Total War: WARHAMMER II

Total War: WARHAMMER II

Ogre Leadbelchers
113 Comments
ChaosRobie 1 Sep, 2021 @ 1:26am 
Something funky going on with recruitment with this mod enabled. I suspect your last update corrupted your .pack, since the .lua file seems to be missing the top few lines defining the "init()" function.
Ciaphas Cain 25 Aug, 2021 @ 10:34pm 
Thanks for this mod Snek, was brilliant. <3
Snek  [author] 19 Aug, 2021 @ 3:01pm 
The extra slots mod is a problem because it overwrites critical elements that enable Leadbelchers as a merc unit. The mods are incompatible until that mod is updated with necessary startpos script changes.
jshshadowknight 19 Aug, 2021 @ 1:50pm 
Hello,sir.There is a new trouble.After update in 16th,I touch the camp and nothing happen once again.I am not sure if the reason is the mod 22slots. I will spend some time to check.And the Expanded Rosters: Ogre Kingdom for Leadbelchers are also this problem.So can you tell me something may crash your mod?I want to check which mod crash these more quickly.
GunKing 18 Aug, 2021 @ 9:06am 
@Snek

Nope! I did not apply a new soot texture for the heads, mine just overwrote it. Something I may do in the future though if I can solve the same problems!
Snek  [author] 18 Aug, 2021 @ 6:01am 
Sounds great @GunKing!

Question for you: were you able to apply a new texture to the Leadbelcher heads and keep the heads looking correct? I made a soot-stained texture for them here, but applying it made their jaw and teeth deform weirdly.
GunKing 17 Aug, 2021 @ 8:52pm 
Hey man I updated my gray ogres reskin to be compatible with this one, ended up using a few of your assets so you're credited in the mod description!
Snek  [author] 16 Aug, 2021 @ 5:15am 
There's nothing in this mod now that would be touching the UI. The only script function in this mod is a small function that appends them to the ogre script unit lists.
Nehylen 16 Aug, 2021 @ 1:59am 
After your most recent update, I've witnessed that either of the respec mods "infinite respecs" and "one button respec", both adding buttons at the bottom of the Lord/Heroes UI, can't function anymore. I've fiddled with order of mods, to no avail.

I'm sure it was the update, as before starting a game earlier this week (12 or 13/08?), I made certain mods weren't conflicting with respecs (Had to remove Mixu's Mousillon, for instance).
Majestic Twelve 15 Aug, 2021 @ 4:06pm 
Current Tomb Kings playthrough, I recruited the Deathbelchers tribe which showed having 2 units of leadbelchers, when I went to recruit the next turn I only had the vanilla ogres available.
rayden_solo 15 Aug, 2021 @ 11:11am 
I'm playing Woodelves and the Leadbelcher I get for the pool dissappear after 1 turn , I am using a lot of other mods though
Baligdur 15 Aug, 2021 @ 10:52am 
Mixu's Unlocker, but it worked fine until recently
Snek  [author] 15 Aug, 2021 @ 10:27am 
Are you running any other mods that edit the startpos file (that you know of) I'll give Norsca and TK a try as soon as possible.
Baligdur 15 Aug, 2021 @ 8:25am 
The same happen when I play Norsca - Leadbelchers vanish from recruiting pool.
jshshadowknight 15 Aug, 2021 @ 7:45am 
Hello sir, there is a bug to report.When I play the Tomb King,I touch a Ogre Camp and sure choose a Ogre Leadbelcher to the pool.But after few turns,when I want to recruit the Leadbelcher,I found the permit become 0.I sure I not recruited anyone before and this thing happen two times.The other Ogres still work normal.
Im Still Alive 14 Aug, 2021 @ 6:24am 
@snek I found the indirect fire to be very unpredictable they can have a squad of reiksguard and blast straight through them but will fire over friendly goblins I dont know if you can do anything about this lol
Snek  [author] 13 Aug, 2021 @ 1:27pm 
Try with the update I posted today. I reworked the scripted parts entirely.

This does NOT alter the Ogre Camp script any longer and does NOT require Mixu's Unlocker anymore. I got Leadbelchers to recruit in the Ogre Camp dilemma in Dwarf, Reikland, and Chaos Dwarf campaigns without any issues.

This update should also be savegame compatible, or at least it was with Chaos Dwarf and Reikland campaigns.

I also (again) rebalanced the unit itself, bumping it to 16 ogres, making health match the Maneater Pistols, and gave them a new option for three firing modes. Their melee weapon is now a slightly weaker version of the Maneater Greatweapons, with much less AP, no bonus vs large, but more splash damage.
Im Still Alive 12 Aug, 2021 @ 1:55pm 
also dismiss all important events on the right hand side of the screen
Im Still Alive 12 Aug, 2021 @ 1:55pm 
I have working ogre camps have for the past few days make sure you are not in any special stance
Snek  [author] 11 Aug, 2021 @ 8:18pm 
Okay. I'll get my in-progress update to a presentable state and update tomorrow.
Crazyivan 11 Aug, 2021 @ 8:03pm 
I can confirm after this mod no more orge camps
LowBudgetGigolo 11 Aug, 2021 @ 2:43pm 
I installed this mod and now i cant recruit ogre camps, i stand on them and nothing happens
✰An American Grizzly Bear✰ 11 Aug, 2021 @ 11:58am 
ITS ALL OGRE NOW :empireskull:
[MASH] GameDjinni 11 Aug, 2021 @ 8:55am 
What a great mod. Been using it since you first dropped it, Leadbelchers are a staple of my armies now. Any chance you could make a generic ogre lord? I'd love to field a whole ogre army. No pressure either way, but thank you for the incredible units.
Mr.Horakhty 8 Aug, 2021 @ 11:41pm 
@corpse eater I just tried them with OVN they work fine both in battle and campaign map maybe another mod is causing the issue for you
jshshadowknight 5 Aug, 2021 @ 7:57am 
Sorry sir,can you make a another version that we can hire the Ogre Leadbelcher unit in building?Because I just want to use the powerful unit with the More Slots.
Shabby 1 Aug, 2021 @ 3:33am 
Great mod but as said before, it does have balance issues, their weapon damage is even more then the Maneaters with great weapons, they have more armor then them also, they can fire over obsticles like an archer or a crossbow unit and you get at least 1 of them in every camp making them a bit too strong and versetile for what they are supposed to be, fun unit non the less.
Sergej 31 Jul, 2021 @ 9:07am 
Wonderful work and awesome models! The stats could use some more balancing, i mean they should be in line with other basic ogres with melee (maybe less to hit and more damage, smashing with huge clunky cannons!). Maybe reduce the charge bonus too, as apparently the dorf running animation was too clunky and they can't run.
The shots are hard to fine tune, there is no other shotgun unit that fires that many projectiles at 8 (i would recommend 12) entities. Am currently testing them hard and using different configs in custom battles.
By any chance, could you move or remove the left upper shoulder plates on the models? They clip way too much into the faces.
unilateralism 31 Jul, 2021 @ 9:01am 
This mod has a weird interaction with the Empire Master Engineers II mod - having both active disables the master engineers.
rescator78 29 Jul, 2021 @ 10:05am 
no problem Snek it was just for informing this incompatible mod slot , if there weren't messages i will never seen that is from mixu slot submod
Snek  [author] 29 Jul, 2021 @ 6:18am 
Let the authors of those slot mods know that there is part of the startpos that Mixu added (whatever adds Leadbelchers to the mercenary list) which they need to incorporate into their mod as well. That is the fix for this as far as I can tell.

I do have an update coming (big thanks to ChaosRobie) that will make it so this mod does not include the Ogre script itself, so it will become compatible with more Ogre Camp mods and will be easier to add submods for more ogres per dilemma.
rescator78 29 Jul, 2021 @ 4:54am 
hello great mod. it work very good in custom battle but idem for me never appear in campagne because i use mixu slot
Khairus 29 Jul, 2021 @ 1:20am 
@Snek Yeah that mod is the issue. unfortunately the other extra build slot that works with the unlocker hasn't been updated either ...

Thank you for taking the time to take a look :)
corpse eater 28 Jul, 2021 @ 2:47pm 
can you please tell me why its not working with any modded factions? like ovn, mixu ll etc? the lords skins are showing up as vanilla generals
Snek  [author] 28 Jul, 2021 @ 6:21am 
Alright, the More Slots is a problem, but I don't think there's anything I can do about that. That submod makes startpos edits which overwrite (or somehow break) the Mixu's Unlocker startpos edits which make the Leadbelchers part of the mercenary pool.

The solution, as far as I can tell, would be for that Moe's author to reimport Mixu's startpos as it is now then rebuild the changes which add building slots.

@mtrev are you using any other mod which makes startpos edits (and would therefore overwrite those in Mixu's Unlocker)?

ANY mod which overwrites that part of Mixu's Unlocker is going to break the Leadbelchers.
Matunai 27 Jul, 2021 @ 8:38pm 
I am also having a similar problem to jshshadowknight and Khairus but am not using the More Slots mod. However, I am using the Mixu unlocker.
Alyelia 27 Jul, 2021 @ 1:43pm 
Cant wait for a possible SFO compatibility!
Khairus 27 Jul, 2021 @ 9:04am 
Yes I have the same problem as jshshadowknight.. I was trying ot figure out what was causing it.. The More Slots mod is a prime suspect for me too
corpse eater 26 Jul, 2021 @ 11:37am 
so sad it doesnt work with ovn lost factions :( makes the modded characters show up with vanilla skins
jshshadowknight 26 Jul, 2021 @ 11:32am 
Hello,sir! I have a problem.When I use your useful mod with the mod (BETA) More Slots (Mixu's Unlocker Submod),I found I touch the the Ogre Camp mechanic and nothing happen.Can you spend some time to make your mod compatible with it? I so love your mod and also want to use it with more building slots,they will be more fun.
Cooked 26 Jul, 2021 @ 3:27am 
Thanks!
Snek  [author] 26 Jul, 2021 @ 2:40am 
@Cooked Sure
Cooked 26 Jul, 2021 @ 1:36am 
Hi, can I make a submod for your mod?
Snek  [author] 25 Jul, 2021 @ 5:16pm 
Thanks, yeah there was no way I was going to find that. I'll take a look at the script in that. Thanks everyone. Hopefully the campaign hiccups with this mod will be settled shortly.
DireTech 25 Jul, 2021 @ 5:14pm 
Snek, I'm guessing he means this one. The description is in the image.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2551444274
Snek  [author] 25 Jul, 2021 @ 4:49pm 
I do not see "a little bit more ogres" in the workshop. I see "a little bit more RoRs". Do you have a link to the ogre script mod?
Snek  [author] 25 Jul, 2021 @ 4:41pm 
I'll move the ogre camp script part to something that does not directly include the script since that sounds definitely possible. That should resolve most remaining ogre camp errors.
gongoozler 25 Jul, 2021 @ 4:21pm 
I agree with ChaosRobie, check SDC's "a little bit more ogres" mod, he insert more vanilla ogre units without editing the script. Things always get more messy with script issues.
Scribe of Nekoti 25 Jul, 2021 @ 3:40pm 
So I just did a test, the only two mods were Mixu's Unlocker and this one. I moved multiple armies to the ogre camp but the popup to choose what ogres to hire never showed up and they didn't go into the mercenary recruitment pool. Maybe there's something funky going on with my game files and I need to do a re-install. I don't think that's the case however. I feel that I've narrowed it down to one of these two mods.

If there is a way I could better narrow it down I'm all ears. I *really* like the idea of this mod so I'm hoping something works out.
Snek  [author] 25 Jul, 2021 @ 2:47pm 
If you're running Leadbelchers without running Mixu's, that's exactly what it will do. It should work, at least with a new campaign, if running Mixu's Unlocker.