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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
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.
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?
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.
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.
...
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.
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.
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.
I'll take a look to see what could have broken, because it load fine on my side.
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.
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)
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.
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.
Also, that's a pretty cool change!
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.
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....
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.
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.
Also, does the Blackclaw melee effect supposed to be unfinished? It's just a shield with a plus sign for the description.
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.