Total War: WARHAMMER II

Total War: WARHAMMER II

Chaos Invasion Mod - Soul's The End Time Comes 2.3
148 Comments
MrSoul  [author] 15 Jun, 2024 @ 4:31pm 
oh boy, you'd probably have to create like custom unit entry/duplicates of the OG's and the apply the changes to those? is it the save editor technique that you're using? like maybe after they spawn in that case, not sure tbh.

@ bruktrukruk thank you, 2 years after the fact but good to hear the last version I uploaded was a good one!

(it's still retired fyi, just curious on the comments lol)
Macallan 12 Sep, 2022 @ 8:00am 
Hi mr.soul :D I use 40 units per army. Is there a way to edit the number of units per spawned army? I open the file but I can't find. I know how to change turn/number of hordes etc. Ty
bruktrukruk 1 Sep, 2022 @ 2:42am 
Thanks for the good work, this was essential to any campaign and i still rock it in a long mod list.
Dunga321 31 Aug, 2022 @ 11:22am 
Thanks a bunch for the reply.
MrSoul  [author] 28 Aug, 2022 @ 7:29pm 
Oh, If i can, and especially now almost every single unit is in vanilla WH3, I will be bringing this over as an end game scenario for IE.
MrSoul  [author] 28 Aug, 2022 @ 7:27pm 
Hey all, this mod is now retired, to the three most recent questions though I'll drop some final answers:
Last update game had I tested both this and vanilla to the best of ability and with a hefty load order list it appeared to work fine for my final campaign with WH2. So shouldn't ever need an update pending a weird move by CA to update this game.

Dunga321, by now probably popped but it is random so each campaign is diff, and iirc the range is about 80-120, details are probably somewhere within this page.

Ara, UwU

Oh Valex, they are likely outdated or have been for a while but all were working last I tested this. Mods like that are often not needed to be updated unless something major has been changed in the games database library paths.
jhojnows 10 May, 2022 @ 4:32pm 
Does this mod still work, or is it out of date and not to be updated?
Dunga321 10 Mar, 2022 @ 7:40am 
Hi all. By what turn should i be seeing this mod kick in? I think I am on a brand new Empire run on turn ~70 and I haven't had anything occur as of yet. Thanks!
Leon 27 Sep, 2021 @ 11:18pm 
@Mr.Soul Thanks.
Phangtastico 21 Sep, 2021 @ 1:08pm 
This mod (and the submods) are amazing, what a brilliant piece of work. I have one question though - is there any way to make the invasions take place maybe 50 turns later than they do? I find I'm just getting into the game when the invasions strike, and whilst I understand that they're not meant to be convenient, I just find them too early.
Valexclones 12 Sep, 2021 @ 2:21am 
since i am already here one little question, the last time i used it i didnt have to activate the submods like damonettes ecc, do i have to do that now? bc they are shown as outdated and i wouldnt want it to crash
Valexclones 12 Sep, 2021 @ 12:16am 
amazing mod, probably the best chaos invasion mod that exists, has some risks of crashing if you do things badly but thats just normal seen how elaborate it is, and i also really appreciate how you have written very clear instruction and even made a test mod! thx a lot for the mod
RuStY 8 Sep, 2021 @ 1:51pm 
i managed to find the problem soul, it, it seems a mod i use called artists guild was clashing with shawmuscles chaos, and the conflict then affected the invasion, no idea why as i used them for a while together before, i unchecked artists guild and it now works perfectly, thanks for the help anyway man! btw, do you know if there is a way to make chaos invade normally while playing chaos or norsca? or what files i would need to touch to make it myself? i dont care if im playing as archaon and there is another archaon etc, cheers for the great mod again man
MrSoul  [author] 7 Sep, 2021 @ 8:35pm 
Oh and PSA, check notes for hotfix details...RIP Oblivion Raiders, someone had to make the cut and they were my final decision. I know, it bums me out too to take anything out but it was causing a serious CTD bug with a vanilla script and no other mods so I had to do something about it.

Future update, try to put em' back in with their own script, maybe some kind of secondary invasion itself, I dunno, we'll see.
MrSoul  [author] 7 Sep, 2021 @ 8:25pm 
@Lions and Men I am flattered. I know how you feel too, from day one this has been a labour of love to enhance my personal fav part of the ME campaign. Been really cool to see it take shape over time and get to this point, especially after the new invasion script dropped a while back now.
MrSoul  [author] 7 Sep, 2021 @ 8:20pm 
@I|III||I|||II|IIII| yeah theres many thing AI wise I'd like to incorporate in time. Also yes Pink's mod works just fine while loaded up, and I havent ran with WoC yet to confirm but I suspect just a "different" unit altogether ie, can recruit either or(based on game files they have entirely diff entries, names, keys etc) as to the ai recruiting them? they should but like the morons force marching more work needs to be done with the AI's use of stances, utlimatly I may just remove force march from the selection of the armies too for the mod, and as to threat level of new pink horrors, in custom battle tests they seem to...add a pretty decently op, and durable warp thrower equivalent while still holding their own in combat, don't be letting them soak on the fire while tied up with forsaken etc, but ya I need to do some serious playtesting and I'll always tweak army lists as needed, those changes are easy.
Lions and Men 7 Sep, 2021 @ 7:58pm 
Thank you for the responses and the incredible mod. Probably my favorite TWW2 mod.
I|III||I|||II|IIII| 7 Sep, 2021 @ 1:19pm 
hunts Pink and blue horrors were the main threat in most of the armies. Will this mod work with those units still? Death shriekers were also a threat(up close their accuracy is insane), but easy to counter for the most part and the poison wind mortars damage their own troops more than mine. Will these new pink and blue be stronger than the old ones? They were typically the only real concern when I saw a stack of 6 of them in the army I knew I would have to work to keep all my units alive. They're like cavalry on steroids. If you fought multiple armies with only 1 of yours then you're going to get punished.
Also you should consider adding the no lightning strike mod into this mod for the legendary difficulty setting. The AI is constantly on force march and it makes a lot of the fights easier than they need to be. With lightning strike there isn't much threat at all. Chaos Towers is also a great addition with this mod.
MrSoul  [author] 7 Sep, 2021 @ 9:14am 
@Lions and Men last, but not least, thank you :D glad enjoying the mod overall, and yes sorry for the update CTD with new unit mod, beyond the skin update I'm working on tho, can all rest safe and sound in knowledge pending bug reports, I'm done for any other major updates for immediate future
MrSoul  [author] 7 Sep, 2021 @ 9:12am 
@Leon No, setting it to off defaults script to final stage of the invasion and enables two objectives as complete(if are factions has them at least), not sure any mods out there that would specifically do that, but in theory just have to change paremeters for what happens when script detects its off (ie even just delete that part of script) I will not be doing that with this mod as I imagine most people want that option to do its intended purpose
MrSoul  [author] 7 Sep, 2021 @ 9:10am 
@Mad Demoknight ya in notes and on page added disclaimer for that, I've tested it too the two mods will not conflict with one another but just need the old one in case something already spawned that unit in, some people may not even experience issue if really early in campaign too
MrSoul  [author] 7 Sep, 2021 @ 9:10am 
@Lions and Men
1) Nope, as this is based heavily off vanilla script, it will only spawn hordes twice during mid and end game events now, doom tide etc is long gone from new invasion script.
2) Cooldown as in there is about 20-40 turns I think at max between first and final waves.
3) Strict turn limits, if you're at 147 you should be approaching the final invasion with Archie and the boys. So theres a range of turns (imperium values etc long gone as well), and more or less game rolls a dice each turn when you're within the turn range, on last turn of the range(or if somehow goes past turn) it "rigs" the dice to force the invasion. However my mod/new vanilla invasion as does not use imperium will never do that lovely predictable invasion moment you expand, just have a time limit now.
Leon 7 Sep, 2021 @ 3:52am 
Hey. I've got the chaos invasion setting set to "Off". Is this mod going to enable it? (I'm looking for a mod to do that)
Lions and Men 6 Sep, 2021 @ 1:47pm 
Mad Demonknight and Mr.hankey,: I had the same problem yesterday until I realized the author had added a new required mod "Pink Horrors of Tzeentch" and game was crashing at the logo screen due to not having this. Subscribed to that and it again works fine. This is separate from the "Hunts Pink and Blue Horrors" mod previously required.
The Mad Demoknight 6 Sep, 2021 @ 9:47am 
Scratch my original comment, having both mods will work and won't mess with the current campaign.
The Mad Demoknight 6 Sep, 2021 @ 9:41am 
Me too. Got a running campaign with the pink and blue horrors, but now I can't open my game.
Bubalicious 6 Sep, 2021 @ 6:06am 
I've nocited that it was updated yesterday, now I cant load the game with the mod (cant even enter the game). =(
Lions and Men 5 Sep, 2021 @ 9:31pm 
Mr. Soul, first i just want to say I friggin love this mod! Makes chaos truly terrifying, but still possible to defeat with strategy. Adds meaning to the mid and late game and actually directly impacts most factions rather than just the ones in the North East. Thank you! Just some quick questions because i'm not 100% clear from the description. When all the various hoards from this mod are all completely wiped out, do fresh batches continue to spawn en mass in the same areas again? Is there a cooldown between these spawns or a reduction in the number of doomstacks? What is the trigger for this mods spawns? I'm turn 147 in a Skarsnik campaign and about to go toe to toe with the Empire who is much more powerful than me. I've destroyed virtually all of the factions from this mod. If i move my armies north towards the Empire, will this mod drop fresh stacks right into and around my lands?
MrSoul  [author] 5 Sep, 2021 @ 8:17am 
@Doomy Sorry not my mod, you have something else going on with your mods/game.

I just tested with a fresh campaign and with both the test versions and the main version, sitting at +1 with Volkmar right now, no crashing.
MrSoul  [author] 5 Sep, 2021 @ 7:37am 
@all Next up on the updates list is a project I've wanted to do for a long time for this mod but did not have the assets to work with until very recently. It is a HUGE undertaking compared to all that has come before as far as sheer work hours required go, but going to be awesome...working on customize skins for each major chaos faction this mods add, ie, actually look like Khorne dudes, etc. Like said, a lot of work, and yes this is being done as I work on MCT too. Anywho, enjoy new horrors and remember keep Hunt's one's on for your current campaigns or you'll get the crashies! Can safely remove on new campaign however.
MrSoul  [author] 5 Sep, 2021 @ 7:23am 
@RuSTY Try having this mod load before those two. You've got SFO over writing this invasion script.
@Doomy, I'll load up a campaign here and check that out with our friend Volkmar

Otherwise for @all
!!! UNIT MOD UPDATE - IMPORTANT !!!
We're going to swap over to Venris and crew's new Pink Horrors.
Big thanks to all involved: Xenon, ChaosRobie, Venris, Bálint, bainb132. Head on over there to say thanks everyone/get it downloaded!

!!If you have an ongoing campaign/invasion make sure to leave Hunt's pink's horrors enabled to avoid any issues with missing units causing a crash until started new one.!!
!!Otherwise make sure you've downloaded new mod(say thanks on their page, like etc) as it is now in our required list.!!
RuStY 2 Sep, 2021 @ 12:20pm 
i can pm me whole modlist if you have any ideas to help, cheers for the great mod, as it was good until i added sfo when it was updated
RuStY 2 Sep, 2021 @ 12:19pm 
doesnt seem to work even though its loaded, i have kaedrin mod manager, loaded last after mods such as sfo, although no other mods touch the chaos invasion that i use such as mixu, ovn and parte legendary lords. no crashes or anything its just as if the mod isnt on but the units spawn in the armies of the normal invasion though.
Doomy 2 Sep, 2021 @ 10:12am 
same issue as vanilla version, makes game crash every time i get a +1 imperial autority event as Empire with Volkmar
MrSoul  [author] 29 Aug, 2021 @ 3:25pm 
xD Perfect, keeps you on your toes. Yeah I'll take what your saying into consideration, as I test my own campaign here.

Interesting feedback as I usually play DE so I take care of them being a late game threat ;) But yes very similar as HE as strained fighting with me like you said that surprise of the hordes, panic confed, tho on some level I cant blame them(and as DE get used to world confeding against you), as i've seen HE wiped while playing emp before. So toss up some degree too, penalise AI in ways from helping each other and might be looking at much more boring post invasion campaign every time.

I wonder if theres a mod restricts AI being able to confed as well, think that one just remove the shield of civilisation buff if read it correctly.
I|III||I|||II|IIII| 29 Aug, 2021 @ 1:51pm 
The idea for my current play through was to increase the strength of the sleeper AI evil factions getting phased out early and leaving the player with a feeling of the game already being over as soon as the dark elves in the north west are cleared out. A longer, more eventful campaign instead of restarting a new one.
Also, great mod! Those extra spawns spooked the hell out of me and created a major panic.
I|III||I|||II|IIII| 29 Aug, 2021 @ 1:51pm 
I'm using both those mods too! I also run the mod where all factions are major, fewer confederations, chaos towers, exanded norsca roster,additional high elven dilemmas and events, etc... to avoid an easy early game and I noticed there is much better varietty in my play through, so the replay value is much higher for me now. Not the same predictable thing with the only challenge left is to micro manage the most optimal and predictable first 30-50 turns.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568999355
I used this mod and it didn't seem to counter anything in your mod.
I reloaded a save a few times to manipulate through influence to get a better feel for what's going on. What I noticed is that no matter who I influence the AI will confederate in such a way as to avoid wars with each other. With all factions being major reikland might hate karak, but then the expedition will confederate reikland to avoid the war.
MrSoul  [author] 29 Aug, 2021 @ 10:05am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2235672833&searchtext=ai+declare+war
I never play without this either and its awesome, can configure it with the MCT, so that as well may help you just straight up force AI to declare war on each other even when have friendly ratings (ie once done the invasion to prevent your worst fears for sure from happening)

And thats all the ideas I got xD
MrSoul  [author] 29 Aug, 2021 @ 10:03am 
For what its worth too, for your understanding there is a personality swap that occurs as well during the invasion(vanilla or mine) which is reverted upon the "victory state" ie yes all have positive bonus but the ai will revert to normal with their typical aversions etc(many factions aversion towards each other is around 40 right.) The personality swap is also different based on your campaign settings, so an alt solution to your problem may be a mod which disables the hard line cheats, as the script just runs off what the setting is, not like is a cheat itself and sets the to be less friendly overall, and more defensive if I was reading it right (ie think idea being ally etc but wont really work together with personality swap on higher diffs.)
MrSoul  [author] 29 Aug, 2021 @ 10:03am 
Not sure what you're already running with but I've found this mod helps with order tide in general:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2418909192&searchtext=ordertide

Not wrong at all, exactly what will happen, even say logically as, like the old alliance system for Warhammer 40k table top "Come the Apocalypse" see many former enemies will become friends xD

I|III||I|||II|IIII| 28 Aug, 2021 @ 11:34pm 
Are there any mods that disable the disaster of alliancetide? The extra spawns are great and much needed for extra bit of challenge, BUT that's 48 alliance points to peaceful for any and every single faction. I am running mods to decrease the instant peacetide and confederationtide. Maybe if the spawns were all the same faction it would have a lot less impact. As of right now it's turn 94 and the current diplomacy just got wiped out completely by adding positive 48 (+ more if they attack) to every single faction with each other. I was intending to use this mod to keep the campaign difficulty up, but it seems after a small bit of lost and reclaimed territory the rest of the campaign will devolve into the AI not wanting war with each other. That will snowball into a massive wave of confederation.
MrSoul  [author] 28 Aug, 2021 @ 9:15am 
This mod changes the original invasion too :) So if they'll load together which ever is highest in the load order will replace the other. Script wise at least. Oh and heads up while browsing the workshop, Guv's is up to date, and my mod but watch out there are many older ones which have never been updated to work off the new invasion script as Guv's and mine do.
Junglist_ 27 Aug, 2021 @ 4:38pm 
Since your mod adds new armies any idea if it would it work with a mod that changes the original invasion? Like Guv's Chaos Invasion mod for example?
MrSoul  [author] 27 Aug, 2021 @ 11:51am 
@Alessar You're welcome! Yeah it also falls into the design philosophy of "why not just include all the unit files in this mod" and I have decided on two answers to that.
1. Ultimately not my work, if possible to also encourage downloads of those mods, and it causes no issues, think this is best solution for mods like mine as everyone "wins"
2. From a Q/C standpoint too, my forte is not unit mods and balancing out stats, but I know how to monkey around with the invasion stuff pretty well by now. This way you guys get the best possible support, Deco, etc do their awesome thang with their mods and I can just focus on making sure this mod is the best it can possibly be as its own thing.
MrSoul  [author] 27 Aug, 2021 @ 11:43am 
@Mad Demoknight It should, I've tested with save games a lot, to test for yourself load up a brand new campaign, let it auto save turn, exit, load up test version of the mod, and you'll see d force my version of the script to run within 6 turns.

Not 100% but I think as the scripts retain teh vanilla file name, unlike data coring with DB files, its a clean 1 for 1 swap the game doesn't have issues with. If the script had startpos stuff like, actually giving these factions hometowns etc, ya need a new campaign to have that stuff just like if you're trying to add Mixu's LL 1/2 to your campaign, the mod will "work" with your old save, but you wont see any of his LL's cos need a fresh campaign to set those startpos...things.
Alessar 🐺🦄🦅 26 Aug, 2021 @ 11:19pm 
Thanks for the answer Mr. Soul!
The Mad Demoknight 26 Aug, 2021 @ 12:22pm 
Love the idea for this mod, and the endgame to me is already intimidating enough imo but I love the size and variety. One small question though; I'm already close to turn 36 or 40 in my ME campaign, will the mod work on a save that's close enough to the invasion so long as it hasn't triggered yet?
MrSoul  [author] 26 Aug, 2021 @ 7:59am 
For whats worth, and if you read any of my mod disclaimers, anyone is welcome to make versions of the mod streamlined for one overhaul, expansion mod, etc. I'm not a weirdo who claims ownership over edits of a companies software lol
MrSoul  [author] 26 Aug, 2021 @ 7:58am 
In order for it to function as its own mod require those to be apart of it.

I run OvN and all those mods, no conflicts, never had an issue with any of them for what its worth. I understand the desire to have a a streamlined load list of mods tho but just like having it be more for "SFO" would need to make a mod that is a direct OvN submod and cuts out the unit mod as needed.
Alessar 🐺🦄🦅 25 Aug, 2021 @ 8:34pm 
If some of the unit packs of this mod are already included in ovn roster and its submod to complement vanilla factions, is there a way to don't need to be subscribed to all the mods altogether?