Total War: WARHAMMER

Total War: WARHAMMER

JokerFett's Superior Campaign Mod Collection (Lore Friendly)
 This topic has been pinned, so it's probably important
JokerFett  [developer] 6 Jul, 2017 @ 9:54pm
Changelog Archive
A few notes
  • I consider this to be a "living" collection so I'll update it if I find a mod that I think does a job better or adds something new to the mix.
  • While I love both Knights of the Empire and Mixu's Empire of Man , I wouldn't recommend running them at the same time as they cause some buildings not to show up at all such as the Reiksfort; however, I just didn't have the heart not to include them both. No longer relevant, see Update 2 changelog.
  • This is the max number of mods that I can run on my system without crashing the game at launch. Not because of a mod conflict just any more mods and the game can't take it. That being said they're a few mods that I would like to add to this list; however since it's a "subscribe to all" deal, I didn't want to get a bunch of complaints from people saying that my list doesn't work. Maybe if there's any demand for it and I feel up to it, I'll make that collection of alternate mods one day. After Update 2, this is no longer the case, and I have 4 whole spaces left that I can put other mods into. I've already added a main menu replacer which is purely up to your cosmetic tastes whether you like it or not. I'll likely added some other small mods in the future.

Update 1
Less than a day in and already an update! Dryrain has said that he plans on removing the "Empire Reskin (Lore Friendly)" version of his mod soon because all of those changes have been rolled back into his normal Empire Reskin mod. As such, I've updated the Collection accordingly. No longer relevant, see Update 2 changelog.

Update 2 - The Empire Update
Based on feedback I've gotten on the Reddit thread, I've updated the Collection to make for a much more interesting Empire campaign and in turn for every faction. Here are the changes:
  • Changed out Crynsos's Faction Unlocker Basic for Crynsos's Faction Unlocker+ , overall a huge improvement to the campaign as a whole.
  • Removed Knights of the Empire . As much as it pains me to do it, it just conflicts too much and I think this way it makes for a better Empire campaign.
  • Added Building the Empire , a fantastic mod that addresses everyone's complaints about the infrastructure side of Warhammer being too light, at least for the Empire that is. The mod author has said he's also working on something similar for the Dwarfs, so I'll update it when the time comes.
  • Removed the Crumbling Effect replacement mod as it was ultimately very minor and I had to make room for a more important mod.
  • Added Mixu's Legendary Lords mod. A criminally underrated awesome mod that adds a unique Legendary Lord for every Elector Count in the Empire! Seriously, go show this mod some love and give it an upvote. This should have been in the game from day 1 by CA.
  • Replaced all of Dryrain's mods with his all-in-one reskin mod. They were just taking up too much space and I was basically using them all anyway. I'm keeping the other non-Dryrain reskins in for now even though they're all essentially overwritten. I may mess with the load order of them so that the others take priority, but for now they stay.
  • Added Mixu's Heroes of the Empire and Mixu's Empire of Man Unit Addon . What can I say, I like the guys mods. The unit addon should make up for some holes left with the removal of Knights of the Empire , and his heroes mod plugs some of the Empire's holes when it comes to units from Tabletop that are still missing.
So yeah this ended up being a pretty big update for the Empire which if you haven't guessed already I'm quite partial to, and this is my best effort to give them the revamp they deserve that CA hasn't delivered (yet at least). Enjoy fellow sons and daughters of Sigmar!

Update 2.5 - Minor Improvements
Some of the more eagle-eyed among you may have noticed that I've been making small tweaks to the Collection over the past few days; however, I didn't believe any of these changes were worth dedicating an entire update post to and even still I'm labelling this as "2.5" because it doesn't radically change how the campaign plays and is savegame compatible. I will continue to update the Collection under the "2.5" banner until I add any major game-changing mods.
  • Removed the Dark Water mod because Chaos Water includes it and then some.
  • Added Followers & Items Overhaul on the suggestion of the mod author of Rebanner . In essence it does the same thing as Rebanner except for the Followers and Items in the game as the title would suggest. Overall, it really helps immersion and makes them much more strategic and useful.
  • Added Trait Descriptions as it just makes the seemingly random trait system transparent and understandable as to why your general may be getting positive or negative attributes.
  • Added Reworked Backgrounds as it makes the main menu less boring!
  • Added Vampiric Deathly Pallor + Vampiric Variations. This mod improves the visual aspect of the vampires by making them more pale and less pink. Applies to all vampire heroes and lords and doesn't have any effect on gameplay.

Update 3 - The Chaos Update
The End Times have arrived! Well at least in update form. This update was prompted by the major release of version 2.0 of the excellent Ultimate Chaos mod. So let's have a look at what all has changed:
  • As of version 2.0, Ultimate Chaos requires subscribing to two additional parts on the workshop, one for textures and one for models. I've added them to the list as they are necessary in order for the mod to function.
  • Removed Better Black Orcs and Better Night Goblins for two chief reasons: Dryrain's reskins were overriding them and with the additional parts required for Ultimate Chaos, I was pushing past my mod limit.
  • Added Guv's Larger Kholek. Makes Kholek much more visually imposing on the battlefield as well as making his size closer to the lore. No gameplay effect.
  • Added Better Rebel Armies because the idea of Empire Rebels fielding Steam tanks, Hellblaster volley guns, and other crazy units that even I the player do not have the buildings to recruit yet is absolutely insane.
So this ended up being more of an update of necessity but it did allow for me to throw in a couple more small mods that help the campaign in significant ways; however I am back up to my mod limit now so to add any more in the future, I'll have to take some away. Now go bring glory to the ruinious powers! For Khorne's bloody glory! For Tzeentch's many glories! For Slaanesh's perverse glory! For Nurgle's pestilent glory!

Since the release of Krell prompted a new update almost immediately after Update 3.5, I just added that change to Update 4's description.
Last edited by JokerFett; 20 Jul, 2017 @ 12:54pm