Total War: WARHAMMER II

Total War: WARHAMMER II

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The Last Alliance: Lord and Hero
   
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Tags: mod, Campaign
File Size
Posted
Updated
664.941 KB
12 Mar, 2021 @ 12:34pm
24 Nov, 2021 @ 8:20am
23 Change Notes ( view )

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The Last Alliance: Lord and Hero

In 1 collection by BAGHolder
The Last Alliance
8 items
Description
Intro:
Add cross-faction non-legendary lord and hero recruitment, among Empire, Bretonnia, High-Elf, Wood-Elf, and Dwarf. All lord types will be available at the beginning. Agents will need special embassy building to recruit.

The mod requires The Last Alliance: Embassy and Units to work.

I also recommend using two other mods: Bretonnia Vow Auto Complete, so Bretonnia lords and agents can auto-complete their vow / troth when recruited by a foreign faction; and Faster refresh mod, for faster character refresh in case some agent arts mix-up randomly.

Please upvote if you like the mod, so more people get to see it.

Features:
1. All lords and agents work correctly, including arts, unit card, model, and skill trees.
2. Removes High-Elf influence cost for recruitment, and heavily weight towards best traits. Now the lovely princess and handmaiden come with amazing traits
3. Research will correctly buff foreign lords and agents' level and attributes;
4. Lord skill tree correctly buffs elite units. For example, as High-Elf, you recruit a Bretonnia Lord, his archery skills will buff sister-of-averlorn as well.
5. Works for AI: occasionally the good factions will also recruit foreign lord and agents to help them!

Save game compatible, but it is likely better to start a new campaign. Works only for vanilla playable factions. DLC agents will need DLC.

Acknowledgement: This mod is inspired by Hamen's Recruit Any Lord, and Sangshift2's Recruit Any Hero, and fixes all the art and model issues in their mod.

Note:
This mod is a movie pack (rather than a traditional mod pack). Otherwise the character art won't show up correctly.

For a movie-pack mod, there is just one difference: to disable this mod (which I don't recommend doing mid-campaign, then any foreign agents will have tree arts if you recruited one), you need to unsubscribe this mod (disable it in mod launcher won't work).

Q/A Session:
Q: Why some agents are not available?

A: Some agents simply repeat the roles, like many wizard of same types. And if a faction does not have the agent type to start with, then it cannot be added directly, i.e., dwarf engineer is still unique to dwarfs.

Q: In the pool, some wizard arts mix up. A high-elf wizard is occasionally shown as Damsel.

A: Yes that happens randomly to the wizard pool. They still have high-elf skill tree but model will be Damsel. You can choose to not recruit them, or recruit and kick so the pool refreshes with random arts. Or use Faster refresh mod.

Q: I enabled the mod mid-campaign as Empire, then my Warrior Priest become trees.

A: This is the only agent that gets tree-ed when using the mod mid-campaign. Recruit / Kick; then any new Warrior Priest in your pool will appear normal.

Q: My lovely handmaiden is named Boris.

A: Yes. All the lords and heroes in your pool is named by your main culture. Your Boris maiden probably sneaks in from Middenland that way. Just change name after recruitment.
96 Comments
Lizy_Sticks 9 Sep, 2022 @ 3:20am 
my southern relms units are showing up as toumb kings
Keith 'Blood' Hanson 14 Jun, 2022 @ 10:04am 
Well then I look forward to seeing this mod in WH3. \o/ Came back to WH2 since it had just been awhile, waiting on mods. And yeah, love the system they put in the new game, having Kislev rock some Empire artillery definitely improved my game. x;D Discovering a hidden race now becomes 'Be my friend! I want your units!' xD
BAGHolder  [author] 13 Jun, 2022 @ 12:34pm 
@jaki201

Thanks for the appreciation!
Technically all agents can be added, but the art sets were always an issue when adding incompatible agent types. That is why I decided not to add those in.

This mod will stay as it is, since I am moving on to WH3. The WH3 agent recruiting mod will be made once immortal campaign releases. At this moment most agents can be added in WH3, since the arts table & its logic is revamped in WH3, and much easier to work than WH2.
Keith 'Blood' Hanson 13 Jun, 2022 @ 12:14pm 
Just wanted to say, LOVE your mod! I've been wanting something like this while I played as the Empire for FOREVER. Can finally assemble a mixed faction to all face the End Times together. \o/

Oh, and a note on above about you not being able to place Master Engineers, I've seen two mods that have been able to do that with no issue:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2248877479

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1882076186

I encounter some issues with those mods (All the extra HE mages sadly look like corrupted dryads for some reason, and then the AI faction will *field* said units...) so I turned them off. But the Engineer worked fine. Would just be nice to get some shoring up on Dwarf heroes.

Oh, and any chance for HE the Loremaster of Hoerth could get added? I understand no HE mages, but the Loremaster being a hybrid would be neat.
Gracian 28 May, 2022 @ 7:07pm 
@Stürmbest did you ever figure out what mod causes the tomb king error? Mine does the same thing and I can't figure it out.
albarrizal92 21 Mar, 2022 @ 7:27am 
oh, okay. thanks for the fast respond
BAGHolder  [author] 21 Mar, 2022 @ 6:53am 
@albarrizal92

I think there are some other mods that allows LL recruitment already, or recruit defeated LL.

I didn't add LL because I feel LL should lead factions, plus that will cause replicate LL issue.
albarrizal92 21 Mar, 2022 @ 6:35am 
this is a good mods. any plans to add the LL too?
BAGHolder  [author] 7 Dec, 2021 @ 5:42am 
@Stürmbest

I look at the table & it is not the custom lord one, since it does not change art table.

Typically it is a mod (or overhaul mod) that changed vanilla arts table. Actually there are not too many of them touching the table (I used 120+ mods including new textures, Mixu new lords, new agents, etc., and all compatible).

So far the only conflict mod I am aware of is SFO, since it changed many things including the arts table. Otherwise, if damsel is the main conflict you see, probably some wizard mod that add / change damsel arts.
^Sturm 6 Dec, 2021 @ 8:58pm 
Yep, thx for answering. Seems like problem is on my end. Just tried again with only your mods and it seems like it's running fine. Still there are some wizard art mixup but when ir refresh it everything was in order. Mod conflict but i couldn't detect it cuz playin with 160 mod xd When i have time i'll try with some part of the mods i have , when i find the culprit i can write it down on here for further notification. Thank you for the beatiful mod , <3