Total War: SHOGUN 2

Total War: SHOGUN 2

Weierstrass Garrison Units for Vanilla (optional)
45 Comments
RavenBuster  [author] 3 hours ago 
Thank you for the kind words. This mod is also entirely optional and as reported by ME!ME!ME! can be used even without the Part1+2 mods to some degree. All added units were in the orginal MoSS to base S2 port by Engineer Weierstrass (MoSS dev who also was kind enough to let me use his work), but I decided to seperate them since garrison units are really utilized in Shogun 2.
Oojax 8 hours ago 
Thank you for all your hard work with these mods, they really bring new life to the game. I was just wondering if this mod in particular is required, for the unit pack to work, or if it was optional like the Tercos one.
RavenBuster  [author] 14 Mar @ 4:35am 
Well large parts of this mod are standalone. However some garrison units (e.g. Portuguese units or Nagamaki units) actually require [Part 1] + [Part 2], since they rely on them for data, model or equipment files. Without them the game might cause issues (i.e. crashes, units looking weird or are invisible, etc.).
ME!ME!ME! 13 Mar @ 1:30pm 
This work alone without the required items : Weierstrass Units for Vanilla [Part 1] and Weierstrass unit models for Vanilla [Part 2]. Is it normal? Anything that does not get added if so?
RavenBuster  [author] 11 Aug, 2024 @ 4:57am 
@popcs18(TW)
I tried to include clan-specific units, but I faced quite an issue. All garrison units will spawn regardless of any clan or religion restrictions, unlike field/normal units. Hence the generic (same for all clans) unit set. Getting clan-specific units to work correctly would require overhauling the building system, which is probably not worth the time and effort.
popcs18(TW) 10 Aug, 2024 @ 6:24pm 
Thanks bro ~ I would like to ask if it possible to increase takede fire cavalry , PLEASE~~~~~~Because you added other cavalry cause takede fire cavalry Unlike the elite troops. Are there can be donate~
salvador242 26 Apr, 2024 @ 10:44am 
Thanks for the help and advice, I'll be sure to bear this in mind for the future!
RavenBuster  [author] 26 Apr, 2024 @ 10:02am 
I might have found the issue. Both ES units and my mod both have a file named nearly the same (on lowercase and one uppercase) and thus are causing a mod conflict regarding naming some units. It's generally a good idea to disable FoTS mods when playing standart S2 and vice versa since it will prevent conflicts and issues.
salvador242 26 Apr, 2024 @ 7:04am 
Found the issue! It seems to be some kind of incompatibility between this and FOTS Unit Pack (Vanilla) by EvilSpleen1213: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=248494510

I went through my mod list one by one, when these 2 mods are activated together, the issue presents itself.
RavenBuster  [author] 26 Apr, 2024 @ 6:22am 
That certainly is quite the issue. Does the issue persist even if you disable my mod(s) or start a new campaign with only my mods? The only UI changes this mod does compared to base S2 is adding a few units under the "Defending Samurai Retainer" tab when hovering over buidlings. Hence I sadly can't really imagine nor really replicate your issue. Just to be sure but is your game language set to english? It's a universal requirenment for all mods unless they state so otherwise (i.e. translation patches/mods).
salvador242 25 Apr, 2024 @ 5:08am 
When you hover over a building that applies the new garrison units, the UI on the left becomes transparent and moved to the top of the screen. There lots of missing text and UI as well, you can't see the building details or the garrison that you'll get. The only garrison mod I've found that doesn't do this is this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=113631830

I don't have any experience with mod tools for S2, but would be willing to give it a go if you have any ideas on how to fix it.
RavenBuster  [author] 25 Apr, 2024 @ 2:30am 
What exactly is the issue with the UI? Is it that to many units on the building window cause some weird UI or unit display issues/glitches? Since most of the UI stuff is done automatically by the game and not by me, I can't really do that much. If you could use PFM,RPFM or any other mod tool for S2 I might have a solution for you.
salvador242 24 Apr, 2024 @ 8:10am 
Is there a way to fix the UI on Castles when using garrison mods? I really like the idea and implementation, but it really messes up the UI on a lot of buildings.
RavenBuster  [author] 12 Feb, 2024 @ 10:04am 
Well thank you for reporting & testing the issue. I just updated the main mod and the issue should be fixed now for everyone else. If not please feel free to comment.
Lykourgian 11 Feb, 2024 @ 4:57pm 
Okay so have rectified the mortar issue, it was indeed that
Lykourgian 11 Feb, 2024 @ 3:12pm 
Update: Deleted all entries except the veteran Sam ones in cdir_unit_qualities and the bug was fixed! Gonna try and see what this mortar typo is about and if that fixes it
Lykourgian 11 Feb, 2024 @ 10:23am 
Nope, playing as the Takeda. The rebellions I originally was getting a notification for but not seeing an army spawn were near the Date home province (away from PC, sorry can’t remember what they’re called) and since testing it’s been in Kai and one of the shinano provinces (again I think south?) So it seems unlikely. Are there Hand Mortars Samurai I didn’t know about or are those the Hojo Fire Rocket Samurai you’re referring to?
RavenBuster  [author] 11 Feb, 2024 @ 5:40am 
It's fine posting it here since were already at it anyway. I just double-checked "cdir_unit_qualities" and found a small typo/mistake regarding the Hojo Hand Mortars Samurai. Do you play either as the Hojo or incite a rebellion in their cities? If yes, then I guess might have found the reason for the no rebels bug.
Lykourgian 11 Feb, 2024 @ 4:57am 
I deleted “cdir_unit_qualitoes” from “Weristrass Units for Vanilla Part 1” mod. Apologies I should really move this over to commenting on that one, I think it’s clear it isn’t this mod that’s the issue. Anywho I’m going to go through and add back units one by one and see which one is the issue specifically!
RavenBuster  [author] 11 Feb, 2024 @ 4:31am 
Just to be clear, did you delete the "cdir_unit_qualities" tables from on of my mods (if so which one?) or from another mod you use? Regarding "cdir_unit_qualities" it's there to tell the AI how good a unit is compared to other units of the same class. The game uses these values for recruitment and army structuring and as you said it probably means that the AI is either less likely to use these units or not using them at all.
Lykourgian 11 Feb, 2024 @ 3:42am 
Thank you for the response! I have subsequently trawled through the comments on your main mod and saw that the issue in the past was caused by “cdir_unit_qualities” (I think that’s what it’s called anyway). I then deleted that file from the mod and tested it, the rebels subsequently spawned. Are there likely to be any consequences of doing this in game? I presume it’ll mean the AI will be less likely to/won’t recruit your units at all?
RavenBuster  [author] 10 Feb, 2024 @ 11:25am 
After some testing I didn't seem to have any issues regarding not spawning rebels (tested with a new Otomo campaign on easy difficulty on multiple cities nearby). If you want to rule out my mods try running the game with only my 3 necessary mods and do exact same as me above. When the rebels do spawn then another one of your used mods causes the issue and can't really help you that much besides giving you a few hints in case you do know/want to fix the issue yourself with and TW modding tool.
RavenBuster  [author] 10 Feb, 2024 @ 4:33am 
That's quite possible, at least the main (Part 1) mod had this issue in the past so I can't rule it out. I'm gonna double-check and test if my mod causes the issue.
Lykourgian 10 Feb, 2024 @ 3:20am 
Is it possible this mod is causing a bug with rebel armies not spawning? I am experiencing this problem myself with UIM and have seen some reddit posts talking about such an issue with unit mods
RavenBuster  [author] 29 Nov, 2023 @ 11:45am 
Nope, not really. I actually forgot that this building even exists because I would never ever build it in my campaigns because it's that bad.
leon2356 28 Nov, 2023 @ 2:23pm 
Any ideas to add a garrison to the "leased land" building?
RavenBuster  [author] 23 Sep, 2023 @ 1:41pm 
All of my units spawn via siege defense and that's the only (intended) way to get them.
Correct me if I'm wrong, but I would assume that one of your mods might allows their recruitment?
Be aware that other mods (e.g Jaki's Unique Factions) might have similar looking retainer units with the same unit cards as my units (I didn't make them and just used the one's found in my source file)
gunningminer69 23 Sep, 2023 @ 8:52am 
so um... are you apsost to be able to recruit retainers?
RavenBuster  [author] 6 Feb, 2023 @ 2:05pm 
Can you trace the issue back to a certain unit/unit type or used weapon?
Without that info I can't really do anything.
I did playtest nearly all of my mods but never had a crash in battle but I also don't watch units up close for too long.
If applicable you might want to disable all other mods to reduce unintended side effects and try to see of the issue resolves itself that way.
Doujin-San 6 Feb, 2023 @ 8:14am 
everytime I do a manual battle and I zoom into the fight with modded troops sometimes the game will be fine, but sometimes the game will crash is there a way to fix this?
RavenBuster  [author] 14 Dec, 2022 @ 4:49am 
@TheBoldest
Sorry for the late reply. The game is hardcoded to only spawn units up to the max army size of 20 units. This means that you might have to move your normal units outside the castle on the campaign map so more garrison troops can spawn. There is an internal priority system and it prioritises stronger units (Spawn order: Hero -> Warrior Monks -> Samurai -> Ashigaru -> Militia).
Hoonting Richard 2 Dec, 2022 @ 8:08am 
I ender gaining 26 Garrison Units. Is there a priority on which will be used in siege?
AnzacWarspite 10 Aug, 2022 @ 5:31pm 
Okay, thank you for the help
RavenBuster  [author] 10 Aug, 2022 @ 5:49am 
It might work with UIM but since my Weierstrass Units for Vanilla [Part 1] and UIM probably edit the same file entries, there will be issues.
AnzacWarspite 10 Aug, 2022 @ 5:18am 
Hi, does this work with the Ultimate immersive mod by Takeda Shingen?
awqsed10 12 Jun, 2022 @ 11:43pm 
thanks for the response. I've just reinstall all mod and the problem fixed. TY
RavenBuster  [author] 12 Jun, 2022 @ 6:07am 
I assume that the unit names don't appear at all? Here are some hints / suggestions that might help.
1)Make sure that the game language is set to english. Unit names won't show at all / correctly if a language other then english is used.
2)Try to reinstall the mod. Delete the "Weierstrass_Units_for_vanilla_v1.0_garrison.pack" file found in your shogun 2 folder or unsub mod -> start S2 till mod manager -> exit & resub mod. Both ways will prompt the game to redownload the mod.
3)As a last resort: launch the game with only the models, main and garrison mod so it's clear that other mods don't cause issues / side effects. Start a new campaign as Shimazu. Hover over the Sword school and see if shown garrison units are now named.
awqsed10 11 Jun, 2022 @ 7:59pm 
Hi when I loaded the mod to the game, the name of the garrison units didn't appear promptly. How should I fix it? I un click the language-related mods to debug it but it didn't help much.
Anime Jones 10 Oct, 2021 @ 3:39pm 
Awesome :steamhappy:
RavenBuster  [author] 10 Oct, 2021 @ 11:39am 
Typos should be fixed now.
RavenBuster  [author] 6 Oct, 2021 @ 8:05am 
Going to fix these typos soon.
Anime Jones 6 Oct, 2021 @ 7:24am 
Some units are named "Garrisson"
写樂 21 Jul, 2021 @ 7:18am 
I'm surprised that there are still people who love this game, and I think shogun2 is the best total war
RavenBuster  [author] 16 Jul, 2021 @ 6:27am 
Should be compatible with New Unique Garrison Retainers (Vanilla) but I don't recommend running both mods (you'll get too many garrison units). This mod is basically an enhanced version of New Unique Garrison Retainers (Vanilla). Strongholds of the samurai should also be fine. I don't particularly test my mods for any compatibility outside the required workshop objects so consider just running it with your mods and see if the game loads or crashes.
ratmanwarhammer 16 Jul, 2021 @ 5:59am 
is this compatible with New Unique Garrison Retainers (Vanilla) and is it compatible with strongholds of the samurai?