Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
linkfire12 26. juni 2020 kl. 0:13
Beastmen Standalone Mods?
Hi everyone! I'm a relatively new player using vanilla currently, searching through the workshop for smaller mod improvements.

I greatly enjoy the aesthetic and lore behind the Beastmen, and I would love to play them properly via mods that improve their faction and campaign. After some searching, most Beastmen improvement mods seem either outdated, or are integrated into SFO, such as Rise of the Beastmen and Blood Grounds.

Since I'm still playing and thoroughly enjoying vanilla, I don't want to jump into a complete overhaul, but SFO as of now seems to be one of the only Beastmen reworks that are fleshed out and up to date (and the only one I have found that adds Doom Bulls).

I am wondering if there is a way that I can combine mods to improve Beastmen for the vanilla campaign to the same calibre SFO does. I can obviously use Rise of the Beastmen and Blood Grounds, but SFO comes a tonne of new improvements I can't find anywhere else, such as 55 new technologies, Tribal Calls, Ritual Sacrifices, and tonnes of stat rebalancing to improve Horde gameplay and growth such as a no cost raiding encampment.

Similar changes and mod integration appear to be made to the Wood Elves, which looks fantastic as well.

This is definitely excessive to ask, but seeing the version 2.0 changelog and the featuring of standalone mod versions of new features, and the other Beastmen mods already integrated. I am wondering how possible it would be to make a vanilla friendly rework for the Beastmen, or otherwise combine vanilla mods myself.

This obviously could also apply to any other faction such as Wood Elves and Chaos, the line between the SFO overhaul and vanilla becomes blurred the further it goes.
So to clarify, I am mostly intrigued by the new campaign mechanics to improve factions, and the new units, rather than the complete rebalance and change to the core gameplay.

This is almost definitely silly and asking for too much, so I mostly am just interested in discussion, and some advice for a new vanilla player on what mods I could use to maintain the core experience, whilst fixing dire issues and factions.

Thank you!
Sidst redigeret af linkfire12; 26. juni 2020 kl. 3:28
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Venris  [udvikler] 26. juni 2020 kl. 3:21 
No, none of such SFO features will be as standalone mods.
linkfire12 26. juni 2020 kl. 3:27 
I'm a bit confused what you mean by that sorry, going by the new post on reddit.

"Auto-mounts: A new change we’ve made to hero and lord mounts. No longer will you have to waste a skill point on mounts that get outclassed 4 levels later! Now, all lower level mounts will automatically unlock when you reach the skill level required for them. However, the final mount in a lords skill tree will always cost a point. This also goes for lords with only one mount. So you’ll always have to spend 1 skill point to get the best mount, but all of the rest you won’t have to worry about. Additionally, you’ll be able to switch out the mount on the same turn it auto-unlocks. (Will be released as standalone vanilla mod.)"

"Banner Carriers!: We’ve added banner carriers to all factions! With custom models made by ChaosRobie and textures by [HN], every faction will now have bannermen leading their infantry regiments into battle! (Will be released as standalone vanilla mod.)"

Obviously the team is under absolutely no obligation, I was mostly just looking for advice on modding the game as a newer player, rather than setting unrealistic expectations. Thank you for responding though! I appreciate it.
Sidst redigeret af linkfire12; 26. juni 2020 kl. 3:27
Venris  [udvikler] 26. juni 2020 kl. 3:32 
Those are very minor things. Posting whole Beastmen overhaul is entire different thing.
Sidst redigeret af Venris; 26. juni 2020 kl. 3:32
linkfire12 26. juni 2020 kl. 4:19 
Understood, thank you for clarifying.
linkfire12 27. juni 2020 kl. 23:21 
It seems like other than Dark Devotion and Tribal Call, Blood Grounds and Rise of Beastmen contain the majority of the campaign improvements for Beastmen, ignoring the rebalanced stats to fit SFO's new combat meta, so I might just be able to use those for a vanilla playthrough and have a bunch of fun with it.

Tribal Call seems to be based around the new units and tech tree anyway, and Dark Devotion on buffs, the new units and rite buffs balanced around SFO's new style of gameplay, so I might not be missing out on much.

Thank you very much for both you and the team for creating standalone mods for vanilla, they are excellent. Hopefully I can find a list of standalone mods from SFO somewhere.

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