Total War: WARHAMMER II

Total War: WARHAMMER II

Maneater cultural variety
76 Comments
Fortress Play 10 Feb, 2023 @ 7:47am 
This is amazing thank you for this
Gleen Cross 8 Aug, 2022 @ 7:22am 
They look cool, but the ones who have a dwarf beard look really weird, lol if it was that dwarf helmet who have a metal beard, ok, that one looks great... now the literal dwarf beard, not so much
Garuk Seln  [author] 13 Apr, 2022 @ 12:45pm 
At about 99% for having a Warhammer 3 version. Broken models and whatnot fixed (except for the brettonian bucket helmet. Still trying to fix it). Then I want to try and make a more attractive mod image. Though if anyone is artistically inclined, I would be happy to accept help and credit the contributor.
xxx_420_Bad_Boy [Wizard_Cum] 13 Apr, 2022 @ 10:02am 
LOL, I just noticed the one with a goblin corpse used as a flag.
xxx_420_Bad_Boy [Wizard_Cum] 13 Apr, 2022 @ 10:00am 
Wow, you really had a lot of fun with this didn't you? I'm still finding new variations!
Garuk Seln  [author] 11 Apr, 2022 @ 9:18am 
I'd like to try and port and expand the mod. I was waiting for the dust to settle with the tools I used to make it in the first place, so I didn't have to do it all over again. It is still gonna take a bit, hopefully not too long.
Bonsai 11 Apr, 2022 @ 6:58am 
@Garuk Seln Do you intend to port this excellent mod to Warhammer 3? If not, would you mind if I give it a try and credit you?
Garuk Seln  [author] 8 Mar, 2022 @ 3:58pm 
Whoops, thanks lingling, I think I've sorted it.
Lingling 8 Mar, 2022 @ 1:30am 
Hey, I found a small bug. You left a rigid_model of the beastmen giant in the files that causes it to glitch out ingame because there's an ogre mixed in
Garuk Seln  [author] 2 Mar, 2022 @ 8:47pm 
A small fix for a part that wasn't moving properly and also something new I thought I'd try. Instead of the maneaters having a color scheme based on the faction they are fighting for, they should have a wider variety of color schemes from each other in a single unit. If this proves too confusing, I'd be open to changing it.
Thrakerzod 14 Feb, 2022 @ 5:58pm 
thanks, I'll try the unsub and resub thing, I didn't think it was needed since I can see Greenskin stuff but I'll try it anyway.
Garuk Seln  [author] 14 Feb, 2022 @ 4:29pm 
So, loading up custom battles as various factions, everything seems in order for me Thrakerzod. Sometimes steam refuses to work properly in terms of downloading. You can possibly try unsubbing then resubbing if you're not seeing things.
Garuk Seln  [author] 14 Feb, 2022 @ 3:17pm 
From a vague look, it seems like it theoretically should be fine, but I'll do some tests later Thrakerzod to make sure something isn't wrong on my end.

In a general note, I forgot, tomb stuff is for sword and pistol only, 2h animations make for really bad clipping that I was unable to resolve.
Thrakerzod 14 Feb, 2022 @ 2:24pm 
come to think of it I've not seen any Lizardman themed ones either (again, I mostly play as Norsca ), I remember checking in Custom Battles when this page first said that Lizardman ones had been added and I didn't see any (playing as Empire in order to try and see them). are Lizardman ones just very rare?
Thrakerzod 14 Feb, 2022 @ 2:20pm 
I'm not sure if it's an error or if they're just rare but I've not noticed any Norscan themed ones turning up at all for either the Great Weapon ones or the Pistol ones, I thought it was because I mostly play Norsca and that you'd restricted them on Norscan ones but then I started an Empire playthrough today and still can't see any Norscan ones

Dwarf ones seem common though, normally I find that at least a third (and sometimes over half) of the unit will be Dwarf ones. is that a result of there being more Dwarf themed variants or is it something else?
Garuk Seln  [author] 14 Feb, 2022 @ 12:17pm 
As far as game 3, if I can take the models with no, or incredibly minimal work, then I plan to. If they change how their models work and I have to redo everything, then very likely no. Time will tell in a short while.
Garuk Seln  [author] 14 Feb, 2022 @ 12:14pm 
Update: attempted to add mercenaries with Tomb King swag for non-tomb king factions.

Thrakerzod, unless I made an error, the only restrictions right now should be high elf factions won't see high elf stuff, tomb kings won't see tomb king stuff, and lizards won't see lizard stuff. In these cases, I see it as a matter of pride and overwhelming feelings of ownership of anything they would see as even slightly belonging to them for those cultures.
Thrakerzod 14 Feb, 2022 @ 7:19am 
why is it that they don't appear for the factions they have equipment from?

like for some factions (High Elves, Dwarfs, Brettonians and Lizardmen) I can understand the idea, the Lizardmen certainly won't want the Ogres snagging their stuff, but why'd a Greenskin avoid hiring an Ogre just because he has a goblin tied to a pole on his back? I doubt the Norscans would care much if Ogres nabbed a few things from another tribe.

will this mod be ported to game 3 and if so will the Ogre Kingdoms at least be able to recruit all the Maneater variants?
Master Necro 2 Feb, 2022 @ 10:31am 
Oh please make tomb kings ogre mummies!
Garuk Seln  [author] 2 Feb, 2022 @ 7:26am 
Update: Finally got some greenskin inspired stuff out for all factions, will probably look at making a few distinct weapons for them in the future. This is probably going to be it until after Warhammer 3 releases, unless it's something very simple.
Garuk Seln  [author] 20 Jan, 2022 @ 7:03am 
Know I haven't added anything in a bit, got kinda burnt out adding so many models and not really being able to actually play the game. Work is proceeding on some Greenskin inspired ideas, since I saw that being requested a few times.
Garuk Seln  [author] 23 Dec, 2021 @ 8:50am 
Update: Added some weapon models to the high elf version.
Garuk Seln  [author] 18 Dec, 2021 @ 8:42am 
Update: Models with high elf looted bling implemented for all non-high elf factions. Weapons still in progress and probably need a little more bit bling on the heads, but I figured they're about 90% done, so now is a good time as any.
JonoV 5 Dec, 2021 @ 6:09am 
Awesome models!! Absolutely love your work!
Garuk Seln  [author] 29 Nov, 2021 @ 10:44am 
Update: Sorry, no new models today, though they are being worked on. Just cleaning up some bits on already existing models.
Erysican 26 Nov, 2021 @ 8:10am 
Never used maneaters until this mod. Your work improves the game
Lingling 20 Nov, 2021 @ 4:24am 
You're welcome I'm glad I could help you out. I saw you had a problem and I knew the answer so I had to share some of the things I've learned.
Garuk Seln  [author] 19 Nov, 2021 @ 10:50am 
Updated so that lizard variants will not appear for lizardmen factions. Thanks a million to Lingling for pointing out how.
Garuk Seln  [author] 19 Nov, 2021 @ 10:47am 
@Lingling You are a damn lifesaver, I was totally unaware of that method. You have saved me so much time and pain, you are awesome!
Lingling 19 Nov, 2021 @ 10:11am 
Oh and might I suggest Greenskin Maneaters :P
Lingling 19 Nov, 2021 @ 10:09am 
Nice mod the Maneaters definetly needed more variation. Some textures look a bit stretched from making the assets bigger but all in all I like it a lot.

As for your problem: You don't need to fiddle with scripts in order to have different variants appear for certain factions. Simply create new variantmeshdefinitions with the variants you want for each faction and add them to the unit_variants_table. You need to copy the Maneaters unit and make a new entry for each faction. Then you can change the field variant to the respective variantmeshdefinition for that specific faction. This way the Maneaters will change their appearance depending on the faction without creating copys of the units or scripting. You can take a look at Cataphs Southern Realms for reference, he changes the look of the state troops for Tilea, Estalia and Border Princes that way.
Garuk Seln  [author] 19 Nov, 2021 @ 8:21am 
Alright, got some ogres with lizardman based equipment. Now, the reason for the delay hasn't been resolved. I've gotten to the point where the factions the ogres have snagged stuff from wouldn't hire them, but I have to make entirely new units to exclude certain ones from showing up. However this involves scripting how the ogre camp choices appear, which is complicated and I am quite inept at even simple stuff. I intend to make it work, but I have no estimation of what that time frame will be.
Garuk Seln  [author] 17 Nov, 2021 @ 3:49pm 
Updates are going to be delayed a bit more. Messing with recruitment through scripts and I'm really bad at scripting, but hopeful I'll figure it out in a bit.
Garuk Seln  [author] 14 Nov, 2021 @ 11:16am 
New models should arrive within a few days. The framework of how they're being implemented is going to change to allow different variants for different cultures, however it will break compatibility with overhaul/rebalancing mods and very likely saves made previous to the new version. If you have a game in progress that you want to complete, I recommend making a personal backup.
Kally 8 Nov, 2021 @ 4:22pm 
Works great now greatwork :D.
aeON 8 Nov, 2021 @ 3:55pm 
Yay, no more floating ogre heads. Thank you.
Garuk Seln  [author] 8 Nov, 2021 @ 7:08am 
I am hopeful that ogre variants with looted lizardmen swag will arrive this week.
Garuk Seln  [author] 8 Nov, 2021 @ 7:07am 
Graphical issues with vanilla ogre units should be fixed.
Garuk Seln  [author] 8 Nov, 2021 @ 6:15am 
Problem located, fix should be in an hour or so.
Garuk Seln  [author] 8 Nov, 2021 @ 5:54am 
@MR.calas I've only been loading the changed units in custom battle, so I hadn't seen the standard ogres having graphical issues.

They definitely are, so I will try and investigate and resolve why as soon as I can. Though I do admit that I am puzzled as to why vanilla textures and whatnot should go wrong, they should be unchanged for that path.
Kally 7 Nov, 2021 @ 8:09pm 
It seems the mod is causing standard Ogres to to either have a glitched out torso that doesn't exist or an weirdly textured head.
Talos 17 Oct, 2021 @ 8:23pm 
woooo, nice job my friend!
Garuk Seln  [author] 17 Oct, 2021 @ 8:14pm 
Should be updated with a range of Norscan models, using default maneater weapons for now, will get custom weapon models in most likely a week or two.
Talos 17 Oct, 2021 @ 10:43am 
"Some have fought for the Empire of Cathay and are equipped with the famous longsword of that land as well as lacquered bamboo armour. Others who have served with the Empire have a brace of handguns converted into pistols whilst those who have travelled to Ind might have one of that lands curved swords and be covered in gold jewellery."

Found this interesting tidbit, figured it might help
Phukface 16 Oct, 2021 @ 1:43pm 
Love the work m8, I look forward to the updates!
Garuk Seln  [author] 16 Oct, 2021 @ 8:47am 
Again, I might be able to. Ogre units are given with a script and I am much less familiar with those. It would involve making clones of the maneater units that decrease what they're compatible with as unit appearances cannot be dynamically controlled with scripts. However, this is far back on my list of priorities, especially right now I am focused on trying to finish some Norscan influenced models.
rescator78 16 Oct, 2021 @ 7:56am 
hello , congratulation for your work , is it possible to make them standalone for each culture?
we can considerate mercenaries orgres were equiped by their own employement by stuff from each country with witch they will fight
Garuk Seln  [author] 16 Oct, 2021 @ 6:24am 
I probably could, I have very rudimentary knowledge of script stuff. I don't really have any intention to right now, because the plan wasn't to have each culture use only ogres with their culture's equipment, it was to represent their tendency to adopt foreign equipment and have a wide range of variations in a unit.
Marvl101 16 Oct, 2021 @ 3:43am 
you could make it depend on the culture hiring them
Batman Kurdistan 15 Oct, 2021 @ 12:37pm 
Great idea, looking forward to even more variety. Just like the bitz gluing days of old!