon? And honestly I have hardly seen that many beastmen mods in the first place haha. If you type in "gorgon" in the search bar for mods, my mod is the only one that shows up for me.

@Skørne There's no reason I used him specifically. It was 5 AM and I just wanted to finally upload this mod so as long as it was eye-catching I was fine with it. haha
Conflagration 29 Jul, 2020 @ 11:04pm 
An interesting choice to use Charr as your mod icon.
EzUNreal 29 Jul, 2020 @ 9:39pm 
Great mod! Just feel that we don't need any Gorgon anymore. Every beastmen mod has Gorgon, but there is already an awesome standalone Gorgon on workshop
Ciaphas Cain 29 Jul, 2020 @ 9:20pm 
Expanding mutants? Awesome! :P