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===WH2 Gameplay Changing mods=== *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1169853500 AI Climate Improvements]''' In the vanilla game, the AI expands without thinking in regions that it should not. [[Fail|This is because CA omitted to put in AI profiles for colonising in worse climates]]. This mod fixes that, with factions preferring to raze and sack less suitable land instead of expanding terribly and making a mess of things. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1168578106 Better AI 2]''' The most comprehensive AI overhaul out there. Solves a huge amount of problems with the game and makes the AI build fun armies to fight against. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1158737832 Cataph's Southern Realms 2.0]''' Alongside all the fleshed out factions in the previous game, Southern Realms 2.0 adds 2 new LLs, a new faction (New World Colonies) and an completely-built-from-scratch helmet - the Morion. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1182708293 Chaos Ruins Spread Corruption]''' You'd think all those gaping holes in reality the Chaos Warriors leave behind would affect Corruption levels, wouldn't you? Well, now they do, just like they did back in TW:WH1. Obviously this gives the Warriors of Chaos a boost by letting them more effectively spread Corruption the way Beastmen do, and can really twist the knife if you're unprepared for the Chaos Invasion when playing any other faction. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1361847266 Eevi's Legendary Lord Spell overhaul]''' A sore sticking point for the warhammer games in the old world and the new is the fact that legendary mages like Balthasar Gelt, Morathi, Teclis and Morgiana are kinda mediocre. Their spells are not better than a dedicated hero, and they lack the staying power of actual combat or hybrid lords like Malekith, Vlad or Mannfred. This mod makes these mages a force on the battlefield in their own right. Their spells are far more powerful than a regular mage or mage lord's. They also gain the ability to buff armies on the campaign and in battle by their very presence. A must have if you want to play as these powerful figures from lore to their fullest extent. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1205690022 Expanded Roster -Kislev]''' A unit pack for Kislev, this mod adds a nearly fully fleshed out roster for kislev. Every unit looks good, and then there's the bear cavalry which looks terrifying for all the wrong reasons (they are reskinned gryphons). *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1250988907 Genevieve Dieudonné - Empire Heroine - by Why]''' This mod adds a legendary hero to reikland starting from turn 1. Genevieve is a good aligned vampire from the depths of old warhammer lore. She even has the Dietlef Sierck as a unique follower and can cast from the lore of shadows and her own custom lore. A nice fluffy mod that is allows you to play with a minor lore character. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1225968244 Karak 8 Peaks at campaign start]''' This simple script mod allows you to start with karak 8 peaks if you play as belegar ironhammer, skarsnik or Queek. No need to drudge through the early game. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1356896605 Landmarks of the Old World]''' This mod adds a variety of landmarks to the old world, primarily in the Empire and Bretonnia. As a result each province and region can now be built differently and the combined bonuses for a united empire are stronger than ever. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1246143901 Leylos' Regional Occupation]''' A big selling point of total war warhammer 2 was the climate system, which allowed different races to hold territory that is very hard to hold for them. Of course, the AI gets so many regular buffs that they can occupy entire swathes of uninhabitable territory without any problems. This mod fixes that by bringing back the old system from warhammer 1 with a twist: Uninhabitable regions can't be colonized. *'''Mixu's Heroes of the Old World''' Giving heroes a bunch of mounts and options, this mod allows the more mediocre heroes more options in combat. Use your Guild engineer to deploy extra dwarf artillery, empire captains and generals now get a demigryph as a mount, Priests now have a war altar of sigmar, and the goblin great shaman gets a FUCKING ARACHNAROK. All in all, it revamps the poor mount options for warrior priest and arachnaroks while dwarf engineers now increase the firepower of their parent army. Mixu's abandoned it and removed it from Steam ([http://steamcommunity.com/sharedfiles/filedetails/?id=1183018625 old link]), but others are looking to pick it up and update it. *'''Mixu's Gods of the Empire''' This mod added a variety of unique skills to empire lords, just like the elves have the ability to dedicate themselves to a single god of their pantheon. It allowed you to specialize your lords to fulfill a wide variety of roles, ranging from turning into a close combat monster (Ulric) to a trade focused naval warrior (Mannan). Kislevites got Ursun instead of Sigmar. Mixu abandoned it, but it's been integrated into '''[https://steamcommunity.com/sharedfiles/filedetails/?id=1181665600 JR's Old World Skill Overhaul]'''. *'''Mixu's Legendary Lords''' Another mod by Mixu, this one enables several factions and select legendary lords to be playable. These include the Scourge of Khaine, all of the Empire's provinces and their elector counts, The Cabal for the Warriors of Chaos, Egrimm of the Skaeling and several others *'''Mixu's Unique Agents (New World Edition)''' Adds a variety of minor and semi-minor lore characters from Warhammer Fantasy to the game. Mixu's abandoned it and removed it from Steam ([http://steamcommunity.com/sharedfiles/filedetails/?id=1158791019 old link]), but others are looking to pick it up and update it. Added Lords and Heroes are: **Belannaer the Wise: Archmage of Saphery- Ever wanted a lord that does high magic? Then Belannaer is your guy. He starts with phoenix strike unlocked, can level up his book to have huge survivability and make loremasters/swordmasters extremely effective in combat. **Caradryan: Captain of the Phoenix Guard - This mum fellow explodes when he dies in combat, has improved phoenixes and phoenix guards in his roster and can ride Ashtari, the oldest and smartest phoenix. He is a lord. **Chakax: The eternity warden - A souped up bodyguard for Mazdamundi, Chakax is a duellist who reduces enemy action chances in his local region. **Kouran Darkhand: Captain of the Black Guard - Yay, a minion for Malekith. Kouran Darkhand can switch between his halberd and dual blades changing his role every time. At the same time, he gets happy when Malekith senpai notices him having higher morale when in Malekith's Army. **Tullaris Dreadbringer: While we wait for the inevitable Hellebron DLC, Tullaris will serve as a good replacement for faction leader. He buffs witch elves and executioners of Har Ganeth while being a good melee lord to boot. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1243153086 Mixu's Lord Pack]''' Adds a bunch of heroes and lords to the game. The biggest beneficiaries are the Wood elves who gain a hero and lord each. :Spellweaver - Basically a Lord-level Spellsinger. Can come in 3 flavours reflecting the three lores their lesser can wield in the base game. Great for creating elf-themed armies. :Shadowdancer - A CQB hero that can cast shadow spells and has different stances that allow her to tank or alternately dish out damage. :Amber Wizard Lord - Amber wizard lord who leads armies but is otherwise identical to the hero :Light Wizard Lord - Light wizard lord that can lead armies and have a Luminark. :Bright Wizard lord- BURN EVERYTHING while you lead an army. :Empire Wizards - Adds the missing generic Battle Wizards who never made it into the base game - Gold Wizards (Lore of Metal) and Amethyst Wizards (Lore of Death). The latter is the bigger boon because Balthasar Gelt was already in this game, while Death was hitherto the only basic Lore of Magic the Empire couldn't use under any circumstances. :Supreme sorceress - Dark Elf Sorceress that can lead armies. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1180702987 New Lore Friendly Climates]''' A substantial overhaul of the Climate system of both the campaign maps for warhammer 2. It adds a grand total of '''23''' new climates, substantially changing the gameplay of the campaign. Every major geographic region on the map now has it's own climate biome. The mod aims to change the vanilla system of climate suitablity to a more flexible system. The Unpleasant Climate designation now represents a range of values between the Suitable and Uninhabitable climates. :The following biomes have been changed in the mod. :Deserts ::Desert Coast - Deserts have been split into Desert Coasts and Deserts. Port Cities now have more suitability. Deserts coasts are easier to settle. :Jungle ::Jungle Coast - Jungle coasts are easier to settle while Jungles are harder to settle. :Temperate ::Borderlands - Tilea and the Borderlands are now their own climate zone. ::Boreal - Southern Kislev and the coasts south Naggaroth have a unique climate zone. ::Frozen Tundra - North Kislev and Northern Naggaroth :Temperate Island ::Ulthuan - Ulthuan has it's own biome. Holding it as a non elf faction reduces relations with both high and dark elves. Occupying it as a dark elf still reduces relations with high elves. ::Tropical island - Southern Temperate islands are now Tropical islands which are easy to settle. ::Wasteland ::Badlands - Badlands are now a unique climate zone. ::Shadowlands - Nagarythe now has it's unique climate. Holding it as a non elf faction reduces relations with both high and dark elves. ::Vermin Wastes - Skavenblight and Hellpit are only suitable for skaven. ::Mountains - Now have their their climates suitable to the environment surrounding it. ::Snowy Mountains - These are the snow covered mountain passes of the northern world edge mountains ::Desert Mountains - There are the mountains in the desert of the west side of the Southlands. ::Jungle Mountains - These are the mountains of Lustria ::Nagg. Mountains - The mountains of Naggaroth are unique to the rest of the world. ::Dwarf Hold - Most provincial capitals in the old world mountains are huge dwarf holds. Occupying these holds will put your name in the Great Book of Grudges. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1226919876 Norsca Expanded]''' Tired of fighting Surtha Ek and his chariots of doom? Think that the Norsca update is too far away? This mod is the right mod for you. Norsca expanded adds some of the units from the complete norscan roster back into the main game. The units included have their assets already present in the game. So unfortunately no mammoths fimir or mammoths yet. However you get to play around with frost wyrms, ice wolves and norse berserkers, which is remotely the same thing. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1234128845 O6OPMOT's Heroes of the Empire]''' Another substantial empire focused mod, Heroes of the Empire adds legendary characters like Ludwig Schwartzhelm, Valten, Kurt Helborg and a recruitable Imperial Engineer to the empire roster. Want your artillery to be taken to the next level with a technologicial hero? Want a ranged hero for the empire that is actually useful unlike the witch hunter? Love the fluff? Then this mod is perfect for you. The mod adds a Master Engineer to the empire, complete with a mechanical steed. It acts like a hero sniper on the battlefield with high accuracy and looking fancy. Oh, and making your artillery, gunpowder and ranged units perform better. And it looks incredible. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1193959747 Orcs and Goblins 8th Edition]''' A port of the orc roster expansion mod from the first game. Refer to it to see a list of units. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1183976694 Supply and Demand]''' A tiny mod that adds a good strategic layer to the main campaign, this mod now changes the upkeep of armies based on their stances in the game. Suddenly raiding and garrisoning armies is now far more important than ever before. Don't underestimate the power of reserve armies. This mod allows you to deploy bigger armies and more of them at cheaper cost, bringing a system of reserves into play. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1288489406 The Wood Elves]''' An event driven mod for the wood elves that better explains their unique nature in the world of Warhammer with the help of event chains and seasonal effect. A single effect remains for every 6 turns representing a season for athel loren. As the seasons turn from spring to winter, the tree spirit units of the wood elves keep gaining buffs only to go dormant during the winter. Orion goes to become a fine pile of ash for the winter, represented by being wounded in the game during winter. Several new techs are added for the wood elves along with an Amber trading and Amber generation system. Great for a more involved playthrough for the wood elves now that their most unique feature - occupy anywhere - has been removed from the game. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1228549356 Unit Formations]''' That's right. Unit formations from the older games are back. You can now command your troops to put their pointy spears towards the enemy at your own command instead of letting them figure it out for themselves. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1156084987 Vermintide: Skaven Overhaul]''' A more fluffy redesign of the skaven roster making the rats more fun to play as and play against. Changes nearly ever aspect of the base skaven roster while adding mostly positive changes to unit functions and abilities, while consolidating some superfluous ones in the base roster. The focus on the mods is on making clanrats and skaven slaves the massive center of your army that is supported by elite troops. ::In general lower tier ratfolk have larger unit sizes and their function is unsurprisingly as large support units for the more organized skaven elite units. ::Stormvermin now use halberds only, with a halberd and shield variant replacing the stock sword and shield one. ::Death Globe Bombardiers and Death Runners have been merged into Globadiers and Gutter runners. Globadiers now have a targetable projectile with limited charges for Anti large roles while Gutter runners without poison now have concealing bombs to be sneaky. Globadiers now drain the health of enemy units nearby. ::Skaven Packmasters have been added. They are a small morale boosting unit, and are essential to keep your clanrats and skavenslaves in line. ::Skavenslaves now increase the morale of units nearby. This effectively makes them battlefield cheerleaders who are best used in combat as support, while serving the role of meatshield. ::Warpfire throwers now have reduced unit number, low mobility and massive damage increase. Charging them head on will cause massive casualties. Bring ranged units or magic to deal with them. ::Warp lightning cannons now have massively increased projectile speed and miss more often, hitting your troops on the front line. Not like that matters. ::Skaven summons do not degrade ::The 13th spell works like Morghur's chaos spawn ability. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1194004707 Williamsen's: Knights of the Counts]''' A great mod that adds a variety of knightly orders to the <strike>empire</strike> Vampire counts. Great for roleplaying or using fancier cavalry than regular blood knights *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1376337924 Region Trading]''' A small, yet ''essential'' mod that restores the sorely missed ability to purchase, and trade territories with allied nations (done with some modding wizardry and scripts). Essential for the sandbox of Mortal Empires, and a very welcome feature to have returned to the series. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1386003588 Tiered Taxes]''' Another seemingly small, yet very useful feature that was cut from the series and now restored, the ability to manually choose tax levels in your provinces (lower taxes give you less money but more boosts to public order and vice versa for the opposite). *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1326805764&searchtext= Advanced AI II]''' A continuation from Game I Mod. ''Greatly'' expands the Campaign's AI behaviours, with much improved army compositions and build orders as the tip of the iceberg. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1183251332 Beastmen Rebels]''' same as the mod from Warhammer I. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1438446448 Totally Random Total War Generator: Warhammer II]''' Tired of playing the same Legendary Lords on the same starting positions again and again? This mods randomizes every faction's starting positions, leading to random hilariousness such as Throgg starting in Averlorn of Karl Franz in Nehekara. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1656689383 Chaos Towers]''': Adds the ability to occupy settlements via Wood Elf style outposts for the Warriors of Chaos. The creator of the mod also has a separate one for Beastmen. '''Don't use this mod outside of Mortal Empires campaigns.''' The inability of declaring war on the various chaos factions that will dot the map when the AI starts the Vortex rituals will break your campaign, because there is no way you can free the provinces the Chaos factions, which gets extremely frustrating once the AI inevitably fails to defend itself against the onslaught of the later Chaos attack waves while playing any faction that doesn't participate in the race for the Vortex itself, which by now is the absolute majority of all WH2 factions. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=2137858622 We'z speshul]''': Adds a bunch of cool and fluffy units for the Greenskin roster. Has a variety of submods to perfectly customize your Waaagh experience to your liking. Will utterly break the balance in the Greenskins favor as of the Warden and the Paunch, and the AI can and ''will'' use the units contained in it. * '''[https://steamcommunity.com/sharedfiles/filedetails/?id=2472138959#:~:text=This%20mod%20extends%20the%20Dwarf%20hero%20and%20lord,The%20Greenskin%20element%20of%20the%20skill%20remains%20untouched. Ancestral Grudge Against Skaven]''' Do you find it odd that Ancestral Grudge helps against green skins but not against skaven? Well this mod tweaks the Ancestral Grudge skill so it grants you the same bonus against skaven too! * '''[https://steamcommunity.com/sharedfiles/filedetails/?id=1887317037 Execute (useless) Lords & Heroes]''': There is generally a finite amount of heroes you can get. Normally once you make a hero immortal, you can't get rid of him, no matter how awful his trait is. This lets you make your heroes immortal while still having the freedom of getting rid of them with just a few clicks.
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