Total War: WARHAMMER II

Total War: WARHAMMER II

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Rise of the Beastmen - revisited (ME)
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Tags: mod, Campaign
File Size
Posted
Updated
895.496 KB
27 Oct, 2017 @ 1:18pm
23 Jul, 2021 @ 9:19am
33 Change Notes ( view )

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Rise of the Beastmen - revisited (ME)

Description
OVERVIEW
'Rise of the Beastmen - revisited' is a scripted event mod for beastmen and non-beastmen players. It adds new game features, missions and incidents. The core of the mod is a optional beastmen invasion mechanic that spawns two waves of beastmen warherds in the middle and late game to spice up your campaign.

FEATURES
  • Beastmen invasion feature: Past turn 30 the first beastmen invasion will happen and spawn a number of early game hordes of all tribes at random locations, but mostly in northern regions, where most beastmen live according to the lore. Between turn 100 and 150 a second invasion will spawn more powerful hordes. YOU CAN CHOOSE INGAME IF YOU WANT THIS FEATURE FOR YOUR CAMPAIGN OR NOT REGARDLESS WHICH FACTION YOU ARE PLAYING.
  • Certain regions are the home of smaller beastmen tribes. Staying in such a region will give beastmen warherds bonuses to growth, replenishment and recruitment costs.
  • New missions: Find the great herdstones of the four Chaos Gods to receive their favour.
  • 10 new incidents carried over from the beastmen mini campaign into the ME campaign.
  • Small balance change: Warherds will gain a small amount of replenishment in the raid stance.

REQUIREMENTS & COMPATIBILITY
NEEDS A NEW CAMPAIGN TO WORK AS INTENDED! Will crash your savegame if you decide to uninstall the mod.

Compatibility:
  • SFO: You don't need this standalone mod. It is already integrated into SFO.
  • Crynsos Faction Unlocker: Compatible. Beastmen invasions work for all factions. Special beastmen features only work for the main beastmen faction.
  • Radious: No idea. Tell me.

DONATIONS
If you appreciate my work you can send me a small tip. I will use it to buy all those expensive WH DLCs :) and keep my mods up to date. Use the send money feature of PAYPAL[www.paypal.com] with this email: zarkis@online.de

Check out my other mods with many well thought out and balanced changes to campaign mechanics. And don't forget to like. :)
Popular Discussions View All (1)
3
23 Sep, 2018 @ 5:24pm
BUG REPORTS
Zarkis
253 Comments
-={o.W.n}=- Nightingale 18 Jun, 2023 @ 2:10am 
hey, i do love this but can you make one were more pop for warhammer 3
General Brooks 30 Sep, 2021 @ 6:19am 
Is this no longer part of SFO? Beastmen aren't respawning for me in my SFO late game.
hugoleomarinho 24 Jul, 2021 @ 9:13pm 
Thanks for the update
Vacuity 24 Jul, 2021 @ 3:25am 
Ta muchly for the update!
Edin 23 Jul, 2021 @ 6:49am 
P.S.
When you replace the text in the .lua file you need to include the " -marks and the , -signs as well or the mod will throw a slight hissy-fit and promptly refuse to work as it should.

Have a good day!
Edin 23 Jul, 2021 @ 6:47am 
Part 2/2
3, Once you've opened the file navigate through the structure and open the script folder followed by the campaign folder, the main_warhammer folder, and the mod folder. Double-click the zar_twh_beastmen_rising.lua file to open it.

4, Near the very top of the file you'll see a text stating "-- all playable bst factions" followed by "BEASTMEN_FACTIONS =" on the row below it. Find the text
"wh_dlc03_bst_beastmen","wh_dlc03_bst_redhorn" and replace it with the following:
"wh_dlc03_bst_beastmen","wh2_dlc17_bst_malagor","wh2_dlc17_bst_taurox","wh_dlc05_bst_morghur_herd","wh_dlc03_bst_redhorn" .

5, Save your edits to the file and close RPFM. Enable the mod in your modmanager of choice (I once again recommend KMM) and then launch the game.

6, if you followed these instructions correctly and didn't muck them up this mod should be fully functional for all the playable beastmen factions that you have access to. Cheers!
Edin 23 Jul, 2021 @ 6:44am 
Part 1/2

There's an easy fix to enable all the functionality of this mod (except for the spawned beastmen armies not having any of the recent FreeLC or DLC units) and it can be implemented by doing the following:

1, Download and isntall the Rusted PackFile Manager program. This lets you open and modify the zar_twh_beastmen_rising.pack file to make the changes required. The program can be downloaded from GitHub: https://github.com/Frodo45127/rpfm/

2a, After setting up the program go to your Steam folder and then navigate to steamapps -> common -> Total War WARHAMMER II -> data and open the zar_twh_beastmen_rising.pack file with RPFM.

2b, If you're using CA's modmanager instead of KMM you'll instead find the zar_twh_beastmen_rising.pack file by navigating from your Steam folder to steamapps -> workshop -> content -> 594570 -> 1182534497 and the file should be right there.

Part 1/2
Darxy 14 Jul, 2021 @ 4:15pm 
Any plans to continue with this mod post the beastmen rework?
d1am0nd96 11 Jun, 2021 @ 7:11pm 
does it work for multiplayer?
UncleDoctor 20 Apr, 2021 @ 4:09pm 
@Rein I think it was causing problems even before Rakarth. I had several beastmen campaigns earlier and each time, at around turn 80 or so something would happen that would crash the game when loading the save the next time I played.