Total War: WARHAMMER II

Total War: WARHAMMER II

The Woodelves (ME) OUTDATED
285 Comments
rwlyraa Aug 30, 2021 @ 2:24am 
seconding the question about AI (or did CA fix it with the patch?)
cybvep Jan 17, 2021 @ 11:44pm 
Hi there. I know that most of the mod is now obsolete, BUT can you release the changes to the AI as a standalone? The passive/aggressive behaviour switch is half of what the WE are about, but in Vanilla they just camp in Athel Loren and do nothing. They should be periodically razing stuff left and right. Where is the Wild Hunt?
Captain Freakout Dec 9, 2020 @ 3:41pm 
Thanks a ton for this mod, Zarkis, it was always basic to any WE campaign!
Diogenes of Sinope Dec 7, 2020 @ 11:27pm 
Thank you for creating this mod. It's great. Really well done!
SinsinaT Dec 6, 2020 @ 7:42am 
waiting for an update, thanks.
Niromir Dec 4, 2020 @ 11:56pm 
Thanks for this Mod, man.
Sotek28 Dec 2, 2020 @ 5:08pm 
Thanks for making this mod! Shame that it's kinda run it's course but was happy to have it!
thaygiaomap2000 Oct 31, 2020 @ 4:39am 
hope this mod work after new wood elves dlc
multiplesanta34 Oct 27, 2020 @ 7:11am 
Is there a way to make Orion lead the wild hunt as it is in the lore? It always bothered me that CA had him delegate this to another lord.
FallenShaw Oct 24, 2020 @ 6:28pm 
I'd play this mod if orion didn't die sadly this is a really bad campain mechanic for the game put into this mod. To have to lose your main lord every year and replace him just plainly sucks.
libērtaŞ Oct 24, 2020 @ 2:09pm 
Fe Sights same issue as him, missions aren't giving the amber they claim they will grant
thaygiaomap2000 Sep 8, 2020 @ 3:54am 
just hope this mod work with Wood Elves update dlc
hi3r0ph4nt Jul 25, 2020 @ 11:07am 
Would this be compatible with mods that edit WE units? Specifically the mutiple ammo typers for unit mod
FallenShaw Jul 5, 2020 @ 12:52pm 
would try the mod but I'm not sacing my faction leader idc if he rebirths or not
CaptainSnafu Jun 29, 2020 @ 4:15am 
Jarmam Jun 23, 2020 @ 11:47am 
I just noticed that only Orion and Wild Riders from my starting army have 'Woodsman' as a trait, whereas when I launched the game with vanilla welfs (by mistake) it seemed to be on all units except hawkriders. Is this intentional?
Zarkis  [author] Jun 21, 2020 @ 1:20am 
@Razzak
I don't see why this should not work. Try to delete the whole if end statement.

@LordPeverell
You probably have a outdated mod that breaks the scripting system.
LordPeverell Jun 19, 2020 @ 12:03pm 
the season doesnt show up for me and also doesnt seem to work in the backround either
Green Rabbit Jun 19, 2020 @ 9:47am 
having the same problem with fe sight with the midsummber event
Razzak Jun 12, 2020 @ 6:35am 
Trying to disable the feature of Orion dying breaks the script and the Season's dialogue no longer appears (it's blank).

cm:trigger_incident(faction_name, "zar_wef_incident_orion_dies", true);
Commenting out, deleting this line and changing true to false all break the script.

Anything else I can do to disable it?
Fe Sights Jun 3, 2020 @ 12:58pm 
Having an issue with amber from events not counting. First event worked and ave 2 then none of the following missions or events counted towards the amount i should have.
HitBalls May 16, 2020 @ 9:07pm 
Not compatible with SFO mod. Or this is already included in the SFO mod by reading the description?
Yabster Apr 26, 2020 @ 4:33am 
Is anyone having trouble triggering the defense of the oak quest with this mod enabled?
oneethan Apr 2, 2020 @ 2:17am 
i know its been a month but i completely forgot about this comment but wouldnt removing the framework break lots of other mods
Zarkis  [author] Mar 9, 2020 @ 2:08pm 
Make shure to remove the old community modding framework.
oneethan Mar 8, 2020 @ 4:49pm 
seasons dont seem to work for me as the pop up on turn 2 happens but there is no season on the UI and ive just gone to turn 12 and still nothing
Etharil Jan 27, 2020 @ 10:27am 
Hey there! How compatible is this with Wood Elves Enhanced - Updated by DarudeSandKing and Ana?
Baker Jan 17, 2020 @ 5:22am 
Okay. I pinpointed the problem. The mod that was causing the problem was "Community Modding Framework"
Baker Jan 17, 2020 @ 4:51am 
Sorry Zarkis, you're right. I just tested it without any other mod and worked fine at turn 2. It must be some problem with another mod.
Zarkis  [author] Jan 16, 2020 @ 11:35pm 
I can't replicate any problem with the seasons. The icon pops up at turn 2 as it should.
Umie Jan 16, 2020 @ 11:23pm 
pretty pumped for the WE rework in the next SFO update!
Baker Jan 16, 2020 @ 7:45am 
Yep, seasons don't seem to be working
totalwarwarhammer2 Jan 12, 2020 @ 12:26pm 
Yeah me too.
rosebonbon Jan 9, 2020 @ 2:44am 
Same problem for me. The seasons aren't working! No season icon!
Brando-7 Jan 7, 2020 @ 8:22pm 
Love the idea of the mod - only thing is the seasons aren't working! I get the popup but no icon telling me what season it is, etc. All of my other mods are up to date - are there any specific incompatibilities I should be looking out for?
Shatilov Jan 2, 2020 @ 4:43am 
@Zarkis & @ Chapien actually i see them working, but i think after the turn 12 or so I start to see them, and their icon on the interface. i did multiple campaigns with this and they always appear atleast after 10 turns i think.
Zarkis  [author] Jan 2, 2020 @ 4:17am 
That means the script is not working. Usually that is caused by an outdated mod that crashes the script system.
Chapien Jan 1, 2020 @ 3:54pm 
The seasons don't seem to be working for me. The mod, on first turn, tells me about the mechanics of the seasons, but they never show up.
Forky Dec 27, 2019 @ 3:02pm 
Can you by any chance make a little mod where amber is always retained forever, whether you hold the settlement or lose it?

Seems much more logical to me.
Wood elves shouldn't be conquering the world, it's retarded. Even if it's 'amber caches'.
Just transport it back home where the tree absorbs it.
Shatilov Dec 27, 2019 @ 8:29am 
for some reason changing the wound time for a negative doesnt effect anything, i disabled his wound option by removing this
cm:trigger_incident(faction_name, "zar_wef_incident_orion_dies", true);
Zarkis  [author] Dec 27, 2019 @ 12:23am 
Look under trait_level_effects. I added a trait for him to adjust the wound time for vanilla. A negative value (less wound time) should also work.
Shatilov Dec 27, 2019 @ 12:09am 
is there a way to set the wound limit on him for this mod to till a new season starts ??
Shatilov Dec 26, 2019 @ 11:58pm 
yeah i saw that, thank you.
Zarkis  [author] Dec 26, 2019 @ 11:52pm 
Comment out (by adding -- right in front of it) or remove the following line in my script:
cm:trigger_incident(faction_name, "zar_wef_incident_orion_dies", true);
Shatilov Dec 26, 2019 @ 1:53pm 
@Zarkis, after playing multiple turns with this mod, and the 20 turn wound mod. Orion is wounded for 20 turns.
Is there an option to remove the wound option from Orion when the seasons change ? can you tell me what lines to edit/remove I already have some knowledge in using PFM, i can manage.
Zarkis  [author] Dec 26, 2019 @ 1:26am 
I think changing the vanilla number will affect it.
Shatilov Dec 25, 2019 @ 4:22pm 
I am using 20 turn for wound of legendary lords, will this effect Orion's Wound State when the seasons change, as it now shows he have 20 turn left to return.
Carnage753 Dec 16, 2019 @ 1:47pm 
Ah, that's a shame, I'm assuming that's the same case with your Beastmen mod as well? (Wrong page to ask I know)
Zarkis  [author] Dec 16, 2019 @ 10:41am 
No, the mod doesn't support factions thta are not playable in vanilla.
Carnage753 Dec 16, 2019 @ 8:11am 
Do these changes affect Lauvelorn (Laufeloren?) Forest and Bowmen of Oreon minor factions as well? If playing either of these factions with Crynsos will the player-oriented changes affect my campaign as well? Been a fan of your Auto-Resolve mod Zarkis, cheers for your fine work!