Total War: WARHAMMER II

Total War: WARHAMMER II

War of the Beard Overhaul [Not updated yet]
 This topic has been pinned, so it's probably important
Tetoa  [developer] 11 Dec, 2017 @ 8:20am
Feedback, Bugfixing and your Ideas
About the technical side of this Mod
Mods changing the characters, settlements and armies on the campaign map and edit factions are very complicated and take much time. This mod may be one of the hugest overhauls of the Total War Warhammer games. Its only possible because I use scripts that change many things on the camapign map at every start of a new campaign. The use of Scripts for this is a major progress because otherwise you can only change the campaign map with the so called "startpos-file", which needs to be updated for every patch. This mod still needs a modified startpos-file, but with Scripts I was able to reduce the effort needed to update it from ~25h to ~2-4h.

I am not a good scripter and only acquired the simplest scripting skills by trial and error in the last months. The style of my implementation is therefor probably a bit crazy and unorthodox (and time-consuming), but it works - thats whats essential for the first version. Later I want to create a more efficient way to use the scripts. For this reason I am very lucky about every suggestions and every small instruction you may help me with, if you have any experience with lua-scripting in Total war games.


Bugfixing and Feedback
If you encounter any Bugs, unlorefriendly Elements or you have Feedback on things like Balance please help me with improving this mod by commenting in this thread.
To help me, please specifiy the situation when you encounter the bug or problem, by naming for example the specific character, settlement, unit type, turn number etc. Its also good to mention the mods you use and first have a look at the List of compatible and incompatible Mods.


Your Ideas
What would you like to see as future additions to the Mod? I am glad to hear any constructive feedback and ideas.

(Please keep in mind that I have to consider cost, time and benefit of all additions. The mod is already really huge and my modding time is limited by private life, university and work, so I have to maintain limitations or otherwise the mod would never be completed.)
Last edited by Tetoa; 11 Dec, 2017 @ 8:25am
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Showing 1-15 of 43 comments
Tetoa  [developer] 11 Dec, 2017 @ 9:05am 
A short list of small "known" bugs, that I haven't been able to solve yet.

- Tor Alessi has no access to High Elven rituals and still the icon of the Green Knight, all other faction mechanics however do work fine.
- some of the Voiceovers for faction leaders of non-playable factions will not work right, its however a relative minor problem, as I think, and I don't know at the moment how to solve this (for any strange reason the voiceover for Prince Imladrik is working fine, though I did the same procedure on him - hes originally Alberic de Bordeleaux)
- conquering the Empire region which is originally settled by Norsii tribes, may lead to regions where you can only construct a small Outpost (which is intentional) but the building manager will show you otherwise.
Last edited by Tetoa; 13 Dec, 2017 @ 8:09am
omegaphoenix068 11 Dec, 2017 @ 2:58pm 
I have a minor suggestion to make regarding the Dragon Princes. Maybe instead of having them Star Dragons they could ride Sun Dragons instead. I feel like either a Moon or Star Dragon would be too much for their status as a regular unit as opposed to a Hero or Lord. Additionally, I don't know if this is possible, but could they be made into a small squad instead of a single rider and edit their Sun Dragons to have a smaller entity size than the regular monster Sun Dragon? Kind of like how they are in this mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1192422381&searchtext=dragon+princes
Last edited by omegaphoenix068; 11 Dec, 2017 @ 3:00pm
Tetoa  [developer] 11 Dec, 2017 @ 11:49pm 
@omegaphoenix:
Hey exactly like that, I originally wanted them, however I thought that 5 Sun Dragons (i remember that they have a Melee CP of 10.000 in the mod you mentioned, which is absolutely insane :D its ~5times as strong as the strongest unit in the game) are too much and so I tried to reduce them to 3. This created weird bugs, for example that only two of the dragons have riders and also that their fire breath ability just works on one of them: I really don't know why that was the case (especially as it worked with 5 dragons) and so I changed the unit to one star dragon, with the intention that Dragon Princees should still be the strongest HEF dragon units.

Thats for now, but I hope to solve the problem with the missing riders in the future and then convert the unit to a 3-model Sun Dragon unit. If thats still not working for any reason, than I maybe use the 5-models-dragons but to make them not too overpowered I will have to create some restrictions, for example only 2 per faction or that they are only recruitable by a rite, like the Black Arcs etc.
Hazard 12 Dec, 2017 @ 3:17am 
When you confederate with Tor Talsyn, which holds one of the Settlements in Athel Loren, your stuck building level 1 buildings, without access to upgrading your settlement. not tried the other settllements within Athel Loren, will start a new campaign tonight.
Matthias 12 Dec, 2017 @ 12:10pm 
please rebalce morathi kroq gar and mazdamundi and malekith starting bonuses since they are OP noow compared to you lords

why have you deleted heavvy armoured chaos units tough?
Last edited by Matthias; 12 Dec, 2017 @ 12:12pm
Modak 12 Dec, 2017 @ 12:23pm 
Dwarfs cannot recruit bolt/grudge throwers due to the Guild Workshops chain being removed.
Matthias 12 Dec, 2017 @ 1:12pm 
I am getting brettonia events playing as calador II
Tetoa  [developer] 13 Dec, 2017 @ 5:13am 
I uploaded a small bugfix. It fixes two things:
- Grudgethrowers are now recruitable (workshop 1 is activated)
- it fixes a small bug with the Building Progression Icon mods, both mods are now fully compatible

I will need more time to fix the other things, sorry.

Starting Thodrag (third Dwf for Karaz-a-karak) works fine for me. Don't know why different people reported a crash, it may be due to another mod (maybe one changing faction scripts). I will have a look for it.
Last edited by Tetoa; 13 Dec, 2017 @ 6:35am
Matthias 13 Dec, 2017 @ 6:02am 
Originally posted by Tetoa:
I uploaded a small bugfix. It fixes two things:
- Grudgethrowers are now recruitable (workshop 1 is activated)
- it fixes a small bug with the Building Progression Icon mods, both mods are now fully compatible

I will need more time to fix the other things, sorry.

Starting Thodrag (third Dwf for Karaz-a-karak) works fine for me. Don't know why different people reported a crash, it may be due to another mod (maybe one changing faction scripts). I will have a look for it.

EDIT: sorry, Steam has server problems at the moment, the bugfix will follow soon.
thanks for the fixes and the answers
Tetoa  [developer] 13 Dec, 2017 @ 7:47am 
Updated with another small bugfix which should solve the problem with the building problems in the northern settlement of Athel Loren for HEFs and the Bretonnian dilemmas for HEFs. However I am not 100% sure that the fixes work and it is relative difficult to test, so I am glad for any feedback on these issues.
Matthias 13 Dec, 2017 @ 8:14am 
the third level of the high elves conditions like conquer 20 settlements ect is a dwarven one
Noob Van Noob 13 Dec, 2017 @ 12:22pm 
i started playing as Karak Azgaraz and it starts me out with an orc settlement and orc buildings. anyone else encounter this?
Noob Van Noob 13 Dec, 2017 @ 12:28pm 
nvm i forgot the community modding framework, i'll try again real quick
Matthias 13 Dec, 2017 @ 12:57pm 
I got a chaos invasion
you disabled it I taught?

also Tior amona should be called Tor Alessi according to the lore
Tetoa  [developer] 13 Dec, 2017 @ 2:04pm 
@Matthias: It should be deactivated and it worked for in my playthroughs. Maybe its a compatibility problem with another mod? However I will update the mod again in some minutes. I gave my chaos script a higher priority and changed two small values (the new chaos triggering in Mortal Empires is much more difficult than before), maybe that will solve the issue. I hope you have a savegame from before the invasion (but if not the invasion should be defeated relative easily with the two alliances fighting together and the game will go on normally).
The update will also include the changed victory condition text.

@Noob Van Boob: yes, That should be the reason. If not maybe a compatiblity problem with another mod with scripts.
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