Total War: WARHAMMER II

Total War: WARHAMMER II

Legendary Diversity (Skaven)
166 Comments
Skraever 26 Jun, 2024 @ 4:42am 
a bit too late, but for some reason my ratling guns wont get any buffs from dilemma i believe it either is some of my mods conflicting this(weird enough) or just bugged for me:steamsad:
Warlock Overlord Nukit Claw 9 Jan, 2023 @ 10:50am 
It is there its a submod
oopdaoop101 9 Jan, 2023 @ 3:14am 
I know it's a bit far in time, but is there anyway you could make a standalone pack that switches Queeks buff and Tretches buff? If you can- Please.
unero21 28 Dec, 2022 @ 1:45am 
hello, is there any chance that you will convert your awesome series of diversity mods to warhammer III?
kinngrimm 28 Sep, 2022 @ 5:33am 
Clan Moulder akso wants special special treatments
Valerie Halla 17 Apr, 2022 @ 2:06pm 
Do you have any plans on creating these Legendary Diversity mods for TWW3? I really like them, they encourage a fun focus for each legendary lord!
Zandor 14 Mar, 2022 @ 9:24am 
Just in case you were to find this : Moar Firepower for skavens is bugged. Ratlings have the "turret" option; but cannot use it. Clicking it has no effect.
crochetcocoking 8 Jan, 2022 @ 6:33am 
Hey! I dunno if it's intended but the crimson guard can't be upgraded with the moulder lab, is that intended?
Mutant Rat Ogres don't get the Hunger from Throt, I'm guessing it's because they're single entities and are not considered Rat Ogres but i think it would be neat to say it.
I also think a stop rampage ability for Throt would be neat.

Great mod (overall with all the others), a staple for whenever i play.
(I would also love to see a compatch with that moulder menagerie mod, mainly for ikkit & Throt)

Have a good one!
Jack 29 Nov, 2021 @ 6:43am 
Moar Firepower is bugged, rattling guns wont deploy
benettonkkb 26 Nov, 2021 @ 12:24am 
Same issue with Ratling Guns deploy ability. Loses 100% range but can't deploy turrets
999999999999 19 Nov, 2021 @ 2:16am 
great idea for all races
a suggestion, maybe clan moulder should buff the units it introduced to the game, like brood horror and mutant rat ogre
even with buffs its kinda hard (and unfun) to take the wolf rats and regular rat ogres to the late game
Slayer77 9 Nov, 2021 @ 3:31pm 
With 'MOAR Firepower', my rattling guns show a 150 range (aprox) but when I get into combat, they go down to 30 range (aprox) and I am unable to deploy the turret. Again, I am not assuming that this is only your mod doing this, It could and probably is a conflict with one of the many mods I am using. It's just that a lot of other people are experiencing this so something that a lot of others are using for skaven in conjunction with this mod is breaking the rattling guns...
Slayer77 9 Nov, 2021 @ 2:01pm 
I have the same issue playing as Clan Skurvy -- Can't deploy the ratling guns for the increased range. Also noticed that using dogs of war , recruiting them into another faction you are playing -- it never works then. I'm using a lot of mods from collections, it isn't liking something in there.

I will try as a main skaven faction and report back.
Captain Kacho 12 Oct, 2021 @ 8:19am 
Hey just wanted to add that I'm getting the same issue as ashisaford, deploy turret option does nothing. Guns of The Empire, Southern Realms, Masked Mustachio's Canister Shot could potentially have similar abilities?
Meltrixi 8 Sep, 2021 @ 3:58am 
I really like your mods. Was a bit disappointing to see though that ikit doesn't get boosts for jezzails or mortars.
Sin 24 Aug, 2021 @ 11:36pm 
is it compatible with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2243524154 this mod? It buffs new stormvermin units too?
WRLegion  [author] 10 Jul, 2021 @ 9:18am 
@ashisaford --- I checked the list you posted and didn't find a collision. In that case I have no idea why it isn't working for you.
ashisaford 9 Jul, 2021 @ 1:46pm 
Here's a list of most of semi-suspicious mods. If you want the full list I can give you it: https://pastebin.com/ZdQtqJnd
ashisaford 9 Jul, 2021 @ 1:35pm 
Sorry, I went on vacation shortly after commenting. I have a ton of mods installed, but I'll try and find ones that add abilities!
WRLegion  [author] 2 Jul, 2021 @ 11:55am 
@Noir --- You can easily test with that mod by adding free exp to ikit. With the new script, these levels will correctly count towards unlock progression.
Noir 2 Jul, 2021 @ 5:34am 
Yeah, it´s pretty much the same for me as in ashisafords video...I didn`t try it without other mods and also didn´t try to reinstall the mod, tho. It´s kinda hard to try around since it´s his lvl 30 dilemma. But I could try out the "Console Commands (Modding Tool)" mod you mentioned earlier.
But maybe you`ll find the solution with ashisaford help.
I´m running quite a lot of mods, so let´s wait for ashisafords answer first before I start to give you a list. xD
WRLegion  [author] 1 Jul, 2021 @ 10:19am 
@ashisaford --- Thank you for the video, I suspect the reason behind this is duplicated ability ID. What are the mods you use that add new abilities? (Not only for skaven, for any unit/hero/lord in any daction). If there are less than 20, I will download them and take a look.
ashisaford 30 Jun, 2021 @ 5:15pm 
Here's a quick vid of what happens. Its not a big issue, auto resolve is doing pretty good: https://vimeo.com/569620679
WRLegion  [author] 30 Jun, 2021 @ 11:02am 
@ashisaford --- Well it works for me... Hopefully I am still counted as a user. xD

@Noir --- Could you try without other mods? What is the range shown on the unit card in campaign map? When you use the deployment ability, you should be able to see on the status bar that it has a buff making it unable to move and give it +100% range (after 5 seconds ofc), can you still see it? Have you tried reinstall this mod? (unsub, delete mod folder and sub again)

I am sorry if this is annoying, but I can't reproduce the problem myself.
Noir 29 Jun, 2021 @ 11:53pm 
When I took the firepower option my ratling gunners range was literally reduced to the half of their original value, but they gained a huge boost in missile strength... Everything already shown on their unit info on the campaign map. I always deployed after starting the battle.
ashisaford 29 Jun, 2021 @ 6:11pm 
I'm having the same problem as @Noir and @Ardol, but when I use the ai troops mod it can deploy the turrets, so its obviously not completely broken, maybe it just doesn't recognize user input?
Stuvvv 29 Jun, 2021 @ 5:36pm 
@WRLegion --- Thanks, I was able to get the dilemma to activate. When I first took a look at the console commands mode in game I had no idea what to do (I'm not very tech savvy). I experimented with the variable you gave me, but it just kept giving me errors until I put log("legion_LD_ikit_extra_b"). But it just said nil I decided to level ikit up again and somehow that fixed the problem even though I didn't really do anything.
WRLegion  [author] 29 Jun, 2021 @ 10:42am 
@Stuvvv --- If you are willing to use the mod "Console Commands (Modding Tool)" you can always add 1 point to "legion_LD_ikit_extra_a" or "legion_LD_ikit_extra_b" to ikit. "a" is the option for mobility and "b" for firepower. If you use MCT to lower the anti-grind level you probably need to level up again to get the dilemma. You can always test by using the mod mentioned above and give ikit free exp and see if it triggers.
WRLegion  [author] 29 Jun, 2021 @ 10:39am 
@Noir --- It is working on my end. Can you be a bit more specific with "leaving them at half range"? They should get basically no range without deploying and full range when deployed. Also out of curiosity, are you deploying before starting the battle or after starting the battle.

@TorgueUser --- I feel like Doom wheels in Ikit's army is only going to be used as SE Meatshield. From my campaign 2 Plaguepriests + Ikit is more than capable of holding the line. Unlike Doom wheels summoned units wont have to worry about casualties so they will be the better choice than Doom Wheels even if I buff Doom wheels.
Stuvvv 24 Jun, 2021 @ 11:44pm 
I don't know if I am doing something wrong, but I've used this mod in the past but "Skavenblight's BEST INVENTOR" dilemma no longer appears when playing as Ikit Claw open reaching level 30. I do have a lot of other mods running as well, so I thought that was the problem. I turned them all off besides this one of course an MCT, and changed the level from 30 to 1. Ikit's other leverl 30 trait appeared but the other did not. I would really like to know if there are any solution's to this.
Noir 24 Jun, 2021 @ 2:53pm 
I can second Ardol here... The deploy turret skill is not working. You can click it but they don't start to deploy leaving them at half range even after the 5 seconds. That's quite the issue, I hope this will be fixed soon since atm there is no way to use them like this...
LimeUser 23 Jun, 2021 @ 5:18pm 
I feel like Ikit should have a Doom wheel buff
WRLegion  [author] 5 Jun, 2021 @ 1:26am 
@Briar_Black --- Well to be fair I didn't take "Balance" into consideration as stated above. I felt like ratling gun is the reason why people play skaven at all.
Briar_Black 4 Jun, 2021 @ 10:44pm 
at first I didn't like what you did with ikit but then I realized that what you did made him more fun when you're *not* starting as him.
I've literally never played a skaven campaign that wasn't ikit. Lol.
Just wanted to give you my compliments. Good idea. Ikit doesn't need to be any stronger when he's in charge.
WRLegion  [author] 18 May, 2021 @ 8:36am 
@ Ardol --- They will need 5 seconds to properly deploy the weapon, afterwards their range will increase to 180. I don't think there can be conflicts.
Ardol 18 May, 2021 @ 8:28am 
When I click the button to deploy Ikit's ratling guns nothing seems to happen and their range never increases, does it just not work at the moment? or am I doing something wrong/somehow have a mod conflict or something?
WRLegion  [author] 24 Apr, 2021 @ 7:03am 
@OwL_PaRTy --- I have looked into the corresponding tables, but I think we can only provide army template for factions. So I think I cannot tell the AI to use specific template for specific LL. This is the reason why these mods do not affect AI army comp. (I would be glad if I am wrong tho, so please tell me if I am wrong).
OwL_PaRTy 24 Apr, 2021 @ 4:41am 
Just out of curiosity, do your LD series mods affect AI army comp? Like do they specifically tend to build units related to their buffs?
WRLegion  [author] 26 Mar, 2021 @ 1:10am 
@grz34998 --- "Balanced" because they cannot be spammed out like Clanrats. Statswise they are better than other Stormvermins, running with higher MA, MD, Armour and an Armour-piercing Melee Weapon. They have their own unique abilities and do not share abilities from clanrats. (An aura and a summon ability which summons a unit of clanrat that has a bound use of warpbomb)

They should be affected by tech and Skills that improve Stormvermins.
grz34998 25 Mar, 2021 @ 4:41pm 
@WRLegion Thanks for the reply, I asked in part because I was curious about how they are "balanced" (not sure if this is the right word in this case) against clanrats in Queeks army. More specifically against abilities like always more besides.

I guess another part of my curiosity would be whether they are effected by technologies that improve clanrats or stormvermin?
WRLegion  [author] 25 Mar, 2021 @ 12:42am 
@grz34998 --- I literally just copied the Stormvermin unit and improved its stats / gave it 2 new skills. So they will still be using generic Stormvermin models and unit card (Only difference is that you can see red colour on their icon)

"The Red Guard, or Crimson Guard, are the personal Stormvermin bodyguard regiments of Warlord Queek Headtaker." --- Quote from Wiki, and where I got the inspiration from.

They are of course meant to be used in Queek's army (you know, his personal bodyguard), but you are not forced to use them in his army. Keep in mind you have a total of 2 units of these.
grz34998 24 Mar, 2021 @ 4:59pm 
I'm glad you updated the mod, are the crimson guard a creation of your? And if so are they intended for use in Queek's army?
WRLegion  [author] 22 Jan, 2021 @ 2:15pm 
@Warlock Overlord Nukit Claw --- I do not use KMM so I cannot give you any answer.
Warlock Overlord Nukit Claw 22 Jan, 2021 @ 12:13pm 
And in KMM?
WRLegion  [author] 22 Jan, 2021 @ 10:24am 
@Warlock Overlord Nukit Claw --- If you mean load order you can change them in the official launcher by dragging them to the desired position.
Warlock Overlord Nukit Claw 21 Jan, 2021 @ 2:41pm 
How do you change the way mods are loaded?
StreamLined 3 Jan, 2021 @ 3:48pm 
You could give them an ability that imbues them with the disease so you could choose when to use it. Contaminated is a bit dull but I also find it's pretty integral to clan pestilans strategy and identity, The plauge monk censor's and lords also have it and on artillary it's a pretty strong leadership breaker.
WRLegion  [author] 3 Jan, 2021 @ 9:04am 
@StreamLined --- If I am not mistaken, the vanilla contaminated effect is just moral debuff which I find pretty boring. That is why I just replaced them. But what kind of active ability would it be? An AoE debuff with very long cast range?
StreamLined 3 Jan, 2021 @ 5:26am 
Any way you could make the disease on the plague catapult an activatable ability rather than replacing the contaminated effect?