Total War: WARHAMMER II

Total War: WARHAMMER II

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Tomb Barque - SFO - OBSELETE
   
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Tags: mod, Units
File Size
Posted
Updated
201.536 KB
9 May, 2020 @ 7:53pm
29 Jun, 2020 @ 10:48pm
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Tomb Barque - SFO - OBSELETE

Description
The base mod is now integrated into SFO, this submod is no longer needed.
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A patch to adjust ChaosRobie's Tomb Barque for SFO.

Simple numbers adjustment. Gave it the same resistances as SFO Mortis Engine, since it uses most of its stats already. It might be too much together with the resistance aura, but it lack the Mortis Engine regeneration and regeneration aura.

Feel free to give feedback.
28 Comments
Maal  [author] 14 Jan, 2021 @ 5:01pm 
You no longer need this mod or Chaosrobie's. The barque are integrated into SFO.
Maal  [author] 21 Jul, 2020 @ 11:50am 
@TorgueUser
I wanted to, the issue is that neither Setra's chariot of the gods or Arkhan flying chariot have a vigor buff, nor does any tomb king units beside the dogs and hexwraith. Even the contructs do not have a vigor buff. It would be weird to give strong vigor to only this unit.

I'll still think about it though.
LimeUser 21 Jul, 2020 @ 4:18am 
Could you please give them strong or perfect vigour? I understand that the birds making the boats float might get tired but let's be honest, tomb kings probably dont care.
Alranz 5 Jul, 2020 @ 5:35am 
@Maal
They were pack files, kinda funny they were still there even though I've unsubscribed from them already, they dont even regester in CAs mod manager. I was able to find them using kmm and reconfirm in by finding their files.
Maal  [author] 5 Jul, 2020 @ 5:32am 
@Alranz
Great!
Were the "questionable undeleted mods" you had to use kmm to delete movie file? Why did you need kmm to delete them instead of just unsubbing? Just crurious.
Alranz 5 Jul, 2020 @ 2:00am 
I was able to try experimenting stuff with kmm and even with the same ticked mods the games still crashes for me, I think theres def. a mod that conflicts stuff, I'll try to find it whenever I have time.
In another note, I deleted some questionable undeleted mods by using kmm and this mod now works looooool! Thanks again :)
Maal  [author] 4 Jul, 2020 @ 10:12pm 
Since I don't know the CA launcher I asked people. They all said to never change the load order. Always use alphabetical which is the default. The higher a mod is, the more it overwrite those under it. So it works like KMM.

So the current load order is "reversed" so to speak. Not sure why it's my mod which cause the crash, but i'd say it's a miracle it run even without it. I would ask for an alphabetical test with and without my sfo submod but I suspect it would break your current working modlist since I do not think you can "save" your current modlist for later with CA launcher.
Since the mod doesn't crash for me, it has to be some incompatibility but there shouldn't be one logically, so the load order must mess with something.
Maal  [author] 4 Jul, 2020 @ 8:56pm 
You could try the Kaedrin's Mod Manager
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1399787504

It can save mod list which is very nice for testing stuff, and it's much less... laggy? Than CA's.
Alranz 4 Jul, 2020 @ 7:52pm 
hahahaha yep I do use their launcher I know its buggy as hell XXD, I actually redid all the load order manually; base and overhauls on the top, units,patches then skins. the latter I load a mod it overwrites the upper ones (from what I've seen).

hmmm I havent tried messing with those cuz as long as it launches and doesn't crash its good enough for me hahahah

Yes, I tried just loading it up without the sfo patch and it works fine and doesnt crash, the stats arent just adjusted. Maybe its also because sfo is always updating for fixes etc.?
Maal  [author] 4 Jul, 2020 @ 7:15pm 
Ew, CA's launcher. I don't even know if the stuff I am seeing is loaded in this order or alphabetical by default. This is an issue as I do not know what load after what and it's important.

Several of the unit mods you use have no updated SFO patch, that's an issue that might not crash the game by itself (by some miracle), but an issue nonetheless. Specially if the base mod did big unit changes that were not yet updated in the submod. (Amazon and Kraka come to mind) But that's not the issue at hand.

The "base" tomb barque mod is disabled. Was it enabled when you tried the barque sfo mod?