Total War: WARHAMMER II

Total War: WARHAMMER II

Nagash SFO submod
66 Comments
Boshty 2 Aug, 2024 @ 5:39pm 
Dont bother doing what nova below wanted. TW3 is a train wreck lol. I just came back to TW2 and man, it's like a warm blanket. Im home lol. Thanks for the SFO submod man. Looking forward to a good TW2 campaign again. :D
bainb132  [author] 10 Jun, 2024 @ 1:02pm 
not one made by me, though others might
Nova015 20 May, 2024 @ 9:36am 
Will there be a similar Nagash SFO submod for Warhammer 3?
NeoKorp 12 Mar, 2024 @ 6:44am 
For some reason it makes the black pyramid easier to take.
Setra takes it very earlier in the game.
NILMOR 27 Aug, 2023 @ 10:20am 
still works ?
HARDGAMER123 20 Jan, 2023 @ 4:33pm 
Care to add the infantry variant of the blood dragon knights to the nagash roster
1340920819 28 Nov, 2022 @ 8:12am 
靠,一定要翻墙才用留言,真是醉了
Lich Rel Sunora 3 Nov, 2022 @ 5:06am 
Is this normal that on Easy and Normal difficulty, 16lvl Sentinel's High Liche Priest appears on turn 15 with T2-3 units?

I guess this is a general problem of SFO, that after a certain turn high lvl lords appears on map...
Black sheep 28 Oct, 2022 @ 6:10am 
Is it on purpose that the Bone Thrower and Screaming Skull Catapult have vanilla stats? It feels fairley weak.
nab 7 Sep, 2022 @ 9:51am 
Virion the Grim RoR's abilities are bugged, they never trigger.
Giganch 2 Sep, 2022 @ 8:18am 
Sure thing, seems to just been the weak version of Nagash anyways. Didn't have to look at it for long
Saebbi  [author] 2 Sep, 2022 @ 7:52am 
@Giganch this submod doesn't touch any textures or models. Please direct any feedback that isn't specifically SFO-balance related to the main mod's creators.
Giganch 2 Sep, 2022 @ 3:47am 
Everything seems to be working just fine, but Nagash seems to be both low poly and have poor textures.
bainb132  [author] 25 Aug, 2022 @ 6:22am 
Update
- various SFO abilities added to units where relevant
- further balancing
- damage buffs to Nagash's spells and bringing miscast values more in line with SFO values
bainb132  [author] 18 Aug, 2022 @ 9:58am 
they aren't an offensive unit. They have very high defensive stats and distract the enemy while other troops go and flank them
Qar 18 Aug, 2022 @ 9:57am 
Bone golems are useless at the moment because they have very weak characteristics for a unit with 3 turn recrutement duration. Even with one turn recrutement, 20 attacks + 8 attacks on infantry, with only 16 units is a little weak i think.
el bobo 14 Aug, 2022 @ 2:53pm 
Ty for all the work ;)

Units are too expensive or city upgrades dont give enough money.....its really hard to defeat the Khemri factions with only 2 Lords. By the time i was able to get the Black piramide and ascended Nagash it was turn 70ish and after that i got oblitared by the top factions cause not enough money.

FYI i was palying on very hard, maybe i ll try only hard next time
Horny Jail 14 Aug, 2022 @ 1:37pm 
thk
Vargath 14 Aug, 2022 @ 1:55am 
Spirit hosts seems to have mortis engine ability, but they doesn't, they do 2000~ damage versus pack of rats, less then tomb king tier 1 skeletons
bainb132  [author] 13 Aug, 2022 @ 6:09am 
Nagash submod update:
- Table updates to match the changes in the main Nagash mod
- Bone Daddy now 5k richer at start of campaign
- Bone Golem defensive capacity enhanced. Received increased health, armour, and leadership as well as 15% missile & phys resistance.

Further tweaks will be coming over the next few weeks
Linarkspain 12 Aug, 2022 @ 5:02pm 
Very grateful for this! But SFO makes every building have additional bonuses, which means Nagash' cities are far inferior to other factions in SFO. Same for unit special buffs and passives included on SFO
Grandpa Kiwi - The Younger 12 Aug, 2022 @ 3:28pm 
FYI the autoresolve issue seemed to be something wrong with the main mod with they've addressed. Thanks again for making this submod!
313424545 12 Aug, 2022 @ 1:07am 
finally!!!!! thanks!!!!
John Cena 12 Aug, 2022 @ 12:37am 
death magic incarnate on Nagash doesn't seem to work. doesn't restore hp or give unbreakable to undead units
Grandpa Kiwi - The Younger 11 Aug, 2022 @ 5:18pm 
I have the same issues with the autoresolve. I get clobbered in battles I should easily win. Like the first one against the skaven army. I even turned the campaign and battle difficulty to easy and it made no difference. Any help is appreciated.
Thanks for making the mod!
Mathayus 11 Aug, 2022 @ 9:20am 
Thanks for the mod, it's amazing!
I gotta say though that Auto Resolve is busted: Nagash 20 units army vs a 10 army with 4 Skurvy musketeers is a phyrric victory with 3 Nagashizzar Guards dead?
Also just to know: are shambling hordes lords supposed to have no skill tree? (the one summoned from the pyramid rite for example)
Joey_Mangz 11 Aug, 2022 @ 8:31am 
Amazing!

Sorry if this was already asked but - will unit caps be added? I would try to do this myself as I know where the main script is in the SFO file, but I've only ever added individual units to the caps script...never an entire faction
Saebbi  [author] 11 Aug, 2022 @ 7:41am 
@fulcong sounds like you are missing Mixu's Unlocker. Use Kaedrin's Mod Manager, sort by alphabetical file names (A-Z) and check all of the required mods.

@cacabby once both the main mod and SFO have been updated for Immortal Empires, this one will be as well.
LonelyDay 11 Aug, 2022 @ 5:50am 
luv u bro! Really appreciate your mod. Wish this wonderful sfo compatible version can be played in the upcoming Immortal Empires :lunar2019piginablanket:
fulcong 11 Aug, 2022 @ 3:56am 
subscribed for all necessary items and Nagash is not a choice at the single player campaign what am I doing wrong? It is the fiirst time I want to use a mod so I am new to that. Is there a box I forget to tik?
Your Mother 10 Aug, 2022 @ 7:11pm 
Thanks for making this SFO version
bainb132  [author] 10 Aug, 2022 @ 3:03pm 
bone golems are designed to be a defensive unit, not meant to deal damage. Spirit hosts for nagash are a support - they actually deal constant AoE damage around them. All chaff units such as the skeleton warriors have exactly the same stats as their SFO counterparts.
Lord Alexander 10 Aug, 2022 @ 2:50pm 
Is it possible to have a submod for those of us who use SFO and Tomb Kings: Extended? Like the new units for Tomb Kings and mount options for heroes etc.
No big deal if it's too much, they're all three pretty intense in their own right :)
TsyuRyu.TTV 10 Aug, 2022 @ 11:11am 
since sfo redus players anti bias it so much easier to play than in vanilla anyway to counter that ?
Grimaldus 10 Aug, 2022 @ 8:57am 
sry to bother you bainb132, but could you plz do a sfo submob for The Twelve Realms by [-ODM-] Loupi? if you got time and willingness oc. Used to have one back then, but it got pulled by workshop and we kinda unable to contact author...:lunar2019crylaughingpig:
Great mod btw, thank you!
Dictator Sky 9 Aug, 2022 @ 4:41pm 
@Valfaris
there is a "Outremer" sfo submod fraction
=[NK]= Col. Jack O'Neil 9 Aug, 2022 @ 4:06am 
@christian
Because of SFO?
christianatwork 9 Aug, 2022 @ 4:05am 
Hey Lovely people, Anyone has an idea about why my Nagash is getting 2 skills points per level?
The Black Kaiser 8 Aug, 2022 @ 11:47pm 
The Black Kaiser 8 Aug, 2022 @ 10:58pm 
Oh hell yes
Laserdream 8 Aug, 2022 @ 6:17pm 
Nagash's unique Super Arcane Conduit doesn't have SFO-style WoM discounts/cooldown reductions.
Sosvo 8 Aug, 2022 @ 4:52pm 
@ ZeuZ use kaedrin's mod manager
ZeuZ 8 Aug, 2022 @ 4:24pm 
Hey! Anyone know what my load order should look like with these nagash mods + SFO and the sfo submods?
Flo 8 Aug, 2022 @ 3:58pm 
I have to reinstall the game :) Great job on the mod btw.
bainb132  [author] 8 Aug, 2022 @ 2:54pm 
does it still crash with the sfo submod disabled?
bainb132  [author] 8 Aug, 2022 @ 1:05pm 
are you just using this mod and the required items?
Mesmerion 8 Aug, 2022 @ 9:34am 
thanks a lot of for your work...
Jalmæri 8 Aug, 2022 @ 7:19am 
thanks
bainb132  [author] 8 Aug, 2022 @ 6:40am 
- Fixed building requirements
- Fixed missing RoR
- RoR now gain xp like others in SFO
- Health buff to the first three RoR
bainb132  [author] 8 Aug, 2022 @ 3:37am 
a couple of the vanilla units have building requirements which are not intended, that will also be addressed later today