Total War: WARHAMMER II

Total War: WARHAMMER II

Hertz Playable Garrisons
93 Comments
=[NK]= Col. Jack O'Neil 28 Mar, 2023 @ 6:26pm 
The mods works fine. And it's unlikely to get updated.
Krb 28 Mar, 2023 @ 5:27pm 
First, the mod needs to be updated. Second, I think it's a good idea if you allow units and lords to rank up, increase kills and wear equipment and banners and stay the same when returning to city defense. Stay active for longer then 2 turns and don't disappear when its settlement was lost. and added some easy quests like killing a very small band of bandits near the settlement, making the mod more interesting.
NotSoSocial 6 Oct, 2022 @ 5:55pm 
Doesn't seem to work anymore. I double click and nothing happens. No different mods being used, it use to work and now it just doesn't.
Erik The Angry 13 Feb, 2022 @ 10:11am 
Quick bug report, I just sent a garrison to a neighboring city to aid an ally with a siege, and then since they razed the city, I colonized the city with my garrison. It is not, as the description implies, bound to the region in which it is spawned.
Postcaptain 24 Dec, 2021 @ 3:34pm 
Cool idea, opens up a lot of possibilities. What I've noticed is that with garrison out of town, new garrison will appear in city which i can summon again effectively fielding 2 new armies. the second army can venture out of the province, stay active for longer then 2 turns and don't vanish when its settlement was lost. maybe its SFO and other 80 mods interfering :)
-_TchY-t3r 15 Nov, 2021 @ 1:58pm 
<3 <3 <3 <3 <3 <3 <3 <3
Rachel L 25 Jul, 2021 @ 6:12pm 
Does this need a update for the new dlc?
Planewalker 1 Jun, 2021 @ 7:16pm 
once i use this my garrison is just gone permanently. the only way to get a garrisson back is to either construct a garrisson building or delete the current one and make it again
blakhawk12 26 May, 2021 @ 1:23pm 
It's very weird... this mod seems to work on some cities but not others. Like sometimes it lets me take my garrison out and sometimes it doesn't. For example, during a recent game as Bonerattlas, I could remove the garrisons from almost all my settlements except for any of the former Kislev regions. In a more recent Rakarth game, I couldn't remove my garrisons from The Wasteland regions, despite having no problems doing so as Bonerattlas. I forget which region it was but as Naggarond trying to take the garrison out of one of my cities crashed the game. This mod is very finnicky.
8 Hertz WAN IP  [author] 24 Apr, 2021 @ 9:17am 
Hey guys I have included Mixu's Begoone Colonel mod into this mod, so the bugged colonel shold not appear anymore.

I'll keep a look out for other bugs you guys have mentioned.
conscript 19 Mar, 2021 @ 1:44pm 
Mod won't let me sally out. I try double clicking and nothing. Its the top of my load order aswell. Tried uninstalling and still nothing. I do love the idea as it reminds me of Empire where I could move around groups of men without a guy to lead them. A tip/fix would be cool.
Shatilov 11 Mar, 2021 @ 2:25am 
Dhaniels 10 Mar, 2021 @ 10:37am 
Same Issue, City has an invisible here inside it, cant interact with armies and cant be used to hire lords or heroes
Mathg44 10 Mar, 2021 @ 8:10am 
same issue as below, creates hero that seem to block the garison. Also, I seem to get unlimited movement speed when deploying the garrison
Eeshton 5 Mar, 2021 @ 2:35am 
I also have Mixu's Legendary Lords pack so it might be related to that
Stale Memes 4 Mar, 2021 @ 9:48pm 
I'm having the same issue as the previous two posters. The mod itself and the idea behind it are fantastic, but depending on the garrison it seems to create a non-interactive hero unit on the campaign map that will not despawn after two turns. Not sure if this has to do with me manually disbanding my garrison armies before the two turns or because of the walls I erected that added a hero to the garrison.
The settlement also becomes unresponsive once this happens.
Would it perhaps be possible to treat the disappearing garrison army lords as dead once they vanish? I use Legendary Lord Unlocker to recruit the lords of fallen factions and it seems to create copies of the garrison leading lords in my lord pool. I could see that leading to problems.
Eeshton 4 Mar, 2021 @ 7:07am 
Having same issue as Vrex, makes the mod unusable as I can't put armies into cities and can't recruit heroes/general out of province in which I sallied the garrison
Molestro The Magnificent 25 Feb, 2021 @ 10:07am 
I'm experiencing a bug where when I take my garrison army out, the settlement will glitch out and I can no longer sit ANY of my armies in the settlement... Theres a weird hero icon above the settlement and I cannot do shite with it. I can't even take out the garrison anymore either. Makes the game a lot harder...
Ronin 12 Feb, 2021 @ 3:17am 
this is cool but you can't play multiplayer campaign. desync every time you do it
BlueFalcon418 5 Feb, 2021 @ 5:50am 
@PsychoticSoul same issue as well
Deacon 4 Feb, 2021 @ 2:08pm 
I am have the same issue psychoticsoul is.
PsychoticSoul 23 Jan, 2021 @ 11:57pm 
Anybody else experiencing issues with this mod causing frequent end of turn crashes once all ai turns complete? I turned off the mod and the crashes stopped.

Great otherwise tho, really should be a vanilla feature.
Calibrated 20 Jan, 2021 @ 1:56pm 
Very very broken/unballanced. Look forward to black arks though.
Forlorn 20 Jan, 2021 @ 1:23pm 
This is a really great idea and cool mod, but it's currently too imbalanced. After the 2 turns are up, any units lost are instantly restored to full back in the city's garrison. Those units should take time to come back and only come back with low hp and replenish normally as it would in any other siege battle.

Could you fix this?
GIBBYDAMAN 18 Jan, 2021 @ 8:34am 
borks change starting settlement mod and population overhaul
Supermag24 17 Jan, 2021 @ 3:17pm 
This conflicts with the dwarfs underway stance. it crashed once before with it and moving in underway, but now it mostly just prevents you from underway stancing to a friendly army to exchange units. it might be doing the same thing for the other factions that have underway too.
ωうさぎωニャω 15 Jan, 2021 @ 1:01am 
@8 Hertz WAN IP
Hello author, can I help you promote your mod? Because I want them to use my garrison module……:azuki2:

https://steamhost.cn/steamcommunity_com/profiles/76561198122429855/myworkshopfiles/
Zenric 12 Jan, 2021 @ 2:35pm 
@Hertz thank you! It's working now.
Amazing job with your mods btw:)
8 Hertz WAN IP  [author] 12 Jan, 2021 @ 10:09am 
@Blaze99
Use this mod to fix your issue: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1582273274

This will be included in a future update but im fairly busy these days
Zenric 12 Jan, 2021 @ 9:13am 
I have encountered a bug where an unplayable hero name "General of the Empire Hero" appeared and is blocking my armies from entering a settlement. This happened after I pulled the garrison of Altdorf out
Marky Sparky 9 Jan, 2021 @ 6:47am 
@Icewallowkum Can't you just move the army back into the settlement? If the settlement is sieged while your garrison army is outside, well that's on you. You'll have to attack the sieging army directly to break it.
=[NK]= Col. Jack O'Neil 7 Jan, 2021 @ 4:59pm 
Thanks!
Molestro The Magnificent 7 Jan, 2021 @ 1:38pm 
How do I get my units back into the garrison? Im currently being assaulted and most likely will lose without the fortress.
GDI 7 Jan, 2021 @ 9:54am 
If Mod Configuration Tool: Reborn is installed, a new cost-reduced army cannot be spawned
8 Hertz WAN IP  [author] 7 Jan, 2021 @ 5:33am 
I actually recommend using colonel begone alongside this mod until I include it on its own. I'll be making a bugfix pass on all my released mods after I release my next planned mod.
=[NK]= Col. Jack O'Neil 6 Jan, 2021 @ 3:35pm 
Does conflict with the colonel begone mod that kills off empire colonel's?
8 Hertz WAN IP  [author] 6 Jan, 2021 @ 9:16am 
Yea heroes and mages were acting a bit buggy so I disabled them from getting put into the garrison army, I'll see if i can find a way around it.
Old_Nosey 6 Jan, 2021 @ 9:14am 
I like this mod too, it's a good idea.

I've noticed Empire Captains getting stuck in Ubersreik with no way to get them out when using this mod, but hardly game-breaking.
Bunnielovekins 5 Jan, 2021 @ 4:04am 
Really like the mod. Noticed a bug though:
This completely breaks Mixu's Vangheist's Revenge. The new faction is replaced by a generic lord with a single generic unit.
To me, this mod is cooler than Vangheist's revenge, so that will be the one disabled, just letting you know about it.
hi3r0ph4nt 4 Jan, 2021 @ 3:10am 
Could you make an ability to use garrisons larger than 20? You could make it so that the script checks if there are >20 units in the garrison and puts only those into the army. The army would also have a -100% movement debuff and a -100% upkeep cost to emulate a garrison army. Granted you would have to press the button each time your city is about to be sieged, but it's better than the current state just ignoring units
BesoC 3 Jan, 2021 @ 12:22pm 
Very interesting and original idea. However, there are 3 bugs:
1. Garrison appears outside regardless of what it was in city. For example - Ubersriek's garrison includes wizard, thane, etc because of its tavern. However, garrison outside of city does not include them.
2. If garrison losses battle outside of city and annihilates, it won't rebuild, city is undefended
3. I had Karl Franz with full stack in city while i spawned garrison force. As a result, garrison didn't returned into the city, while Karl was unable to leave. Looks like Karl's army became city's garrison :). Moreover, I was able to spawn another garrison from the city with exact same units and captain, resulting in 2 garrisons outside the city and Karl as a city captain :)
Guts 3 Jan, 2021 @ 4:21am 
@8 Hertz WAN IP, Thank you. Great mod anyways, very useful.
8 Hertz WAN IP  [author] 3 Jan, 2021 @ 2:32am 
@Guts, Ill check it out. Can't promise I'll be able to fix it since this breaks Tullaris and not the other way around.
Guts 2 Jan, 2021 @ 8:50pm 
I really like this mod, but encountered a problem with it. I started a campaign as Scourge of Khaine with Tullaris Dreadbringer as faction leader, using Mixu's Legendary Lords. The faction can make use of the Blood Voyage ability just like Har Ganeth. I enabled this mod on turn 17, everything worked fine. After a while I noticed that the Blood Voyage button had disappeared. I think at turn 32. And I know I activated a Blood Voyage with this mod enabled too. So I tried to see if another mod caused the trouble and this one seem to do it. Just to make sure I turned it on and the Blood Voyage button was gone, turned it off again and Blood Voyage is back.
Terran 1 Jan, 2021 @ 7:18am 
Alrighty, I'll try that then, thanks. I sure hope Warhammer 3 has some changes, or at least lets modders mess with the systems more. This mod is super wild and cool, so I was wondering if the other thing would have been possible - ah, well.
Thanks for the response!
8 Hertz WAN IP  [author] 1 Jan, 2021 @ 4:18am 
@Terran,
Unfortunately the current system would now support custom garrisons. What does work however are other mods that edit the existing garrisons.
If you find a mod that edits the garrisons you think will complement your play style in your garrison, don't hesitate top run this alongside of it. This script just looks at what is inside a garrison and gets it out.
Terran 31 Dec, 2020 @ 7:14pm 
This is interesting, but not really to my taste. Would it be possible to add in customizable garrisons somehow, whether as a separate mod or this one? What I mean is some sort of points or value system to pre-set what your garrison defenses will be. I hate how, say, Tyrion gets Ellyrion Horse Archers in his T3 settlement (Absolutely worthless units, especially in a siege), and would much prefer just some archers or spearmen.
I'm not sure if this would be possible at all, but being able to "design" your garrison (I.E point system sort of like Multiplayer/quick battles) would be wonderful. Wouldn't have to deal with absolute trash anymore.
grz34998 31 Dec, 2020 @ 9:27am 
How does this affect the Patrols mod?
Guts The Black Swordsman 31 Dec, 2020 @ 3:19am 
rite of primeval glory is not working with it
shawmuscle 30 Dec, 2020 @ 4:08am 
This is brilliant! Wanted this for a long time. Great work as always buddy