Total War: WARHAMMER II

Total War: WARHAMMER II

Pirates of the World (w/ OvN Araby support!)
105 Comments
Shinobus 2 Oct, 2024 @ 9:42am 
Awesome mod! Thanks matey :D
Lore & Wonder 15 Aug, 2024 @ 5:28am 
I got a ninja pirate when playing as Alarielle! Super cool!
piercebuster  [author] 27 Sep, 2023 @ 10:46am 
@kinngrimm
I don't think so.
kinngrimm 25 Sep, 2023 @ 3:30am 
"For now, this needs to be loaded HIGHER than the Community Bugfix Mod. Vandy & sm0kin will have a fix to Community Bugfix so that the load order doesn't matter soon™. "
has this been resolved?
Autumnchain 4 Jan, 2023 @ 10:26pm 
Will a TWW3 port be made?
HughJanus69 18 Sep, 2022 @ 5:50pm 
will this use modded/sfo units and versions of units from vanilla?
:{BabyloN_PaladiN}: 10 Sep, 2022 @ 10:33pm 
I miss this in TW Warhammer 3 :(
krishkrush 1 Sep, 2022 @ 12:23pm 
port to WH3 pls
Dragon32 11 Aug, 2022 @ 3:22pm 
@Gleen Cross
Both worked for me in my Luthor Harkon campaign of a few months ago
Gleen Cross 11 Aug, 2022 @ 2:41pm 
Hope it still works and it's compatible with the active oceans mod
Big Sneeze 10 Feb, 2022 @ 4:56am 
Just curious, does the load order thing with the Community Bugfix mod still matter or has it been fixed?
jshshadowknight 2 Feb, 2022 @ 6:02pm 
There is a strange bug. When I choose to fight with Empire pirate and not auto. The game will crash in loading. It make me can't enjoy the fight. Can you tell me some possible reason? Your mod is so good and I hope to enjoy all of it.
Trepen0004 30 Dec, 2021 @ 10:24am 
anyone know if its compatible with nanus active oceans?
Alessar 🐺🦄🦅 15 Dec, 2021 @ 11:50am 
@piercebuster thanks! <3
piercebuster  [author] 15 Dec, 2021 @ 10:22am 
@Alessar

That's fine.
Alessar 🐺🦄🦅 15 Dec, 2021 @ 9:53am 
How about this with CTT mod rebalancing the game?
piercebuster  [author] 23 Nov, 2021 @ 2:45pm 
Yes, it is save game compatible.
wampower99 20 Nov, 2021 @ 1:28pm 
Is this save game compatible?
Shinobus 5 Nov, 2021 @ 12:23pm 
@piercebuster SFO was the first ever mod I downloaded, i'v'e never played vanilla s:
I noticed KMM had a profile system so I will certainly give End Times a try! It would be nice to have a stable game while adding new mods, since playing iv'e never finished (or even made it past turn 300+) because I keep breaking things with mods. Thanks for replying mate.
piercebuster  [author] 4 Nov, 2021 @ 11:02am 
I don't recommend SFO, personally. The End Times is a much better overhaul for my tastes - though my modlist is a giant kabash of custom factions that work without overhauls.
Shinobus 4 Nov, 2021 @ 10:04am 
@piercebuster I know buddy, I was just confused a bit, as SFO stats are very different than vanilla, and adding new units would require stat adjustment, to work nicely with SFO. I'm looking further into what these SFO changes actually are :)
piercebuster  [author] 4 Nov, 2021 @ 2:17am 
@shinobus
Are you still asking about this mod? No, this mod does not edit any unit stats.
Shinobus 3 Nov, 2021 @ 6:09pm 
@piercebuster Thanks for the reply! An SFO version would nee stat readjustments? Can't wait to see you Sartosa mod! :steamhappy:
piercebuster  [author] 3 Nov, 2021 @ 12:45pm 
@shinobus
This is probably compatible with SFO, though I haven't tested it.
I'm also currently working on a Sartosa overhaul that makes them a more human pirate faction!
Shinobus 3 Nov, 2021 @ 9:48am 
Awesome! I was looking into creating a playable human Pirate faction out of desperation. (Why are there no cool Pirate mods?) This is a great idea! Any plans for a SFO sub mod?
If not, if someone can point out the changes, I will make them and send you a copy to upload?
Dom 22 Oct, 2021 @ 3:30pm 
So this may be an obvious question to some, but how do you know if a wreck or a cove or whatever has a fight in it or not?
I'm guessing the answer is you don't; and well, that would suck cause then my 20 stack just wasted all their time getting ready for nothing...while my lone explorer lord is laughing his ass off.
Vaxar Kun 18 Oct, 2021 @ 4:43am 
is there a way to make it sure that island and shipwreck armies wont be difficult like dwarfs? in vanilla, you know what you are facing roughly by looking at the name - cove, island, shipwreck

i just got dwarfs for the first ever wreck i sailed to -. not cove, but wreck and got a doomstack enemy. Would be and consistent if the wreck and island would be lighter than cove, no matter the race

thoughts?
Dom 4 Oct, 2021 @ 3:18pm 
Yea that's true, but I'm hoping compatability for your mod will be added in their next update (might be too optimistic). If something breaks I know where to look though :steamfacepalm:
piercebuster  [author] 4 Oct, 2021 @ 2:57pm 
@Dom You'd have to save that CBF version as your own local version and use that. If you just removed it from the live CBF version then next time that mod updates it will restore the script you deleted.
Dom 3 Oct, 2021 @ 4:59am 
I deleted the .lua script that was overwriting yours in the CBF mod. That should save me from moving mods around right?
:{BabyloN_PaladiN}: 17 Sep, 2021 @ 11:18pm 
Greenskins could have stronger army composition, but otherwise great mod !
Creampie Senpai 14 Sep, 2021 @ 1:53am 
SFO compatible?
Big Sneeze 10 Sep, 2021 @ 11:47pm 
Also, I'm really enjoying your mod! I was wondering, since you added Tomb Barque, would you consider adding also the Landship mod for the Human pirate army so they can field one?
Big Sneeze 8 Sep, 2021 @ 10:49pm 
Just a note, don't know if oversight, intended, bug or unable to change:
I still get buff vs. Vampire trait while fighting non-vampire pirate encounters through this mod.
piercebuster  [author] 6 Sep, 2021 @ 4:28pm 
No. You're free to perform the edit yourself though. If you do I'll include it.
Star-X 6 Sep, 2021 @ 3:36pm 
Would it be possible to add a MCT toggle for Araby and Tomb Kings pirates? I'm running the game on Linux with Proton, which means some modded models turn into artifacting messes. Most of OvN is fine, but Araby is the single faction which has serious artifacting issues present in many of its units on Linux Proton. Haven't tested the Tomb Kings Basque mod, but regardless a MCT toggle for that would be good too, in case anyone wants to face only "vanilla" foes from this mod.

As it currently stands, I can't use OvN without possibly running into Araby pirates from this mod, even if I turn off Araby entirely from OvN's MCT menu. I'd appreciate a fix, as OvN is still needed for Chaos Dwarfs to be playable in campaign, and I'd REALLY prefer not to have to uninstall this just to get Chorfs for my IRL friend to use against me in a MP campaign.
Dean Winchester 5 Sep, 2021 @ 3:32pm 
This should be in the base game. I don't get why CA never did this.
MrSoul 5 Sep, 2021 @ 7:52am 
@piercebuster thanks for responding, one less mod suspect. I gave up with the liche bug tho, it loads the right variant for the actual battle its just that old bizarre porthole character issue(in the past used to be a generic dark elf commander when it happened). Happens when someone forgot some kind of asset in a mod, or a conflict prevents one from loading. Weird but never game breaking and I've spent too much time over years trying to track it down/figure that one out lol

Better than the alternative too older TW games would do, just CTD cos couldnt find a porthole image for single character lol
piercebuster  [author] 3 Sep, 2021 @ 11:08am 
But they could in the future. ;)
cybvep 3 Sep, 2021 @ 11:04am 
These pirates are not strong or unique enough to give any traits IMO. They have no skills, no new models etc.
piercebuster  [author] 3 Sep, 2021 @ 11:01am 
@mano308gts

Add victory traits? I like the idea. I'm pretty confident I know what would be required to do that. This mod is more popular than I expected so maybe I'll decide to spend a day doing that instead of working on one of my other mods.

I could tackle buffing the Visktrin force at the same time by giving Visktrin an army buff to morale and a little armour. Though it is far from my intention for Visktrin to be a doomstack. He's intentionally not even at a full 20 units.

Currently both Visktrin and Morgrimmson have unique names but aren't unique lords.
mano308gts 3 Sep, 2021 @ 9:51am 
Would it be possible to add a victory trait for the two legendary pirate crews?

FWIW, you should probably see if you can buff Visktrin's force a bit more, it's... Perhaps more than an early game stack can handle, but melts to concentrated missile fire.
piercebuster  [author] 1 Sep, 2021 @ 9:04am 
Glad you enjoy it! Your memory of Anyndel's mod isn't right but those are good ideas.
cybvep 1 Sep, 2021 @ 6:59am 
I've been really enjoying this mod. Met the Dwarf pirate twice when playing Cylostra (wasn't too difficult to deal with, but still fun). Fought some fun battles with the Dark Elves and the Norscan pirates. Good stuff.

If possible, I really think that some pirate armies should get units with experience ranks, while the pirate lords should have some skills so they are not all lvl 1. IIRC Anyndel the Great managed to spawn the pirates lords with skills assigned to them in his old mod.

Some additional suggestion for future development: small chance of mixed armies. Possible combination include Dwarf-Empire (buddy pirates), Dark Elves-Norsca (combined raid) and Empire-Norsca (a mix of Imperial lowlifes/renegades and Norscan raiders).
Big Sneeze 31 Aug, 2021 @ 6:55pm 
Forlorn, you won't actually lose any quality, Pierce just optimized the mod so that the game doesn't load in any animations that won't actually be used anyways.
E.g. Why load in a Vamp Coast unit animation if you're fighting a Tomb Kings pirate army?
piercebuster  [author] 31 Aug, 2021 @ 9:02am 
@Forlorn
Animations are binary: either they are required, or they aren't. There are no optional animations. Anyndel's mod loaded extra animations that weren't needed because it was easier to make and lump them together rather than sorting them.

@Mr.Soul
The Liche General works for me. Good luck.
Forlorn 31 Aug, 2021 @ 5:59am 
Was thinking about trying out this mod, but:

"Much less memory usage. Loads 170 animations vs 600, because I went through every unit by hand to only load the required animations. On high-end PCs this isn't a majorly noticeable difference but on lower PCs it can make the difference of *minutes*."

Dunno if I want to decrease the visual quality of my game. Could this be a configurable option via the MCT?
MrSoul 29 Aug, 2021 @ 7:37pm 
the Liche General shows up as a drycha for me. Stats, name, etc are all correct, but like its failing to load variant so just defaults or something, struggling think anything your end after looking through mod though...or what possibly conflict with that in my load list xD But ya thought at least put it on your radar. Maybe needs some more assets from OvN locally? Tried battle animations(noted liche general uses arkhans staff), but nah.
piercebuster  [author] 22 Aug, 2021 @ 10:52am 
See the compatibility section. I don't use SFO, so you tell me.