Total War: WARHAMMER II

Total War: WARHAMMER II

Eshin: From The Shadows (Skaven) - Contracts Overhaul
46 Comments
Freekill_00 19 Jan @ 2:42am 
Hey, this is a nice mod and I'm stillusing it in my Snikch Vortex Campaign =)

I have 2 issues/questions tho:

1. Any chance you could do an SFO Compatability Mod for the Upgraded Eshin Triads?
2. At some point CA changed it so that Friendly-Fire doesn't include negative On-Hit Effects anymore (so you arent poisoning your own units) - this soemhow doesnt seem t owork with the "Toxic!" imbued attacks from the Clan Pest Bonus, making it a double edged sword and something to avoid
ratmanwarhammer 16 Mar, 2024 @ 5:06am 
the poisoned blades bonus doesn't apply to shadow vermin and also the upgraded eshin triads don't shoot for me for some reason
HughJanus69 4 Jul, 2022 @ 2:51pm 
can i use the unit pack (not this) as clan moulder?
OckhamsRaptor 30 Sep, 2021 @ 6:40am 
I messed about and found a solution. Your fts_triad.frg is missing 'FIRE_LEVEL' and 'RELOAD01_LEVEL' slots. Coping them over from the halberd_and_doomrocket.frg works like a charm.
SirGlennGould 28 Sep, 2021 @ 2:10pm 
This mod is absolutely epic! Fantastic job mate!
OckhamsRaptor 26 Sep, 2021 @ 12:14pm 
Hey, loving the mod series it really rescues the eshin camp experience. 1 Bug report thou: the upgraded triads don't fire their ranged weapons. Probably an update messed up their animations.
Yuri Ono 9 Sep, 2021 @ 12:42pm 
Love the mod. Is it possible for you to make the Stormvermin menace below a separate mod for all skaven faction
Hocter  [author] 31 Jul, 2021 @ 4:12am 
This is a known bug and I've already put a warning in the description...
FullAutoAttack 31 Jul, 2021 @ 12:38am 
This mod totally breaks thrott's lab for me (yes even if its the only mod used).
Hocter  [author] 15 May, 2021 @ 6:56am 
No this mod doesn't touch any units or the recruitment cost reductions
𝒦.ℒ.ℬ. 14 May, 2021 @ 8:11am 
and getting the contracts done to get the reduction takes a long ass time too.
𝒦.ℒ.ℬ. 14 May, 2021 @ 8:10am 
hey buddy, was wondering did you by any chance change the recruitment costs of ap infantry for eshin in this mod? like 2.5k for some stormvermin is just a bit annoying
DudeChris33 11 Apr, 2021 @ 12:16pm 
yeah +/-10% hp to all units is crazy. I meant it to be more like Moulder's faction trait
DudeChris33 11 Apr, 2021 @ 12:14pm 
and the replenishment rate can be supplemented by putting assassins in your armies
DudeChris33 11 Apr, 2021 @ 12:14pm 
sorry that wasn't clear
DudeChris33 11 Apr, 2021 @ 12:14pm 
oh yeah I meant the hp for characters
Hocter  [author] 11 Apr, 2021 @ 9:22am 
OK I'll take another pass at them
cybvep 11 Apr, 2021 @ 8:33am 
Some stuff seems overtuned now. Especially Moulder's HP bonuses/penalties (+15% HP/-10%HP on max levels is crazy, I don't think that there is anything in-game that gives this sort of buff/debuff) and Pestilens' debuffs (-10% replenishment and -2 food per army on max level is just brutal).
DudeChris33 8 Apr, 2021 @ 5:30pm 
I made a version and it works pretty well, though I don't know how to add the stormvermin menace below or the moulder augments.

Mors:
PO: -4/-2/+0/+1/+2/+4
Leadership: -8/-4/+0/+2/+4/+8
Armour for Stormvermin/Clanrats/Slaves: -10/-5/+0/+5/+10/+15
Max level adds Stormvermin Menace below, 15% weapon strength for characters

Moulder:
Build cost: +10/+5/+0/-5/-10/-15
HP: -10/-5/+0/+5/+10/+15
Armour for Moulder units: -20/-10/+0/+10/+20/+30
Max level adds Augments for Moulder units/skavenslaves, 10% physical resist for characters

Skryre:
Research rate: -20/-10/+0/+10/+20/+30
WOM Power Reserve: -20/-10/+0/+10/+20/+30
Ammunition: -50%/-25%/+0%/+25%/+50%/+100%
Max level adds Concealment bombs for Weapons Teams, 20 armour for characters

Pestilence:
Growth: -30/-10/+0/+10/+30/+50
Food from armies: -2/-1/+0/+0/+1/+1
Replenishment rate: -10/-5/+0/+5/+10/+15
Max level adds Poison Attacks for all infantry, 5 melee defense for characters
DudeChris33 7 Apr, 2021 @ 6:02pm 
Another thing, I am playing a campaign rn and I am on turn 223 and for awhile now every council meeting has only given me 1 new contract. I have maxed Mors, Skryre, and Pestilence and am level 2 with Moulder. Is this your mod or the game?
DudeChris33 6 Apr, 2021 @ 3:30pm 
I think replenishment rate is a good idea especially since Skaven Lords don't have a blue-line skill that increases it like almost every other faction. I have had to run Assassins in every one of my armies to keep them topped off.
DudeChris33 6 Apr, 2021 @ 3:19pm 
Skryre goes WOM Start: -8/-3/+3/+5/+10/+13, CD for Lore of Stealth: +10/+0/+0/+0/-8/-13, Research Rate: -12/-6/+0/+3/+6/+10. I think it should be WOM Reserve: -10/-5/+0/+5/+10/+15, CD for All Spells of All (Skaven) Lores: +10/+5/+0/-2/-6/-10, Research Rate: -10/-5/+0/+5/+10/+15. I don't see the point of the upgraded triads to be honest. Otherwise looks good.

Pestilence is Growth: -30/-20/+10/+20/+30/+50, the weird plagueclaw catapult buff (I think it should be scrapped completely), and Food from Armies: -2/-1/+0/+0/+1/+1. I think it should be Growth: -20/-10/+0/+10/+30/+50, Food from Armies: -2/-1/+0/+0/+1/+1, and Replenishment Rate: -10/-5/+0/+5/+10/+15. I also think the Plague Immunity should start at max level not 3rd. To be honest the Plague Immunity might be completely useless because the Eshin don't have access to the Pestilent Scheme. The melee defense is kind of meh too, I think regen for lords/heroes would be really cool.
DudeChris33 6 Apr, 2021 @ 3:19pm 
Moulder goes Build Cost +15/+7/+0/-2/-4/-15, Armour -10/-4/+2/+4/+6/+8, Weapon Strength -5/+0/+0/+0/+3/+5. It also has a consistent 5 traits and then goes to 7 at max level, which I think is a good number. I love the augments on Moulder units but again it shouldn't affect skavenslaves. I think the build cost needs a flatter curve like +10/+5/+0/-5/-10/-15. I personally think the armor is more Clan Mors and Skryre's thing so it should be HP: -10/-5/+0/+5/+10/+15 for Moulder units and Missile Resist: -10/-5/+0/+5/+10/+15. (the negative ones would have to be missile weakness because not all Moulder units have innate missile resist).
DudeChris33 6 Apr, 2021 @ 3:19pm 
Meh, it doesn't really fit IMO.

Here are my suggestions for all 4 clans. Take what you want no pressure.
Mors goes Leadership -8/+0/+0/+0/+3/+5, PO -6/-3/+1/+2/+2/+4, Armour for -8/-2/+0/+2/+4/+6 and has a pretty consistent 5 traits and then at max level it jumps up to 9 traits. I think you might want to make the Armour just for clanrats and stormvermin and make it go -10/-5/+0/+5/+10/+15. The Leadership should have a better curve at something like -8/-4/+0/+2/+4/+6. The PO as well should be more like -4/-2/+0/+1/+2/+4. (-6 is crippling on harder difficulties, forcing you to go Mors). The Infantry weapon strength kind of bugs me. I love the Menace Below being Stormvermin though definitely keep that, its perfect.
Hocter  [author] 6 Apr, 2021 @ 1:05pm 
Added bonuses for plagueclaw catapults let me know what you think.
DudeChris33 3 Apr, 2021 @ 11:37am 
I like the poison attacks for stuff, maybe you could add bonuses for plague monks to make them viable or plagueclaw catapults?
Hocter  [author] 3 Apr, 2021 @ 4:34am 
Yeah im open to changes for pestilens, I'm still not 100% satisfied with their rewards at the moment
DudeChris33 31 Mar, 2021 @ 8:30pm 
Skaven don't really trade
DudeChris33 31 Mar, 2021 @ 8:30pm 
Instead of trade income for Pestilence could you make it reduced cooldown for spells of plague?
Hocter  [author] 31 Mar, 2021 @ 5:07pm 
Must be something to do with the way I scripted the mutations to work. Hadn't tried playing another campaign with the mod installed but if I get time I'll look into it
Bucket Crust 31 Mar, 2021 @ 5:31am 
Hey, found a problem. Don't know if it's just me but this mod breaks Throt's Cum Dungeon. When I try and use it it tells me that I, Clan Moulder, cannot use Clan Moulder's Flesh Laboratory because Clan Moulder did not give me, Clan Moulder, permission. None of the units can be selected in either the infantry or monster windows, most of the augments are already unlocked, and even if I could upgrade units the system claims to use gold instead. All in all it completely breaks Throt's Cum Dungeon, 10/10 would ruin my campaign again.
DudeChris33 27 Mar, 2021 @ 8:21pm 
ty :)
Hocter  [author] 27 Mar, 2021 @ 3:41pm 
Thanks for the reports, must have messed something up. I will look into them ASAP.
DudeChris33 27 Mar, 2021 @ 1:12pm 
Bug Report: The Poisoned Blades from the maxed Clan Pestilence relations is actually putting poison on the Stormvermin, not the people they attack. You should add an ability that imbues poison attacks rather than just putting poison on them.
DudeChris33 26 Mar, 2021 @ 3:31pm 
Bug Report: Clan Pestilence at -10 to -1 has -20 growth for all armies rather than all provinces
benettonkkb 16 Mar, 2021 @ 10:51pm 
with 180+ mods, so your mod seems pretty compatible
benettonkkb 16 Mar, 2021 @ 10:51pm 
been playing with it today
benettonkkb 16 Mar, 2021 @ 10:50pm 
it does
Hocter  [author] 16 Mar, 2021 @ 11:24am 
I haven't tested it but I highly doubt it works with sfo
benettonkkb 16 Mar, 2021 @ 10:27am 
I don't know, cybvep, I feel like Sniktch's campaign is the most boring of the 4 good Skaven lords(so better than Tretch and Queek)

Does this work with SFO?
cybvep 15 Mar, 2021 @ 2:11am 
IMO Snikch gets enough buffs as it is :).
The_Everchosen 15 Mar, 2021 @ 12:00am 
Ok sorry i didnt see the negation of plague attrition
The_Everchosen 15 Mar, 2021 @ 12:00am 
Well to spice it a little bit more i'd add some abilities for armies or snikch. Skryre could give him some sort of doom grenade to throw. Clan pestilence could negate attrition from plague, while moulder would give regeneration for snikch
Hocter  [author] 14 Mar, 2021 @ 3:23pm 
Thanks for the feedback, I'll look into making some changes tomorrow
cybvep 14 Mar, 2021 @ 3:23pm 
5. Lower Pestilens' food penalty on "Hostile" to -1 remove it from "Unfriendly". Increase the growth penalties to -25/-40 instead. Food is a very important resource and -3 for all armies on the max level is really harsh.
cybvep 14 Mar, 2021 @ 3:15pm 
Excellent idea. Looking at the pictures, I have small suggestions:

1. Increase Moulder's construction penalty to +15% on "Hostile" and +7% on "Unfriendly". In Vanilla Moulder's penalties are easily the most lenient and even in this mod it seems that is still true, making Moulder the "dump" clan.
2. Change Moulder's Armor bonus/penalties to +10/+6/+4/+2/-4/-10 to make them more noticeable.
3. Remove Skryre's ammo penalty or replace it with -5/-10 to WoM reserve. Ammo is important for Skaven (including Eshin with their AP Night and Gutter Runners), Skryre's units are super good and Skryre's buffs are great as well. No need to make the choice even less of a no brainer.
4. Change Mors' Armor bonus to +10/+8/+5/+3 to make it more noticeable and add Stormvermin to the unit list (Mors are famous for their Stormvermin, so this fits them well).