Total War: SHOGUN 2

Total War: SHOGUN 2

Weierstrass unit models for Vanilla [Part 2]
56 Comments
RavenBuster  [author] 25 Apr @ 3:03pm 
Is there an issue? If by chance you mean the mod manger shows / flags this mod as "outdated" then you can safely disregard that. Even if outdated, most mods still work without any issues (unless the comment section says otherwise).
landonher7 25 Apr @ 3:43am 
Please update
Evil Thug 4 Apr, 2024 @ 6:10pm 
i believe it was, i changed some things and now its fixed. thank you for your responsiveness btw
RavenBuster  [author] 4 Apr, 2024 @ 4:59am 
That certainly can be an issue. You can quickly check this yourself by :
1) finding any affected unit (preferably any common/available to all clans Katana/Yari/Naginata samurai unit and not a clan-unique unit) when all of your usual mods are loaded.
2) Then disable all mods except of my Part 1&2 mods and then launch the game again and see if said unit still is missing their sashimono.

If the issue is fixed then you have a load order issue and some mod overwrites mine. Try setting my Part 1 mod as the top/number 1 mod in the mod list and check if the issue is fixed. Be warned doing this might cause further issues with the conflicting mod, parts of it or none at all and thus you might need to manually merge mods.
Evil Thug 3 Apr, 2024 @ 7:46pm 
no i have no idea but was thinking it could be a fixed with load order. i just like the way they look and was wondering if them being removed was part of the mod or not.
RavenBuster  [author] 3 Apr, 2024 @ 3:04pm 
I'm pretty sure that most standard units do have a sashimono but there are probably some units might missing them for one reason or another. Since you want to potentially fix the issue yourself I assume you know how S2 modding works?
Evil Thug 3 Apr, 2024 @ 12:42am 
why do they not wear the sashimono?? is there a way i can fix this?
RavenBuster  [author] 26 Jan, 2024 @ 8:14am 
@Watermelon Warlord
This mod should work in MP but the game requires both of you to have the exact same loaded mods + load order and else will always crash.
PhatBottomEgg 25 Jan, 2024 @ 3:56am 
Any way to make this work in multiplayer? Says the versions are incompatible
BrokenBuck 15 Dec, 2023 @ 7:44pm 
it be like that
RavenBuster  [author] 15 Dec, 2023 @ 8:17am 
Then I guess these values are hardcoded and just meant for show or illustration of (internal) values (probably meant for other devs) . Sadly Shogun 2 is quite restrictive in what can be modded but well it's over a decade old now and I guess you have to accept it's quirks & issues.
BrokenBuck 14 Dec, 2023 @ 7:25pm 
whether I set the armor_divisors to 12 or 0.15 makes literally no difference whatsoever on casualties inflicted on units with decent armor. It's super annoying.
RavenBuster  [author] 14 Dec, 2023 @ 1:49pm 
Sadly can't help you there. AFAIK nobody even knows CA's kill/damage formula, so I guess the missile system might be similarly to the unit abilties hardcoded. However I never tinkered with the missile system and frankly I never thought of bow damage being to high(actually I thinks it's too low or nearly all units besides bow warrior monks are trash). Also the default value of projectile_damage_armour_divisor is 0.5 so if you want armor to matter more set it to a lower value (it's a divisor not multiplier).
BrokenBuck 14 Dec, 2023 @ 5:58am 
Any clue how to make armor more effective against arrows? There's a mod that claims to do this called armor effectiveness and it doesn't work. I can run it with 0 other mods active and it does nothing. When I look in PFM it's editing armor missile divisors but when I mess with it, it seems to do nothing. Like, I can set the armor_missile_divisors to literally anything, I think it's set to 2 and 1 by default, and it does nothing. I can put it to 12 and 6 and the casualties I take from arrows on troops with decent armor are the exact same as when I'd not altered the values making them higher. It seems for the life of me that no matter what I do I cannot make armor more effective against arrows. I have arrow damage lowered and set to between 0.15 - 0.25, I'd like to have it set to a normal number, but until I can get armor to do something against arrows it's not really an option.
Don Koala 11 Dec, 2023 @ 9:09am 
Cheers Raven thanks for the prompt reply. I can go without the oda nobuna mod lol but Ill give that animation table thing you mentioned a try. Thanks!
RavenBuster  [author] 11 Dec, 2023 @ 6:35am 
Sadly certain areas of the game engine can't handle multiple file edits by different mods and thus fall back on a singular edit based on a first come first served. Both issues are caused by this and thus need manual edits to merge to files so the issue gets fixed.
RavenBuster  [author] 11 Dec, 2023 @ 6:34am 
The issue with Otomo Conquerer Hero is probably related to its unique animation and I guess Ebira and Saya overwrites the animations table thus their animation is missing and causing a crash. The same thing also applies to the Mori Blunderbuss Wako since both units use a custom animation specific to them. I recently got the same question in my Part 1 comment section and also posted a small guide there on how to fix it (See my answer to Viper on page 1).

Regarding the Oda Nobuna clan mod, it's quite likely a weapon/armor model & texture file overwrite issue. Renaming one mod's equipment mesh & texture files would possibly resolve the issue but I already tried that once with mixed results because some files got broken for no apparent reason.
Don Koala 11 Dec, 2023 @ 12:31am 
Ok I tried without other mods and they worked fine if it is just yours but with my mods, something is messing with the otomo conquerer hero and I'm not sure which mod would interfere with it. And with my load order, it is ONLY the conquerer hero that causes the crashes apparently. Is there a way to somehow incorporate all of the mods so they won't interfere with each other?
Don Koala 11 Dec, 2023 @ 12:30am 
Ok so I found out that 2 mods actually screw the conquerer hero. It was the Saya and Ebira and the Oda Nobuna clan lol. I can see why for Saya and Ebira but not exactly sure why for the 2nd one.
Don Koala 10 Dec, 2023 @ 11:20pm 
OH I'm an idiot for testing in custom battles. I didnt choose the general first lol
Don Koala 10 Dec, 2023 @ 11:17pm 
But I'll untick all the mods except for yours to see if they show up in custom battle give me a moment
Don Koala 10 Dec, 2023 @ 11:12pm 
I do have a bunch of other mods and they are and in current load order:
- Expanded Japan (I get the AI has some sort of conflict but they be spamming samurai units so I guess its fine)
-12 turns per year
-3 skills points for general level
-S2TW Naval Mod V.1 - Overhaul, Tweaks and Unit Pack
-Arrowcannon_sound_fix
-S2 Early Gunnery
-Naval Grapeshot and Chainshot
-Scope's Extended Ninja units for hattori and tokugawa clans
-Scope's ninja Hero MOd Version 3.0.1
-Saya and Ebira
-Nanban Trade & Christianity OPtions Unlocked for all factions
-Ninja Agent Model ( Hattori CLan comes as bonus)
-The Portuguese Tercos Unit Variety Mod
-Tokugawa Clan reworked (WIP)
-Oda Nobuna Oda Clan
-Weierstrass Units for Vanilla Tercos Units Variety Patch (optional)
-Weistrass Units for Vanilla Part 1
-Weierstrass Garrison for vanilla
-Weistrass Part 2
-S2TW Artillery Unit Pack
Don Koala 10 Dec, 2023 @ 11:11pm 
Pretty sure i followed the load order correctly. Also weirdly I can't find any units available in custom battle except the generals for some reason.I also do have FOTS and for some reason I can only see the generals available in custom battle. Let me try to put my mod load order here since it exceeded 1k letters lol
RavenBuster  [author] 10 Dec, 2023 @ 5:27pm 
@Don Koala
Just to be on the same page, I have some questions for you:

-You do use the "terco variety mod" and my "terco patch" and use the correct/given load order?
-I would assume that you also use additional mods?
-The game also crashes when using any of my Terco units in a custom battle?

Make sure to have FoTS installed and enabled (my added terco units are coded FoTS units because of the sound/voice system).

If you answered all of the above with "yes", please do the following "guide" because 99% of the posted issues are caused by mod conflicts:

1] disable ALL mods
2] enable the following mods in the exact same order and positions in the launcher
_1) terco variety mod
_2) terco patch
_3) weierstrass Part 2
_4) weierstrass Part 1
3] try loading into custom battle again

No crash = mod conflict
To solve this you would need to get into modding the game. However, I can only give you some pointers but don't expect any hand-holding/step-by-step solution from me.
Don Koala 10 Dec, 2023 @ 1:24pm 
Or more like a better description on what units could be affected is whatever garrison the nanban quarters give via the mod. Because I also crash when I only had garrison only
Don Koala 10 Dec, 2023 @ 12:04pm 
Hello! Been having an issue and I seem to have the same issue as Rat earlier on the years and didn't see if he resolved it or not. It seems that I crash when I am about to start a battle with someof the Otomo Portuguese units added in like the conquerer hero or the musketeers. Also in my scripts folder, there's only the preferences file there
Courier 10 Oct, 2022 @ 7:39am 
@RavenBuster it seems as if when I load part 2 of your mod the swords of my generals and ninjas and metsukes on the overworld map dissapear and leave a white sheath. Is there a fix to this?
Doge 5 Oct, 2022 @ 5:41am 
Haven't used RPFM, I use usual PFM so I didn't know, that RPFM adds that file without user's consent. This file prevenets Symphony tool (not Simphonia Semplice) (this is a tool for unpacking/packing sound files) from accessing sound.pack. I'd personally recommend you, if you can, remove that file from your packs. I was making a new version of my sound fix and got struck by that error. Had to deduce which of my 100+ pack files caused that problem
RavenBuster  [author] 5 Oct, 2022 @ 5:23am 
Based on the filename, I think the file is automatically added to the mod when using RPFM (modding tool). At least I didn't add it in knowingly, and RPFM doesn't show it when opening the packfile. Since I exclusively used RPFM to mod for the last years, that file is probably in all of my mods, but I never really experienced any issues because of it. I can add a disclaimer/warning in the mod descriptions that my mods my cause issues with "symphony tool" ("Sinfonia Semplice" I assume?). However you should know that the Main Part 1 already comes with it's own "sounds_packed" (made by Engineer Weierstrass).
Doge 4 Oct, 2022 @ 4:43pm 
Why the hell do you have "settings.rpfm_reserved" file in your pack? This caused "symphony tool" malfunction
RavenBuster  [author] 28 Oct, 2021 @ 11:04am 
@Chester Carter Monro
Consider checking out evilspleen's unit mod and/or mods like the artillery unit pack from The_yogi. Both mods are a bit old but working and I'm using them too. Perhaps you can find what you're looking for there. I don't plan on doing any FotS mods due to existing mods already being sufficient for me.
Bidet-Lover 28 Oct, 2021 @ 10:10am 
@RavenBuster Fair enough,thanks for notifying me,I wonder if you could make a mod for FOTS maybe adding prussian weapons or stuff like that,or even better,the c64 howitzer or the Needle guns,the chaupot or the Dryse
RavenBuster  [author] 28 Oct, 2021 @ 8:22am 
@quocdat9925
It's Shogun 2 only. FotS already has good unit mods.

@Chester Carter Monro
Otomo Terco units are coded to be FotS units due to the voice reason. If I remember correctly not owing/activating FotS will cause them to be unrecruitable.
Bidet-Lover 28 Oct, 2021 @ 7:13am 
Why do I need fall of the samurai ? like I mean I have the DLc but like why?
quocdat9925 28 Oct, 2021 @ 1:31am 
what is this mod for what campagin FOTS or only SG2
Danboy 3 Oct, 2021 @ 12:42pm 
I really appreciate the answer. Your mods are amazing i hope to be able to play this mod with the 10th anniversary mod in the future. Thanks man
RavenBuster  [author] 1 Oct, 2021 @ 2:03pm 
A patch for the "10th-anniversary" series is planned so don't worry. I just postponed it due to the "copyright" situation and me not having time in general. However for now I will focus on the upcoming Matchlock & Spear Rebalance mod (~50% done). After that mod is done I will start working on the 10th-anni patch and perhaps after that perhaps with a Shogun 2 - HD patch.
Danboy 1 Oct, 2021 @ 10:56am 
Hello, im here to ask if you can maybe make this mod compatible with Enkile one, your mod is really amazing but it in the moment isn't compatible i know thatn't a very pleasent thing to ask but if you can/will ,pls do it i would seriously appreciate
RavenBuster  [author] 16 Sep, 2021 @ 10:04am 
As far as I know the mod manager will automatically check the mods based on the script file upon starting itself. Upon launching the game then will override the script file with the loaded mods in the order they are ticked. Thus the load order should be consistent if you changed the load order before starting and didn't (un-)check anything but you're welcome to proof me wrong. Alternativly just uncheck all mods in the mod manager and recheck them in the order you want. It has the same result as doing in in the script file itself.
Tiger2071 16 Sep, 2021 @ 7:17am 
I cant get any load order changes to stick by just changing the order in the user script file.
Do I have to uncheck all of the mods I have and then recheck each one in the order I want them to change the load order?
RavenBuster  [author] 15 Sep, 2021 @ 3:18pm 
Glad it worked out for you. Hint: Crashes are usually caused by missing data like armor, weapon, unit textures thus one should always make sure that all required items aka. mods are installed. The "user.script.txt" file is written from top to bottom.
Tiger2071 15 Sep, 2021 @ 2:56pm 
also, in what order are the mods loaded, is it top to bottom, bottom to top, or "roll a few dice"
Tiger2071 15 Sep, 2021 @ 2:45pm 
I was having the same problem as ratmanwarhammer but got the variety mod and everything seems to be working now. With regard to the "user.script.txt" file, if I change the order of the mods in there will that change their load order as well?
RavenBuster  [author] 28 Aug, 2021 @ 1:34pm 
There is no real difference from the original mod. I had to split the mod into parts due to going over the steam's maximum allowed file size of 100 MB for shogun 2 mods.
Angel 28 Aug, 2021 @ 9:26am 
what is different in this one compared tot he original?
RavenBuster  [author] 20 Jul, 2021 @ 12:04pm 
Well, I did a test run with all mods except the "artillery.pack" and both campaign and custom battle loaded for me. Try running the game without that mod or tell me the workshop name of that mod/ give a link to it. Otherwise, I remind you to please answer my previous question "When does the game crash btw.? Before going to main menu/ during loading a campaign/ loading a battle?", since it might help me in deducing what is wrong.
ratmanwarhammer 20 Jul, 2021 @ 10:08am 
mod tercosrevival.pack;
mod 12turnperyears_gempei_sengoku.pack;
mod 1_jupmod_nanban4all.pack;
mod 1_jupmod_pikeandshot_pants.pack;
mod additional_skillpoints_agents.pack;
mod additional_skillpoints_generals.pack;
mod ai_occupation_resistance.pack;
mod ai_town_growth.pack;
mod aorl's_region_specialty.pack;
mod artillery.pack;
mod avfarms.pack;
mod cf_projectiles_towers.pack;
mod diplomacyfix.pack;
mod fourstrider_people.pack;
mod matchlock_navy.pack;
mod new_trade_nodes.pack;
mod portfoods.pack;
mod no_unique_buildings_cap.pack;
mod unofficialpatch.pack;
mod wcampaignset.pack;

mod weierstrass_units_for_vanilla_v1.0.pack;
mod weierstrass_units_for_vanilla_v1.0_garrison.pack;
mod terco_voice-workaround.pack;
mod fourstrider_traits.pack;
mod fourstrider_retainer.pack;
mod new_improved_generals_dojo.pack;
mod weierstrass_units_for_vanilla_terco_patch.pack;
mod weierstrass_units_for_vanilla_v1.0_models.pack;
RavenBuster  [author] 19 Jul, 2021 @ 8:12am 
Can you post/share your "user.script.txt" file (usually) found at "C:\Users\Name\AppData\Roaming\The Creative Assembly\Shogun2\scripts"? That file shows me all loaded mods and their load order. I just triple checked and reinstalled all of my mods but no crashes when running the game or in custom battle. When does the game crash btw.? Before going to main menu/ during loading a campaign/ loading a battle?
ratmanwarhammer 19 Jul, 2021 @ 5:38am 
yes I had the terco variety mod as well as your one
RavenBuster  [author] 18 Jul, 2021 @ 7:00am 
@ratmanwarhammer
Since you use the terco patch, did you also subscribe to and check this required mod The Portuguese Tercos Unit Variety Mod ? Without this required mod the game will always crash. This mod alone should cause any crashes since it's just model files and crashes usually are caused by bad references (like missing textures, models, database entries, etc.).