Total War: WARHAMMER II

Total War: WARHAMMER II

Eshin: From The Shadows (Skaven) - Unit Pack - SFO
53 Comments
Maal  [author] 29 May, 2022 @ 2:38am 
@n.pedrazalis
I just tested the mod. In custom battle against an AI army with all the this mod's patched units and it worked just fine. Either you have a weird incompatibility, a corrupted download (unsub and resub to this and Eshin mods) or you messed with the load orders (the vast majority of WH2 mods are designed to work in the default, untouched load order).

For reference, in CA launcher, the mods should be in that order:
SFO patches
Eshin mod
SFO
n.pedrazalis 26 May, 2022 @ 5:14pm 
maybe :( i cant use it until is resolved hope to use it i love the new units i have a lot of mods this is the only one that crash with champions of the feast wich is normal hope the ai dont use the and iron brotherhood
Maal  [author] 26 May, 2022 @ 4:40pm 
@n.pedrazalis
If it crash in custom battle it'll crash in campaign battle. Which is why I find it weird, this mod been out for a year and nobody ever fought against the new units until now to find this crash (AI vs AI in campaign won't crash since they auto resolve)?
I'll test it friday night or saturday. Unless SFO did something weird recently I do not know what could crash the game when the AI uses them but all is ok for the player (outside of some officers, but that should crash the base mod too). Perhaps a load order thing or something.
n.pedrazalis 25 May, 2022 @ 11:43pm 
i just started my campaign and i had a battle with clan kreepus as they use some of these units my battle crashed in load battle screen :(
n.pedrazalis 25 May, 2022 @ 11:25am 
it doesnt crash i, vanilla but it does crash with sfo mod enabled
Maal  [author] 24 May, 2022 @ 9:35pm 
@n.pedrazalis
I do not have wh2 installed right now and you are the first to report this since creation, before I even start to install everything just to test. Does your game crash happens if you disable SFO and this SFO patch? As in, does it crash even in a vanilla games if the AI use these units?
n.pedrazalis 24 May, 2022 @ 6:02pm 
Hello all modded units from this mod are causing me crash in custom battle maps when used by the Ai could you solve it please
Moonkidd 22 Jan, 2022 @ 5:10pm 
Ok, it was probably renamed. I was just curious if the buff for stormvermin/shadowvermin applied to black furs (which are the stormvermin equivalent in the mod) I do really like this mod though so thank you for your work
Maal  [author] 22 Jan, 2022 @ 3:56pm 
@Moonkidd
Those should be in the same building as stormvermins iirc. He may have renamed them but not the tooltip?

In any case, I did not rename any units or tooltips outside of unit caps ones. So that would be out of the scope of this mod if there's a naming issue.
Moonkidd 22 Jan, 2022 @ 12:53pm 
Sorry I should be more clear; the perk for lords that boosts stormvermin says it boosts shadowvermin too, is that supposed to be for the black furs? there is no unit in the "from the shadows" mod with the name "shadowvermin"
Moonkidd 22 Jan, 2022 @ 12:48pm 
there is no such unit as "shadowvermin" what unit is that supposed to be?
Jon 15 Dec, 2021 @ 8:51pm 
Nice! :steamthumbsup:
Feynrehn 1 Dec, 2021 @ 4:29pm 
Alright thanks
Maal  [author] 1 Dec, 2021 @ 4:17pm 
It is compatible with ONLY latest SFO!
Feynrehn 1 Dec, 2021 @ 2:22am 
is this compatible with the latest SFO?
Maal  [author] 22 Sep, 2021 @ 2:48pm 
@Elf-thing yes-yes

I make all of my mods hard-require sfo, as it is the only way to overwrite some files properly without crash, even if a specific mod doesn't need it, I still do it to fix the modlist of people who mess with the load order and other possible issues. But it does cause one issue with that separate SFO mod since it's not named steel_faith_overhaul_2.pack.

Another reason as to why it crash might be because I add SFO's unit cap to my submods and some other submods don't. Like the Shadowvermins units share the stormvermins cap. So the game complains if it cannot find it because it might not exist in SFO only battle.
...
Maal  [author] 22 Sep, 2021 @ 2:48pm 
...
I ain't going to support various version of SFO. You could edit the mod with RPFM since I am not going to update it until the eshin mod or SFO have a big updates, so it won't overwrite your changes till then, you could even make a copy for safety.
https://github.com/Frodo45127/rpfm/releases
Open !eshin_fts_units_sfo.pack, delete the script folder. In "db", delete the building, all effects and all unit_sets folders. Right click !eshin_fts_units_sfo.pack at the very top, open, depedency manager, delete the steel_faith_overhaul_2.pack line.

In theory it should run.
Riktrit Bloodfilth 22 Sep, 2021 @ 6:06am 
When I start new campaign with any faction when this mod is enabled, The screen is pure black there is only cursor. Disabling it fixes the issue. What can it be? I'm using sfo battle only so I assume these mods are not compatible but other sfo unit mods works well :(
Maal  [author] 19 Sep, 2021 @ 10:49pm 
Maybe a faulty/corrupted download...? In any case, if it's fixed, good.
shane_357 19 Sep, 2021 @ 9:02pm 
No, I first downloaded this mod after the update.
Maal  [author] 19 Sep, 2021 @ 8:54pm 
Which was just tooltips typos lol.

It's probably the "steam didn't download the update" problem as usual. Your steam properly detected and downloaded the update and downloaded it this time.
shane_357 19 Sep, 2021 @ 8:39pm 
Whatever update you just did fixed it.
Maal  [author] 19 Sep, 2021 @ 6:28pm 
And the comment section ate my reply? wth

I cannot find an issue, nor can the modding tool. I can start a campaign a mouse over all units, so I'll need help to find uot why it break on your sides.

When does it crash? Are you using both required mods, in default load order? Did you try to unsub-resub? Often mods do not update properly.
Maal  [author] 19 Sep, 2021 @ 6:01pm 
Why do I always get unsubbed from my own comment sections, making me receive no notification.

I'll take a look to see what could have broken, because it load fine on my side.
Riktrit Bloodfilth 11 Sep, 2021 @ 11:49am 
Is this mod abandoned?
shane_357 31 Aug, 2021 @ 4:28am 
This is crashing my game despite the update.
Maal  [author] 12 May, 2021 @ 2:52pm 
@BOOGEYMANE
It depends. A lot of his ashen units have fewer models for similar stats, which lead to a smaller total hp pool, they usually have better attributes or something to compensate.. I kept that pattern in the SFO patch.
BOOGEYMANE 12 May, 2021 @ 10:47am 
alright i got it working today. is it normal that eshin units have around 6k less HP than their standart counterparts? blackfurs with halberts compared with stormvermin for instance
Maal  [author] 10 May, 2021 @ 5:46pm 
@BOOGEYMANE
I was able to load a custom battle. Are you sure you have both requirement in proper load order? (The default load order, which would be bottom>sfo>Eshin>sfo eshin patch)
BOOGEYMANE 10 May, 2021 @ 2:44pm 
i think this makes the game crash while loading a custom battle with eshin units
Maal  [author] 10 May, 2021 @ 2:25pm 
I'll check, It might need an update with the latest Eshin update even if no new units were added/changed.
BOOGEYMANE 10 May, 2021 @ 12:00pm 
getting a ctd. is this not compatible with the latest patch now?
Maal  [author] 23 Apr, 2021 @ 5:44pm 
Do not need an update for The Sundering.
Maal  [author] 19 Mar, 2021 @ 8:54pm 
I don't mean to trash your feedback, I understand most of it and even agree on some points, but what I meant to say was that I wan't to respect the original mod author's idea as much as I can, adding only things I can link to something SFO itself did. If he want his units to be both smaller AND more expensive than a similar unit, then it'll stay smaller AND more expensive than a similar unit in sfo.
I might add strider to the shadowvermine, as you said the gutter runner and co have it in SFO unlike vanilla IIRC, but they are heavily armored too and not in the same kind of role as the runners. Something for me to think about.
Maal  [author] 19 Mar, 2021 @ 8:51pm 
@Máni
With SFO patches, it's either reworker the entire mod, or change it as little as possible to keep it as close the original author's idea. I tend to favor the second option.

SFO do not add or remove fear/terror from any skaven unit IIRC. So that would not be a SFO balance issue, but a "base mod" thing to fix in my opinion. Same with the Stormfiends not having terror, neither Skorne, Xenos or Chaosrobie gave it to them (it's even the bonus for one of their RoR, what would be its point then?). I do not want to change things SFO didn't change themselves in some ways.

About the shadowvermin, in vanilla stormvermin have 160 unit, and Hocter's are 120. In SFO they are down to 120, so I reduced the eshin to 90 to match. They also have 90 armor, giving them 30% resistance would make them too tanky, 30% is what "armorless" units like witch elves would get. Giving them the bane of cavalry effect would remove the weeping blade effect Hocter gave them so I can't do that.
Solly 19 Mar, 2021 @ 3:56pm 
I do think eshin units, most of them have strider as well?
Solly 19 Mar, 2021 @ 3:39pm 
Just found out about this since I looked at your mod list from the stormfiend submod page. Wanted to bring up how shadow ogres have terror but normal monsters and stormfiends don't have it but it's odd for a lower tier unit to have it, along with encourage while they also lack frenzy since they are still rat ogres. Shadowvermin have fewer numbers than stormvermin and they are also more expensive, they have encourage and fear. It seems weird to add fear and encourage on them, they are the same tier and they are eshin themed so maybe 30% physical resist would help more than 10%, like triads and death runners have 30%along with adding bane of cavalry of cavalry in the effects of halberd shadowvermin? I can't comment about others since I didn't think about bombardiers or others.
EnumaEllis 4 Mar, 2021 @ 5:30pm 
Nice!
Maal  [author] 4 Mar, 2021 @ 5:10pm 
Yes, it's not related to the building anymore. You have 1 blackclaws unit, and up to 4 if you have all 4 clans high enough. You'll never lose the base cap of one since it's the floor and I didn't add any negative cap modifier, only a positive one if you are at rank at revered (iirc) and above.
EnumaEllis 4 Mar, 2021 @ 4:04pm 
So, negative rep below standard won't lower it?

Also, that's a pretty cool change!
Maal  [author] 4 Mar, 2021 @ 4:02pm 
There, it's legendary. And capped based on Eshin clan reputation thing. One to start with plus one more at rank 3+, one for each clan. :Evil Laugh:
EnumaEllis 3 Mar, 2021 @ 11:01pm 
I’m down for an Everguard sort of mechanic. Just make them have a Legendary tag.

In exchange for a smaller cap - 1 cap per Den of Secrets instead of 2 - they get a small stat boost compared to current stat.

It’s a good middle ground.
Maal  [author] 3 Mar, 2021 @ 9:01pm 
I'll think about it. : /

I usually try to stay close to the base mod design and there it's just a normal recruitable unit unlike his swordmaster which is a RoR. If you convince him then i'll 100% do it, else I might do it later.

There's enough blackclaws to make severals teams tho, not just one group of 3-4, perhaps a numbered legendary like the everguards. Not linked to a buildings but to Snikch skills or maybe that special clan relation feature since the Blackclaw are to obey the order of each clans because the council ordered cooperation I think (so at good relation eshin can "recall" blackclaws)? I'll have to check how that works....
EnumaEllis 3 Mar, 2021 @ 8:05pm 
I kinda disagree. I think making them a bit stronger and put a Legendary cap on them makes them more impressive. They are supposed to be elite Gutter Runners and have a unique reputation like the Black 13, but not as known or feared. If anything, they sounds like RoR material.

Plus, their low unit count doesn't really have any utility outside of killing lords and the Assassin hero already do the job well enough. Their only utility is ranged kiting. I would only take one of them at a time.
Maal  [author] 3 Mar, 2021 @ 7:18pm 
Sure I could, but in SFO eshin already has the Black 13 as legendary unit in the same building, so I feel it would be a bit redundant to have 2 "black low unit number" legendary units. Making the blackclaw into a weaker non-unique version you can recruit several times would be more interesting I believe (they already have a fairly harsh cap, 2 per level 3 eshin building). Maybe...?
Maal  [author] 3 Mar, 2021 @ 6:56pm 
Yes, I assume that it is unfinished, it's like that in the base mod too since I do not touch it. It's a damage over time effect, he need to give it text, a picture and so on.

I hadn't added the 3 to 4 to the description because changing unit size is fairly common for patches since SFO changed them a lot too. Could always add the blackclaw's tho.
EnumaEllis 3 Mar, 2021 @ 6:49pm 
Thx! I was just asking since you didn't add that to the Description and i thought it was a glitch.

Also, does the Blackclaw melee effect supposed to be unfinished? It's just a shield with a plus sign for the description.
Maal  [author] 3 Mar, 2021 @ 6:43pm 
Yes. It is technically fairly dangerous to make units smaller than 4 in the data table (except unit of size 1 tagged as single entity) as it can cause various issues when not playing on a specific unit size. So I had to add 1. If Hocter never had issue, then good, but I am not taking risks.

I did reduce their "SFO" stats accordingly, but they might still need some tweaking. Small units are harder to balance in my opinion, they swing a lot.
EnumaEllis 3 Mar, 2021 @ 6:27pm 
Did you add an additional unit to the Blackclaws?
Myonaise 3 Mar, 2021 @ 9:33am 
Pretty awesome, thanks :)