Total War: WARHAMMER II

Total War: WARHAMMER II

Oxyotl's Poisons
42 Comments
Cramerius 27 Aug, 2022 @ 9:02am 
Thank you @JediMasterDraco! :steamthumbsup:
JediMasterDraco  [author] 27 Aug, 2022 @ 8:02am 
I was just about to publish it. I mean to get it out yesterday but RL got in the way.
PastaBrain 27 Aug, 2022 @ 4:43am 
Must have for oxyotls campaign i my opinion. Brings the adaptability to a hole new level. Hope you can bring it to warhammer 3 :steamhappy:
JediMasterDraco  [author] 24 Aug, 2022 @ 8:28pm 
@Cramerius I plan to probably some time on Friday. I plan to get all my mods there eventually.
Cramerius 24 Aug, 2022 @ 2:49pm 
Please bring this to Warhammer 3 now that IE is out! I love this mod!
Argyraspides 16 Aug, 2022 @ 4:52pm 
Is there any way I could add these alternate weapon poison types to the other poison-using units for the Scalymen? Ancient Stegadon, etc?
Gator 15 Jun, 2022 @ 7:44pm 
Badass mod bro
SuperEarth's Funeral Services 28 Jul, 2021 @ 11:13pm 
Is there a way for you to make the Poisons less powerful or make the ones that Oxyolt provide stronger? I think it just makes those banners redundant and defeats the purpose of grabbing those abilities
Warthog and Co 28 Jul, 2021 @ 4:07am 
ok thx
JediMasterDraco  [author] 27 Jul, 2021 @ 3:49pm 
It’s an in-battle switch like how Naestra and Abraham can switch their weapons.
Warthog and Co 27 Jul, 2021 @ 3:46pm 
how can you activate the different projectile on your skins ?
JediMasterDraco  [author] 27 Jul, 2021 @ 1:57pm 
For one, that would only leave each unit able to use a single special ammo whereas in my mod, you can cycle through all four. For another, I have no clue how to add triggers that could award the banners.
Mono 27 Jul, 2021 @ 1:53pm 
Since they are basically banners why not just increase the amount by x100 or something each? Rather than mess with multiple tables. No idea if its possible but curious why you went about it in such a round about way, unless you wanted to give all LZM from the start his banners?
JediMasterDraco  [author] 27 Jul, 2021 @ 11:55am 
Yes I did. As noted in previous comments, the technology that gives poison to all skink attacks would override the other contact_stats. I had to remove that particular effect. I may patch it later to give poison to all skink attack naturally since that's a tier 1 technology.
[FS] Kapitan Wolfgang 27 Jul, 2021 @ 11:50am 
Did you change anything in technology_effects_junction_tables? Because it countains the tech tree effects of every race.
JediMasterDraco  [author] 27 Jul, 2021 @ 11:45am 
@[FS] Kapitan Wolfgang Feel free. Just give a shout-out to me.
[FS] Kapitan Wolfgang 27 Jul, 2021 @ 11:41am 
If you would allow me I could make a submod.
JediMasterDraco  [author] 27 Jul, 2021 @ 11:30am 
@[FS] Kapitan Wolfgang That might be a nice idea, the trick though is that I don't think I'm skilled enough with effects and the like to create the necessary triggers.
[FS] Kapitan Wolfgang 27 Jul, 2021 @ 11:12am 
This is a very nice mod. Perhaps you could have Toadblood and Fireblood unlocked from the start , but have Daemonbane and Slow Death locked behind Oxyotls unique skills.
rayden_solo 27 Jul, 2021 @ 4:08am 
after thinking long and hard about how this mod works and if it would be compatible with the other stuff I have installed, I realized that there are active abilities to switch between the poison types, similar to the wood elf sisters or dark elf siege thingy. I'd just wish this was summarized in the first sentence, in a tldr-way.
Some people, like myself, have trouble processing large texts so this would help some of us to quickly understand the nature the mod.
I just tried it and it works like a charm, thanks for making this mod^^
nickstorm157 26 Jul, 2021 @ 2:25pm 
Thank you very much it works perfectly now :steamthumbsup:
JediMasterDraco  [author] 26 Jul, 2021 @ 1:49pm 
I've solved the issue. The only problem is that it disables the effect of that technology that gives poison to all Skink weapons. Not a huge issue since that's only a couple things. Might further patch things so that those weapons get poison by default.
JediMasterDraco  [author] 26 Jul, 2021 @ 1:26pm 
Yeah. The issue is a technology that Oxy gets for free. It gives poison to all skink attacks which overrides the other debuffs. There's something I'm going to try.
nickstorm157 26 Jul, 2021 @ 1:22pm 
yea sane with me. just tested it out with another LL and it works fine
JediMasterDraco  [author] 26 Jul, 2021 @ 1:08pm 
I've finally figured out the issue. In my case, it's only happening with Oxyotl, is that the case with you?
nickstorm157 26 Jul, 2021 @ 12:45pm 
armor as well for the khorne poison
nickstorm157 26 Jul, 2021 @ 12:43pm 
No ive been looking at the enemy ui and looking at there health and leadership as well just in case the imbued effect was hidden
JediMasterDraco  [author] 26 Jul, 2021 @ 12:38pm 
It might be a UI thing. It doesn't like to display the new ammo on the unit card so you have to re-select it to see the changes.
nickstorm157 26 Jul, 2021 @ 12:34pm 
I just restarted steam and reinstalled the mod, unfortunately it is still not working in campaign
JediMasterDraco  [author] 26 Jul, 2021 @ 12:23pm 
Did the mod update? I find that if you have more than a few mods, they don't automatically update. If it didn't update try using your Task Manager to shut down Steam and then restart it. That should cause it to check for updates.
nickstorm157 26 Jul, 2021 @ 12:17pm 
weird it still seems not to be working. Ive retryed it one a campaign i have going and then started a new one and neither seem to be working
JediMasterDraco  [author] 26 Jul, 2021 @ 11:49am 
@nickstorm157 Found and solved the issue.
nickstorm157 26 Jul, 2021 @ 11:12am 
Thank you
JediMasterDraco  [author] 26 Jul, 2021 @ 10:54am 
@nickstorm157 Huh. I’ll see what I can do about that.
nickstorm157 26 Jul, 2021 @ 10:43am 
it changes the visuals and give the stat bonuses but doesnt imbue the effects
nickstorm157 26 Jul, 2021 @ 10:41am 
love the idea of the mod but it does not seem to be working on the campaign, though it does work for me in a custom battle. I have tried playing with only this mod active and it still does not work.
JediMasterDraco  [author] 26 Jul, 2021 @ 7:13am 
@Yiunko I'm not sure what you mean. Both of those work fine in my case.
Yiunko 26 Jul, 2021 @ 6:17am 
Also "Slow death" doesn't seem to actually work with damage over time.
Yiunko 26 Jul, 2021 @ 4:10am 
Love the mod! But It's not visually "guaranteed" to be working, is there a way to show which poison is selected in the buffs bar or the poison icon in the missile projectile stat? :D
WindySeeing 24 Jul, 2021 @ 10:00pm 
hhh I just had the same idea last night and before i start to check the data,i find a treasure here XD:steamthumbsup::steamthumbsup:
JediMasterDraco  [author] 24 Jul, 2021 @ 9:52pm 
@AutumnChain93 I may make a mod along those lines in the future, but this is what I had experience in doing which was why I chose to use this method. Not to mention it fits more in-line with my personal preferences. It's easier to bring 10 Chameleon Skinks and have them switch what poison they're using based on their current enemy than have one or two for each type of poison and constantly having to shuffle them around to get the best engagements.
Autumnchain 24 Jul, 2021 @ 9:41pm 
I think you're approaching this the wrong way and should make it work based on the scrap upgrade system instead.