Total War: WARHAMMER II

Total War: WARHAMMER II

MASS \ KNOCKDOWN REVERT for Monsters and Cav (UPDATED)
122 Comments
Sandboxhead 26 Jan @ 5:35am 
I've been using this mod since I first bought TWWH2. Back then I didn't know how to mod... now that I know a lot more, I have to say this mod was poorly constructed. No hate to the author, because this mod tied me over for years.

Anyways, now that I know how to mod, this mod needs the following to be clean:
1. Different table name so it doesn't overwrite the entire vanilla table.
2. Only entries for giant, horse, and chariot. Delete all the entries for infantry and artillery, etc.

I don't think the author cares about TWWH2 anymore, so I'll just do it myself.
Dany_shady 30 May, 2023 @ 2:12am 
AMAZING MOD, planning to update for WH3?
Innorvous 28 Sep, 2022 @ 10:32am 
I've been dreaming of this mod for so long and just seeing it... can't wait for you to release it for WH3, you mods great man thx!
Buffalo 26 Aug, 2022 @ 5:27am 
Could we have this mod in tww3 with a high priority than sfo for the file name it could be perfect :)
wilki24 12 Aug, 2022 @ 7:10pm 
@ Everyone - This is a good mod, but unfortunately it overwrites even units that it doesn't change, and since it's a high priority mod, it stomps on anything else that mods things like unit speeds, etc. It took me awhile to figure out what was happening, so figured I'd throw that out there to save someone else the trouble.

@Mazisky - Did you try changing the table name when you removed all of the units you didn't change? For example, look at the mod Better Razordons" in RPFM, and you'll see that it only contains keys for units it changes.... the difference that I noticed was in the table name, where they used "data_Razordons".
Aaron 10 Apr, 2022 @ 12:30pm 
@Mazisky

Appreciate it, your mod is too good to play without.
Mazisky  [author] 9 Apr, 2022 @ 8:13am 
@aaron

Yes but I wait the game is stable with more patches released
Aaron 9 Apr, 2022 @ 5:57am 
Any chance you will be uploading this for WH3?
ӍcGrá†ћa™ 22 Jan, 2022 @ 6:26pm 
Thank you, author.
watermelon 20 Jan, 2022 @ 10:08am 
nice, what changed between the updates?
Mazisky  [author] 19 Jan, 2022 @ 4:16am 
Well guys I rolled out an update, it should work with the latest patch
ӍcGrá†ћa™ 18 Jan, 2022 @ 7:57pm 
I don’t think it’s quite fair to say “warhammer 2 will be abandoned” the new game will not include the grand campaign map that we know and love; and perhaps will be playing for many more years; thanks to the work of modders such as yourself. I can’t force you to update anything but I just want to add my two cents I think that when Warhammer 3 does release; and they stop making updates for this game you should put out one final rev for this mod to keep it complement with the final update of 2. People will be playing Warhammer 2 for it’s map and races for many more years; well I know I will be.
Orums 23 Dec, 2021 @ 1:15pm 
I thought the anti-cheat mod was my favorite, no this is it. Now the constructs actually can do their friggin job. How does it make sense to have a 50 ft statue get stopped by a buncha peasants with swords? TFOH CA.
Krb 4 Dec, 2021 @ 12:52am 
someone update this mod, please!
Mazisky  [author] 30 Nov, 2021 @ 10:06am 
@Southern Hospitality

No it doesn't work anymore.

However, I will make the same mod for Warhammer 3.
Southern Hospitality 20 Nov, 2021 @ 4:26pm 
Does this still work?
Playbook 6 Nov, 2021 @ 10:32am 
this is one of the must have mods imo. half of the monster units doesnt make sense otherwise.
Ben 5 Nov, 2021 @ 8:07am 
Would love if you were to update it one last time as I'm not gonna jump onto the next game right away. Looking forward to it for the next game for sure!
Mazisky  [author] 4 Nov, 2021 @ 4:34am 
I think the mod is outdated now, sorry but Warhammer 2 will be abandoned in a couple months, not worth updating and messing around.

I will make another one for Warhammer 3 if needed
Aaron 4 Nov, 2021 @ 2:57am 
Might be a dumb question but how does this work with the new Cavalry update, does it use the new charge rework (only the a model with nothing in their way get the charge bonus) or is it still the same as it was before?
Buffalo 28 Sep, 2021 @ 7:50pm 
This mod have to be in the top of Kaedrin Mod manager for work good if you have a lot of mods ( like SFO...) It's one of the most important mod for me with Enhanced Cavalry Charge, so i want to say thanks a lot to the author, and if you could rename one day the pack files with !!!!!! symbols for have the good priority when we sort mod by alphabetical order it will be perfect :)
Gorwe 6 Sep, 2021 @ 12:05am 
So, if you changed the threshold for KD to 0, how are bracing and other AL units like Spearmen et al supposed to do their job?
rgilsoul 10 Aug, 2021 @ 6:45pm 
Thanks for your response. I guess I need to go look up how to find the workshop and data folders and do as you suggested. Thanks.
Mazisky  [author] 3 Aug, 2021 @ 1:58am 
@rgilsoul

I am sorry you are experiencing this.
Altought I don't know what causes it, the best first try is to check files integrity via Steam and be sure to delete all mod leftovers in both workshop folder and data folder
rgilsoul 2 Aug, 2021 @ 3:36pm 
This is not the only mod that I can use without anything else and not get to the Sega screen. I have the same problem with GCCM. It really seems strange that it would crash at that moment. Is there anything that both those mods use that would be interfered with by perhaps a completely different program?? Security permissions or something? I have no idea myself. Just guessing but maybe if you can help me figure that out a lot of people will benefit and be able to take advantage of your great mod. I really liked this mod.

If I cannot use it, I appreciate your work all the same, by the way. Anything you do is a gift, and you owe nothing at all.
Mazisky  [author] 2 Aug, 2021 @ 12:16pm 
@cementerydrive

I know but I cannot do with this mod since it modifies directly monsters and cav, not the "victims"
Cementerydrive 2 Aug, 2021 @ 9:33am 
i like it but i feel that spear infantry loses most of its purpose. is it possible to give spear infantry an ability or exclude them from been trampled since they are supposed to be the ones that can hold up bigger units

ps just a suggestion
Hunkulous 28 Jul, 2021 @ 9:25pm 
nice
jt 28 Jul, 2021 @ 5:17pm 
Is there a mod like this that doesn't have cavalry knock down infantry?
Mazisky  [author] 19 Jul, 2021 @ 9:16am 
@SQW

I replaced the entire table because trying to replace only those entries didn't work, but maybe it is cause I am noob

@Dux

I do not know how it was before.

I've just tried experimenting with most values that mentioned "knockdown" until I've found out that that specific value and realized its effect, I've only tried 0 since it gave me desired results.
Dux 19 Jul, 2021 @ 8:16am 
@Mazisky

Thanks for the response. Did you experiment with any values between 1 and 0? Or is 0 simply how it was before CA made the knockdown changes?
SQW 19 Jul, 2021 @ 6:49am 
It seems this wouldn't be compatible with SFO...
Are you replacing the entire battle entities table or just the cell values responsible for collision?
Mazisky  [author] 18 Jul, 2021 @ 11:10pm 
This mod doesn't fix the bug of cav taking much damage.

What this mod simply does is making large entities (cav&monster) knockdown infantry when they walk into them to fix the vanilla problem of infanty being sturdy like an highway concrete pillar

@Dux

It's the collision treshold for knockdown, this means higher value = more speed needed for unit to knockdown when they hit

0 value= they knockdown as soon as they are touched
Dux 18 Jul, 2021 @ 6:18pm 
What does this mod actually change? I mean, I understand the concept, but looking through the tables it seems the only value that differs from vanilla is "dealt_collision_knocked_down_threshold_multiplier." What does this value really mean? I am trying to get a better understanding of the mechanics involved in an effort to help address the cav problems outlined in that MilkandcookiesTW video.
davey 18 Jul, 2021 @ 8:23am 
@Avrahammer I came here looking because of that video lol. Hopefully this works
Avrahammer 18 Jul, 2021 @ 3:08am 
I guess this mod fixes a part of the problem that milkandcookiesTW made a video about? Maybe not the weird damage bug but at least the getting stuck part. Anyhow thanks for your work!
Aaron 17 Jul, 2021 @ 3:57pm 
@Mazisky Just wondering are you going to be making a similar mod when WH3 drops? Without this mod cavalry just feels awkward and weak. There are other mods but I think they overdo it like the glorious charges mods
Villas 17 Jul, 2021 @ 11:49am 
Yep author, I follow milkandcookiesTW, was relieved when he started talking about this subject.
Mazisky  [author] 17 Jul, 2021 @ 12:03am 
@Romavictor

Yeah I've seen the video, I am pretty sure it can be chaged\fixed somehow.

@Victor

A youtuber showed there is a bug where infantry do more damage to cavalry than receive it when cavalry charge them
Villas 16 Jul, 2021 @ 8:01pm 
@romavictor If you can clear that out for us it would be really nice. I don't know what happened exactly, since vanilla cavalry has always been shit in WH2 since the beginning.
romavictor 16 Jul, 2021 @ 7:25pm 
@mazisky

Do you think the recent video by IndyPride/MilkandcookiesTW is related to these numbers? Cavalry apparently has taken a huge hit in recent patches. When I looked at the mass values in your tables they were same as current data (meaning the post-patch at least) but it's that knockdown value that you've changed to 1. Did you change anything else? I can set up a formula I guess, but wanted to know if you knew.
Villas 16 Jul, 2021 @ 1:00pm 
@LarryBoy101 Glad to know it was just that. Have fun :)
MutantBison, PhD 15 Jul, 2021 @ 11:08pm 
It seems my issue was that deleting the mod from the mod manager and unsubscribing on the workshop hadn't actually deleted the original file. So I had to find it in the workshop folder and delete it manually. I assumed that CA's launcher deleted the file when you unsubscribed (since, you know, that's what it says it does)

I can confirm the mod is working though. Thanks for the advice!
Mazisky  [author] 15 Jul, 2021 @ 10:50pm 
Yes, remember to delete the mod from the data folder, because the game will load the old data folder first and ignore the updated workshop folder one.
Villas 15 Jul, 2021 @ 8:15pm 
@LarryBoy101 I've just did a quick test here and the mod is working normally, no crashes, no bugs.

Maybe your download is corrupted... Please try deleting the mod from the Data folder and then try unsubscribing and subscribing here again. See if that works.

Just a question though, are you using KMM or CA's Launcher?
MutantBison, PhD 15 Jul, 2021 @ 7:48pm 
Your mod crashes on startup with no other mods enabled. Same problem as the other guy, it crashes to desktop before the Sega screen.

Seems like the problem is on your end, since I'm using a fresh install with no other mods enabled and this mod is updated.
Mazisky  [author] 15 Jul, 2021 @ 12:56am 
I've tested it and it works fine.

If it crashes is probably beacuse you have another mod which uses the "battle entities" tables and so creates conflict

Also, do not forget to download the updated version of the mod
rgilsoul 15 Jul, 2021 @ 12:43am 
For me it crashes just before it moves from the splash screen to the Sega screen, meaning it goes to desktop before I see the sega screen.
Villas 14 Jul, 2021 @ 3:07pm 
@Sentient Scythe Does it crash when you start the game or when you load a campaign?
Mazisky  [author] 14 Jul, 2021 @ 8:44am 
Updated