Total War: WARHAMMER II

Total War: WARHAMMER II

JvJ's CTT Compatibility Submod for OvN Lost Factions - Expanded Roster - Chaos Dwarfs
44 Comments
saspekt 22 Jan, 2023 @ 6:46am 
hi, are the any plans for update for newest version? just asking. thank you
[GWD]Dean 31 Jan, 2022 @ 3:35am 
Ah, no problem. I actually just crashed to the desktop on my second play through as recruiting the goblin hero seems to make the game unstable. I can't beleive i did two 150 turn games without just considering it might be out of date haha :steamsalty::steamsalty::steamsalty: Thank you for the time and effort you do put into making all these things work together though, provides months of fun!
I think i'll try without CTT and stuff one more time when i can build up the effort to start a third time over. :steamfacepalm:
JvJ  [author] 31 Jan, 2022 @ 3:19am 
The mod currently isn’t up to date with the latest expanded roster update and I probably won’t find the time to do so before game 3. So apologies for that.
[GWD]Dean 31 Jan, 2022 @ 1:17am 
When I try to give a Infernal Castellan his "Bull Chariot" mount, it shows his hit points going down to 17 on the preview before putting the point in, and on the battlefield he loads up with 1 hit point and the model is not of the hero on the chariot but instead a two person unit with the hero and another generic Chaos Dwarf on foot.

As a few mods come together to make this work I triple checked I had everything listed in the required mods list
uvm 10 Oct, 2021 @ 4:03am 
yup, caps are fixed, but i cant recruit them coz building doesnt unlock recruitment option for acolytes. same thing is with berzerkers in kk.
JvJ  [author] 4 Oct, 2021 @ 5:05pm 
Fixed Lamassu weapon profile
Fixed Cap Loc for Zealots and Acolytes as they were flipped
uvm 31 Aug, 2021 @ 12:16am 
JvJ, there is no option to recruit acolytes via landmark in k-a-k, in fact, it gives +2 to berzerkers capacity
uvm 17 Aug, 2021 @ 3:05pm 
Thank you lord for small mercies, he finally did it!

Im joking mate :) Thank you for your hard. Work and dedication
JvJ  [author] 17 Aug, 2021 @ 10:10am 
Update Chorfs:

It's updated, slave ogres have all fancy ogre stuff now
The Dreadquake mortar has been updated with it's new pulling wagon (so it's even better now *shrug*)
The Kollosus still needs some work but you dont CTD anymore so wooo

this would have been a more effective update but time is pretty contrained right now so i just pushed a working version even if im not 100% happy with it. It just works.
uvm 16 Aug, 2021 @ 11:42pm 
You are right, i suppose :)
Captain Freakout 16 Aug, 2021 @ 7:02pm 
Patience, uvm! You should play another faction in the meantime :)
uvm 15 Aug, 2021 @ 6:27am 
Ok :D
Any time soon? I think they fixed most of the things you mentioned before
JvJ  [author] 14 Aug, 2021 @ 3:05pm 
that's because it is
uvm 14 Aug, 2021 @ 5:46am 
Sry for bothering on weekends, but it shows still as an outdated
JvJ  [author] 17 Jul, 2021 @ 3:10am 
Yes once I've updated OvN and ER Chaos Dwarfs is updated properly (currently number of animation issues)
uvm 17 Jul, 2021 @ 2:42am 
Any plans for an update?
JvJ  [author] 27 Mar, 2021 @ 11:59am 
Update:
Hobgobs get the new CTT Gob treatment

Goblin Slaves - Unit size reduced from 200 to 150, costs adjusted
Goblin Slave Band - Unit size reduced from 300 to 280, costs adjusted
Hobgoblin Cutthroats - Unit size reduced from 150 to 120, costs adjusted
Hobgoblin Sneaky Gits - Unit size reduced from 90 to 80, costs adjusted
Hobgoblin Enforcers - Unit size reduced from 140 to 120, costs adjusted
Hobgoblin Wold Raiders - Unit size reduced from 80 to 70, costs adjusted
Hobgoblin Wolf Raiders Archers - Unit size reduced from 80 to 70, costs adjusted
Hobhound Ravagers - Costs adjusted

LD5 reavaluted 45 to 44
LD6 reavaluted 50 to 52
JvJ  [author] 23 Mar, 2021 @ 8:54am 
Updated for Rakarth
Pious Skeleton 12 Mar, 2021 @ 6:18pm 
Update: I deleted KMM and installed a fresh version of the manager and it worked
JvJ  [author] 12 Mar, 2021 @ 3:36pm 
check now i updated the OvN submod (that's where the script is)
Pious Skeleton 12 Mar, 2021 @ 3:14pm 
I'm quite inexperienced but I was just throwing out the one unlikely idea I had. I'm not sure what it could be then. I've tried cleaning my whole data folder and redownloading everything in case I got an incomplete download and that didn't work either. Everything else in your submod appears to be working for me (the unit stats are changed, CTT's tomb king-style global caps are there, etc) but for whatever reason TTC's core/special/rare caps aren't showing up.

Anyway, thanks for your help. I really appreciate it.
JvJ  [author] 12 Mar, 2021 @ 2:34pm 
I use the dependency manager so load order shouldn't matter at all, im very experienced with mod priority, it must be an issue on your end, because running just the required mods on my end works fine, the script is set up correctly. So unless i get other reports of the same issue im not sure what i can do. I'll try adding a call back at the end of the script regardless see if that fixes your issue.
Pious Skeleton 12 Mar, 2021 @ 2:28pm 
I unsubbed and deleted all of the movie mods from my folder and ran it only with CTT, Table Top Caps, Mixu's Unlocker, Expanded Roster - Chaos Dwarfs, OvN - Chaos Dwarfs, OvN, this submod and your submod for OvN.

The TTC caps system still isn't showing up. It's just normal, unrestricted recruitment.

I'm not very experienced with modding but if it isn't a script break, my best guess is something in your pack related to TTC isn't being given priority over one of the other required mods. I had a similar issue with my submod for extended recruit times for CTT and it worked for me but no one else until I added an additional exclamation point before each set in the main_units_table that I was overriding.
JvJ  [author] 12 Mar, 2021 @ 6:15am 
Just tested and it does work, check for movie mods that might be causing a script break.
Pious Skeleton 11 Mar, 2021 @ 10:41pm 
Tabletop caps don't appear to be working. I tested it only running this, TTC and the required mods and they don't show up.
JvJ  [author] 17 Feb, 2021 @ 3:07pm 
Fixed: No more ctd when you hover over Slave Ogres
JvJ  [author] 7 Feb, 2021 @ 9:50am 
Update again: pre CTT'd new Hobgoblin Great Khan Lord and Hobgoblin Pelt Shaman Lord.
Will be available for you guys when OvN Chorf updates: they are available for customs though.

MIA no more:
Zealot Berzerkers - Campaign exclusive unit recruited from the Karak Kadrin landmark, +4 Cap
Acolytes of Hashut - Campaign exclusive unit recruited from the Karaz-a-Karak landmark, +2 Cap
JvJ  [author] 6 Feb, 2021 @ 6:38am 
Updoot: Iron Daemons should now be recruitable, oops
Captain Freakout 26 Jan, 2021 @ 9:13am 
Just begun a campaign with them, and they're fun as hell to play. Still figuring out the mechanics, but you did an amazing job with this adaptation!
JvJ  [author] 17 Jan, 2021 @ 4:39pm 
Chaos Dwarfs now fully TTC compatible, have fun.
Decado 12 Jan, 2021 @ 10:55am 
Anyone figure out how to recruit the hobgobblin khan? Saw him in custom battle, but don't see an option in campaign.
JvJ  [author] 4 Jan, 2021 @ 2:37am 
Ah right yeah I increased the base reload time also, but the stat changes had minimal effect on AR.
Decado 3 Jan, 2021 @ 11:38pm 
Missle strength also down from 36 to 27. That'd probably have an effect.
Decado 3 Jan, 2021 @ 9:03pm 
That makes difference. Garrison isn't invincible now, too.
JvJ  [author] 3 Jan, 2021 @ 5:08pm 
Update: Devastators

Ammo reduction from 24 to 18
Now capped +3 from its recruit chain
They no longer have absurd AR weights (no idea what caused this, i just re entered the data and the issue vanished).
Decado 2 Jan, 2021 @ 9:17pm 
Huh. Didn't know they are core. Devs got most of the kills in the battle I played out, but their range and slow speed makes them situational. TTC seems to need an update so I'm testing with cost-based caps.

Maybe keep core but add global caps?
JvJ  [author] 2 Jan, 2021 @ 5:23pm 
Ive been debating the Devastators in my head for awhile they are very powerful can openers despite the short range of 65 and being Core feels a bit much honestly, something for me to think about anyway.
JvJ  [author] 2 Jan, 2021 @ 5:22pm 
Regardless in CTT unit command power is directly related to price, Goblin Slaves 320 Cuttthroats 540 in comparison to unit of Dwarf Miners at 720, aside from abilities (which most have a CP of 0) nothing else i touch has any effect on AR. If i had to take a guess it probably has something to do with Warrhak being a rather silly starting lord and the fact you start with a T4 unit of Devastators who can rack up a ridiculous amount of kills.
Decado 2 Jan, 2021 @ 2:45pm 
I know, which is why I thought the balance looked so off, given all the squishy units the starting CD lord has. I played it myself, and while I may not be an expert, the orc/hobgoblin units took significant losses. I doubt the AI would have done better. Just an odd match-up, I suppose.

Also, the Lord effects shown in the faction select menu don't seem to be in effect. The +10 MA for Chaos Dwarfs (I assume the recruit rank for sorcerers may just be something the author meant to delete). That could just be an OvN/ER issue, though.
JvJ  [author] 2 Jan, 2021 @ 2:25pm 
AR doesn't depict the likelihood of victory it shows potential losses of each side.
Decado 2 Jan, 2021 @ 11:40am 
Looks like a really cool faction. One thing I noticed when I did a quick test...autoresolve is strongly in favour of the CD in that first optional fight, but manually balance of power was pretty even. Is this the norm?
JvJ  [author] 30 Dec, 2020 @ 7:20pm 
Update - Horde Units:

Goblin Slave Band
Hobgoblin Cutthroat Legion
Hobgoblin Wolf Raider Legion (Capped at 4 max)

Changes:

Arty Chain -1 Cap for starting caps for Deathshrieker and Magma Cannon

See changelog for more details.
Captain Freakout 30 Dec, 2020 @ 11:16am 
Dream come true, thanks so much for doing this!
Decomposed 30 Dec, 2020 @ 5:45am 
Good job mate <3