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 @ 8:22am
List of Compatible Mods
Recommended Mods
I recommend the use of the following mods as they work together with this mod nicely:
  • Darker Grand Campaign - This mod is highly recommended as I used it to adjust lighting in my mod, however WBO will work without it
  • Asinine Mortal Empire is recommended, until Norsca will get nerfed by patch.
  • a Mod resizing all Lords models to the size of normal soldiers, as thats what I did with the new lords.

Recommended Unit Mods
If you want to have more new Dwarfen units to compensate for the unit restrictions in this mod, I recommend to use the following mod, as I have included a compatibility patch automatically deleting all of its new gunpowder units.
Some other unit mods that I can recomend to use with this mod (there may be many more):

Huge Campaign and Battle Overhauls
Mods are likely incompatible, if they ...
  1. change existing factions and their legendary Lords decisively
  2. change faction start scripts
  3. use a startpos-file
  4. change the Skills of Legendary Lords decisively
  5. completely overhaul, which lords, agents and units a faction can recruit

Compatible
  • Proper Combat Mod 2
  • JRs Old World Skill Overhaul (should work, may mix new and old skills)
  • Rebanner

further testing needed
  • Tier 4 Minor Settlements (further testing needed)
  • Dresdens Diplomacy Mods (should work, no crash, but further testing needed)
  • Radious Total War (no crash at campaign start, may produce unwanted effects?)

Incompatible
  • Steel Faith Overhaul (Crash)
  • GCCM: Mortal Empires and similar Mods (works, but will produce unwanted/unloreful effects)
  • Crynsos Faction unlocker (Crash)
  • Unique Faction Settlements (works, but no effect)
  • Immersive Battle Banners (will conflict with my new banners and colors)
  • Dynamic Garrisons (unloreful effects, for example gunpowder units)
  • Landmarks of the Old World (incompatible, unloreful effects)

Small Overhauls and Tweaks
Most of these should be compatible.

For example: Compatible
  • Better Camera Mod and all other Camera mods
  • Trade and Economy Overhauls
  • Siege Overhauls
  • Valueable Veterans
  • More Naval Movement Range
  • Home Region Bonus
  • Mods for persistant Summons
  • Mods for additional Skill points

Retexture and Visual Mods
Should be compatible, but may get overwritten by WBOs files. All those mods are incompatible which change the art and visuals of Legendary Lords (except DEF and LZD lords) and settlements. Some faction recolurs may work, but most will be overwritten by WBO.

For example: Compatible
  • Dryrains Reskin Overhauls (but may lead to problems with faction uniform colours)
  • Unique Elven Lords
  • Cultural Settlement Skins
  • Less Blood and less Gore
  • No Light Beams
  • Improved Arrow Trails
  • kelstr's Visual Campaign Tweaks (should work)
  • Total Unit Resize II
  • Sebidees Unit Resize
  • Building Progression Icons II
  • ...

Incompatible
  • Unique Faction Capitals (incompatible)
  • Better LL unit cards (incompatible)

Additional Units
most Unit Mods should work, Mods changing Legendary Lords could conflict
Last edited by Tetoa; 13 Dec, 2017 @ 7:50am
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Showing 1-4 of 4 comments
omegaphoenix068 11 Dec, 2017 @ 2:51pm 
Question, I understand that Proper Combat is incompatible with the units mod that you mentioned (which is fine since I'm not really interested in them) but what about your LL and the Dragon Princes on actual Dragons that you got here? Wouldn't they be overpowered?
Hazard 11 Dec, 2017 @ 4:20pm 
Building Progression Icons II seems to work with this though not tried all the races as of yet.
Tetoa  [developer] 12 Dec, 2017 @ 12:08am 
@omegaphoenix: I wouldn't say that Proper Combat mod is incompatible with the unit mods, its as far as I know the only Combat overhaul which works fine with most of them!

Proper Combat (at least in the actual version) doesn't change any thing in land_units or main_units but it changes the values of Melee weapons and missile weapons (and this changes are indeed small changes, the main effect of the mod is changing the combat rules in kv_rules). Every new unit which uses existing weapons is therfor absolutely compatible and thats the case for all new units in this mod. There are so many different melee_weapons in WH2 that I didn't saw any need to create new ones.

But even if you have Mods like the mentioned unit mods, which add new weapons, the difference will be very small. Proper Combat adjusts most of the unit weapons only by ~5-10% and the weapon damage is only one of the important combat values. Melee Attack and Melee Damage are for example more important. Therefor there will be a small "overpowering", but it will be in a range of 2-6% of the overall strength, which may be not even noticeable. If you are very concerned about balancing, maybe stay away from the mentioned unit mods, but with my new units there is absolutely no problem :)

@Hazard: thanks, it really should work, as I didn't changed much in the building tables.
Last edited by Tetoa; 12 Dec, 2017 @ 12:09am
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Showing 1-4 of 4 comments
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