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==Warhammer 2 mods== ===WH2 Cosmetic Mods=== Unless mentioned otherwise cosmetic mods from the first game should be interchangable with the second game. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1143181517 Better Camera Mod]''' Same as the original mod, only for TWH2. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1876928433 Tabletop Heraldry]''' This mod simply replaces the TW icons for factions in the game with emblems from the armybooks. The images are high quality and generally help immerse you more in the warhammer world. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1363064756 HN Banner Overhaul II]''' This mod replaces all faction banners, unit icons and many faccion names, making them overrall more aestitically pleasing. * '''[https://steamcommunity.com/sharedfiles/filedetails/?id=1400654922 Hellebron's Death Night Appearance]''' Tired of looking at the same old face every morning? This mod will change Hellebron's appearance depending on her Death Night stage. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1161902443 Building Progression Icons II]''' Building icons now reflect their building chain's upgrade progression. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1266710724 Alternative Lighting]''' One of the biggest changes between warhammer 1 and 2 was the lighting of the game. Where the first one was grim and dark fitting with the tone of the Old world, the newer one focuses of the more exotic locales of the New, with brighter lighting. This mod works as a halfway point between the two games, with the older world feeling suitably darker than the newer one. In general expect more saturated colours for places and darker lighting resulting in colours popping out more. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1159789040 Asur Cosmetics]''' This mod adds asur iconography to the shields of Spearmen and Silver helms and recolours some factions to more toned down levels. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1185917403 Cultural Settlement Skins]''' A mod that allows you to change the look of the settlement you capture. In the base game settlements keep their faction skin no matter who conquers them. It works by building on top of the original settlement, so you get a somewhat charming mixture of old and new buildings on the campaign map. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1160062837 Classic Witch Elves]''' This mod brings the witch elves in line with their older Tabletop models via removing shoulderpads, bringing back the black hair instead of the bubblegum pink and adding some swords instead of all knives all the time. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1181459127 Less Blood, Less Gore! - II]''' Same as the mod for game 1. Provides blood efects without looking like Kill Bill. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1226038468 Cinematic Battle Effects]''' Increases smoke and gunpowder shenanigans massively while making arrows look like arrows instead of lazers. A very good mod, just read the instructions. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1290403704 High Elves Hair]''' Gives hair to several high elf units that wear helmets. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1231167350 Loading Screen Quotes]''' Remember when TW games had cool latin quotes in their loading screens instead of useless advise? Well, this mod brings them back for Total Warhammer, with each factions getting unique quotes about them. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1164592788 Improved Arrow Trails]''' Among all the features of the game, the arrow trails are one of the most eye catching. Important in MP, and utterly bad to behold, this mod replaces it with arrow trails in the style of Medieval 2 Total war. Read the installation on the mod's webpage as it requires you to download the file from a non steam website. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1187319977 Ultimate Unique Elven Lords + Variety pack]''' this mod adds a bunch of varied faces to dreadlords that dark elves can recruit. Looking properly Druchii, they help add more personality to your leaders. High elves now have varied faces alongside their kin. One of the princes model uses a Spear and shield instead of swords. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1160335705 Enchanting Beauty Morathi]''' A minor cosmetic mod that just fixes up Morathi's model a bit. Notably, removing the odd dirtiness on her feet and her skin, as well as some minor touchups on her face. Overall it makes her look more bewitching and fits in more with the rest of the army than her current "I'm totally not corrupted by Chaos" appearance. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1235259836 Faction Unit cards II]''' Each different faction for all the old world races gets recoloured unit cards. A nice touch to make your campaign look a lot more pleasant and varied. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1222742570 Improved battle weather: Grim and Dark]''' Upset at CA's bright and sunny vistas, this mod brings [[Grimdark]] to the <str>World of Warc</str> Battle Map of warhammer 2. It reduceses the brightness and makes the battlefields a lot more cloudy thus giving a much more moody lighting to the battlefields you fight in. *'''[http://steamcommunity.com/workshop/filedetails/?id=1192038134 The Imperial Collection]''' Lt Apollo's mod now updated for warhammer 2. It also has an optional module included for substantial recruitment changes. If you don't want to use them, the retextures themselves are very well made. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1185105117 Free the Morathi]''' This mod adds the older look that morathi had, along with partial nudity for harpies. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1214384719 Heavy State Troopers Reskin]''' An empire reskin that brings back the looks that the empire had from Mark of Chaos. [[Heresy|Great if you don't like floppy hats]] *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1285032358 Make Tomb Skeletons Talk Again]''' In the preview build for the tomb kings that CA sent to select content creators and modders, Tomb Skeletons spoke spooky egyptian instead of necromantic hisses. This mod re-enables that feature. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1241563067 Standard Bearers]''' Adds actual standards and banners to the game. reuses staff animation and looks awesome. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1284631260 Unliving Dismemberment Fix]''' Makes the Undead units lose limbs when taking damage. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1197419268 Uniforms and Heraldry of the Skaven]''' Changes the appearance of each skaven clan present in the game mostly by applying different uniforms textures (where needed), changing some faction colours and adding new shields with proper clans decal for the Skaven factions actually present in the game. Nearly every unit is changed to have a more clannish and varied look. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1613822572 Red-Eyed Skaven]''' Gives vibrant red eyes to all Skaven units except for those whitout visible eyes. Makes even a pathethic Skaven-Slave look quite intimidating. Not compatible with the mod above, unfortunately. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1220118747 GCCM: Unique Faction Capitals]''' A breakthrough in total war modding, this mod, made by the Grand Campaign custom Maps team brings unique faction capitals to life. Gone are the generic buildings representing places like altdorf, Kislev and Couronne. They are now massive placess on the campaign map with all their landmarks like the Colleges of Magic, Ice wing of the palace and the Couronne tourney field visible on the campaign map. This mod is still a WIP and plans to represent the remaining unique settlements on the campaign map before moving on to more grander ideas.... *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1160430667 Better Campaign Camera]''' This simple mod allows a bigger zoom and and max height to the campaing camara, as well as more dynamic camera angles. This allows you to zoom in and admire the details of the map better and to zoom out to admire the hole map. You can also turn off the UI, allowing you to get a more cinematic view of the campaing map. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1590182767&searchtext= Greener Greenskins]''' This reskin mod changes the Greenskin's coloration from the kind of pale, mottled "realistic" green they have in the game, to a more vivid green, making them look closer to lore. It also makes their red eyes brighter, deshumanazing what is supposed to be a horde of murdering beasts with the personality of football holigangs. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=2216239108 Reloading]''': A very small, but cool mod that adds a reloading animation to all Gunpowder units, with more animations still in the works! ===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. ===WH2 Overhaul Mods=== This section is for mods that change large aspects of the base game itself rather than adding in unit packs or singular mechanics. Generally overhaul mods change the pace of the gameplay significantly and are otherwise largely incompatible with unit packs and smaller mechanical changes introduced by gameplay changing mods. This incompatibility can range from basic balance issues to CTDs. For the best usage of this mod, it would be better to use the mods noted here as baselines to base your mod collections on. Please note that the Community Scripting Framework and Crynsos' Faction unlockers are core additions to the base game and are required by several gameplay mods to function properly. As far as you should be concerned, these mods should be enabled at all times. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1175369579 Community Scripting Framework]''' A community framework that allows different scripts to work together. In the vanilla game, you can only have one script running at a time. This mod fixes that. Do note that this mod will require the actual script mod to be loaded in as well. Once more the community fixes CA's oversights. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1158985864 Crynsos' Faction unlocker+]''' Allows you to play as any faction on the campaign and in battles. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1228673734 War of the Beard Overhaul]'''A massive overhaul that shifts the campaign to the war of the beard, over four and a half thousand years ago. The mod is still in beta. Sadly, much like many dwarf holds after the war, this mod is now abandoned. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1158758430 Luckyspade's Battle Overhaul II]''' A large overhaul mod, this mod rebalances the vanilla game so that battles aren't over in 2 minutes of melee combat. Pretty much every combat related stat and mechanic is changed. Expect battles to run for 10-15 minutes during the early game, and run out of time in the late game. The mod accomplishes this by increasing the hit points of units across the board and generalising several minor stats. Attack animations are standardised, and damage, proc chances and healing is mentioned on the tooltip. Magic itself has been overhauled, with spells themselves having multiple phases. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1214959308 Boyz will be Boyz - Closer to Tabletop Overhaul]''' Ever wondered what would happen if concepts and unit stats from the Tabletop were transliterated into the game en masse? Just looking to spice up your campaign a bit with an alternative take on balance that harkens back to the root of Warhammer Fantasy Battles? Then this mod might interest you. The stats from the mod are directly tabulated from the tabletop with a minimal amount of tweaking. This is in comparison to the vanilla balance system that is based on much more heavy handed balancing based on manual input. According to the mod maker, the only stats that have been manually tweaked were the abilities added to units manually. Here's how the units and factions work in the mod. ::*spear infantry is powerful as long as they have numbers, hand weapon&shield units are versatile tanks, dual and great weapon units reliably bring the hurt. You also don’t have to worry anymore about hidden attack speed values, as melee attacks are all standardized at 4 sec. ::*Missile units don’t instagib targets anymore and basic archers are mostly a serious DoT. Some of them will be able to switch ammo. ::*Characters are more varied in scope and will likely be torn to shreds by heavy duty units. Each mount brings its pros and cons, with dragon mounts being the best in terms of hp pool and damage, but still potentially prey to melee scrappers or heavy ranged. ::*Flavourful bits like complete ward saves, Eye of the Gods, four stances for Wardancers, three for Black Orcs, staged passives for Flagellants and Minotaurs, an actual Killing Blow thing for the right people, bumpy chariots and steam tanks that go boom. :The mod also has handy submods that add things like horde units and actual regiments of the empire with more ambitious reworks to mechanics coming down the line but right now the mod is surprisingly fresh and well utilized by the Ai, and capable of stopping the dwarf armageddon. :The mod itself has submods that [http://steamcommunity.com/sharedfiles/filedetails/?id=1215626121 slow down] the combat even farther by adding 50% more HP to every unit without messing with the balance itself and :[http://steamcommunity.com/sharedfiles/filedetails/?id=1233427148 another] one that makes the horde units recruitable on the campaign map for more varied options. :All in all, a nice [[Crunch]] mod that changes several aspects of the base game to introduce a more tabletop based balance to the game with it's cons being the relatively low amount of support for unit packs and the like. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1149625355 SFO: Grimhammer II]''' A continuation of the legendary Steel Faith Overhaul, it brings everything from new units, regiments of renown and mechanics, to balance changes and many submods improving your Total Warhammer experience. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=894230944 Ultimate Chaos]''': A very [[skub]]tastic mod that brings some much needed variety and flavor to the Warriors of Chaos. It adds a crapton of new units, including Demons, Greater Demons and Warriors for every one of the Gods of Chaos, completely separate, new Lores of Magic modeled after the Tabletop game and a reworked research tree that actually makes sense. This, however, comes at a price. The mod is notoriously buggy, doesn't mix well with other mods you may use, the models for the demons look like placeholders at best and absolutely atrocious at worst (with the models for Pink Horrors and the Great Unclean one being the worst offenders) and it bloats the already bad loading times of the base game considerably. If you can look past its shortcomings, and you enjoy playing as Chaos, this mod is a must-have. ===WH2 Map Mods=== *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1169896513 Gate of the Old Ones]''' With the Advent of Free For All maps, the door opened for player made FFA maps. This is the first and foremost of them. Based on the pretty popular quest site, The Fallen Gates, this map adds a very unique custom battlefield for multiplayer matchups with your friends. :The map is dominated by a massive Solar Engine that is fully functional and powered up, and serves as centrepiece of the battle. Seriously, it really looks like something like Halo or 40K covered up with aztec technology, [[Heresy|which is pretty much what the old ones were]]. The approach to the center is made up of 4 perpendicular bridges that form a natural chokepoint and the outer rim is capable of supporting full armies fighting with each other. The central pyramid also functions as a blocker for artillery and archer fire meaning the army occupying the center has a distinct advantage - but means that the other three players will focus on the offending enemy. Since the entire point of a free for all battle in Total War Warhammer 2 is to score maximum point, the game does NOT become a camping fest. All in all, gather some mates, and check this map out and pretend that you are fighting on the set of a MMO zone. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1173467125&searchtext=great+arena The Great Arena]''' Set in the Great Arena of Khaine, this multiplayer free-for-all map is designed to give all four players an even playing field. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1182188528 GCCM: Mortal Empires]''' The continuation of the previous GCCM series, with a stricter focus on quality control. The modding team also figured out how to make completely unique siege maps. The bloody madmen plan to eventually have unique a map for every one of the over 300 settlements currently in Mortal Empires. This may seem crazy but, to their credit, they are about 20% done in with 61. They also plan to add encampment battles for when you attack an enemy in encampment stance, and Island Battles (which they started working on before CA put them in the game, but thankfully CA made sure the ones they created would be implemented so their hardwork didn't work to waste). Needless to say, these folks are gonna be pretty busy. The maps are absolutely gorgeous, but the AI [[derp]] on, them even more than before. *'''[http://steamcommunity.com/sharedfiles/filedetails/?id=1238750769 Rise of Nehekhara]''' Recently the map modding team found out ways to port buildings and units from Total War: Attila to Total war Warhammer 2. This map is a proof of concept of that feature using egypt assets from Rome2 and Attila to make a Nehekhara map. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1460460001 Military Encampment II]''' Continuation from the Total Warhammer I mod. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1363820660 The Great Pyramid of the Forgotten King]''' This unique free for all map allows you to play inside a Nehekaran Pyramid, allowing you to fight a defensive battle in the middle of the map while your enemy has to rush you among the Pyramid's chokepoits, with elevated platforms and side tunnels to help you spice things up. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=1398661206&searchtext=xlanhuapec Xlanhuapec, City of Mist]''' One of the most elaborate costume maps on the Steam Workshop, the City of Mists is an enormous siege battle map that requires the attacker to take three victory points to win the battle. This means they will have to overwhelm three layers of defense. The first layer, Temple of Chotec, the god of sunlight, has solar engines as part of it's defenses, so you can shoot sunbeams at the enemy before they reach your outer walls. The second layer is the Temple of Infinite Coils, where the Slaan Huah-Huah casts the spell that generates the mists that give the city. The dinos figured out that concentrated vapor fired from hundreds of miles per hour hurts like hell, so they transformed the temple into an artillery piece that can damage your enemies once they pierce the walls. While it's not precisely on your way to victory, you are gonna want to take it if you don't want that thing to constantly fire into your troops. Finally there is the Temple of Eternal Serenity, where the city's great Slaan slumbers. It's the fartest it can pissobly be from the walls, meaning taking it will involve a grinding advance through the whole fortress, which will be a bitch to take as you will have to fight for every inch, often pushing through punishing chokepoints where a well-placed spell could cost you everything. The Temple of Eternal Serenity is itself behind a very narrow chokepoint, so you can leave a couple of elite infantry and missiles to guard it when deploying and force your battered and tired foe into a possible hammer and anvil situation.
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