Total War: WARHAMMER II

Total War: WARHAMMER II

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Runic Forge: A Rune Crafting Mod for the Dawi!
   
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Tags: mod, Campaign
File Size
Posted
Updated
883.224 KB
16 Mar, 2018 @ 3:45pm
8 Dec, 2020 @ 3:25pm
13 Change Notes ( view )
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Runic Forge: A Rune Crafting Mod for the Dawi!

In 1 collection by DrunkFlamingo
The Warhammer Expanded Collection
21 items
Description
Kraka Drak Update is Here![www.patreon.com]



Features:


This mod adds the ability to craft Runic Weapons, Armour, Talismans, and Banners to the Dwarfs via CA's existing "Forge" mechanic. In addition to adding runes, it also replaces "Oathgold" with "Gromril", a more fitting resource with which a Dwarf would craft runes.


Runes provide your characters and units powerful upgrades in battle and can be crafted at any point in exchange for money, trade resources, and Gromril.

Gromril can be earned through trading with other Dwarven Holds, completing grudges, building certain buildings, and through special skills available to both Dwarf lords.

Ancestral Knowledge and other features from before the resurgence patch are now technically impossible due to changes that CA made which limit the forge to a single pooled resource.

Development and Compatibility

This Mod was built as a collaboration between me (Drunk Flamingo) and Vandy.
There were A LOT of technical problems getting everything in this mod polished and working, including several elements of UI that had to be scripted. That said, if you have any mods which include broken scripts, this mod will not function. Additionally, this mod will not work when used in multiplayer campaigns.


This mod should be compatible with existing saves and most other mods. Removing this mod in the middle of your campaign will likely cause issues.

This mod no longer requires the Community Modding Framework.





Future Updates

We may eventually look into ways of returning Ancestral Knowledge to the forge, but as of now this mod is feature complete.


With thanks to:

Zarathustra who was a massive help in getting the Community Scripting Framework Mortuary Cult support to work.

Crynsos whose framework we hijacked to manage our crap :P


Translations

If you wish to translate this mod, please contact either me or Vandy. We are very welcoming to translations, but please don't simply repost the mod in another language without asking. If you contact us, we will give you the files you need to edit and link you here as an official translation.



If you'd be so generous...

Modding, especially modding that has to explore previously uncharted territory and fiddle with complicated scripts, is a difficult business. Me and Vandy both love creating for Warhammer, and would love to continue, but we'd also love it if you'd consider supporting us. Our mods will always be free , but if you would like to support the creation of mods like this one, then have a look at our Patreons and consider donating:
Drunk Flamingo on Patreon [www.patreon.com]
Vandy on Patreon [www.patreon.com]
Popular Discussions View All (1)
21
15 Jun, 2020 @ 6:31pm
PINNED: Bug Reports
DrunkFlamingo
431 Comments
Trains6824 21 Dec, 2023 @ 3:12am 
@Groove Wizard @zombieflanders @DrunkFlamingo Hello? just checking to see if i got a response....
Trains6824 23 Nov, 2023 @ 2:09pm 
@DrunkFlamingo Hey There! I really really enjoy playing the Dwarfts with this mod. :) but I was wondering if maybe you could refine the UI a little for later gameplay, I was wondering if you might be able to add a + and - arrow button underneath the forge button to change between how many items we might build at one time when we press the forge button so we don't have to click the forge button say 5 times to craft the same piece of gear 5 times and wait for the animation every time. as nice as that is. lol. And have the resource amount change with the arrows obviously so we know how much it will cost us lmao. maybe a 1-10 value there? :D also if you could change the ceiling from 10K to say 100K Gromril that would be good too <3 let me know what you think. Thanks! and Happy Thanksgiving! <3
DrunkFlamingo  [author] 14 Jul, 2021 @ 9:16am 
We're retiring this mod as CA has added an actual runecrafting mechanic to the game.
Bastilean 18 Jun, 2021 @ 3:55pm 
Posted info about the gromril/oathgold icon being missing on your channel on the Modding Den DF including a new icon for you if you want to use a gromril icon. Easy fix.
jojo_star 3 Apr, 2021 @ 6:10pm 
*happy grumble sound*
DrunkFlamingo  [author] 31 Dec, 2020 @ 7:45pm 
@Purtresskr the TLDR is that originally this mod used a lot of workarounds for technical limits on crafting. Those workarounds also let us do some more unique stuff for Kraka Drak, but when CA updated crafting so that our hacky method was no longer necessary to make it work, it broke the stuff we were using for custom rune unlocks.

It's probably possible to add them back by now but we just haven't got around to it.
DrunkFlamingo  [author] 31 Dec, 2020 @ 7:42pm 
Yeah, we removed the vanilla items a while ago.

The rationale was that the Dwarf's just had too too many items with both the runes and the items created by CA. Additionally, one of the purposes of the mod was to restore the Rune Crafting mechanic from tabletop as best we could, and the items added by CA aren't based on the runes available there.
Andros 31 Dec, 2020 @ 2:43am 
Once the forge update for the Dwarfs came out there were two new tabs of the forge adding runes rather than replacing the existing equipment entierly.

Perhaps it is possible to add a new rune menu tab so that you could have the equipment forge and runic forge in two seperate tabs? (just dreaming)
Groove Wizard  [author] 31 Dec, 2020 @ 2:29am 
It was literally updated a couple weeks ago tho?

Vanilla items being removed is by design if I recall correctly, it's been a while since they were removed so I can't remember specifics
Shane 30 Dec, 2020 @ 7:54pm 
if the mods abandoned, just put that its abandoned