Total War: WARHAMMER II

Total War: WARHAMMER II

65 ratings
Encounters at Derp - Double Treasure, Etc (WH2)
   
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Tags: mod, Campaign
File Size
Posted
Updated
121.702 KB
28 Feb, 2019 @ 6:59pm
12 Jan, 2022 @ 8:13pm
15 Change Notes ( view )

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Encounters at Derp - Double Treasure, Etc (WH2)

Description
A version of this mod is now available for Total War: Warhammer 3. This means that this mod will no longer be maintained.




This mod doubles the sea treasure spawn rate, makes rogue pirates attack anyone (not just the player) dumb enough to try and set sail, and lets Amanar roam free regardless of whether you're playing as Vampire Coast.

If you're not a vampirate, this is great because you get more treasure.

If you are a filthy, undead pirate, you're gonna have a really rough time because the rogue pirates you need to defeat to grab the pieces of eight (RoR) are gonna keep getting ganked before you can get to them. I don't see this as a problem, but I lowered the pirate cove cooldown just in case.


COMPATIBILITY

This mod works best with new campaigns. It is partially save game compatible, but I do not recommend using it without a new campaign.

I've tested this mod in both Eye of the Vortex and Mortal Empires.

The following features will not be available in any mod that modifies the corresponding file:

  • wh2_campaign_encounters_at_sea.lua - double treasure.
  • wh2_dlc11_roving_pirates.lua - rogue pirates respawn indefinitely (contrary to change in Empire Undivided Update), pieces of eight missions restart correctly.
  • wh2_dlc11_ulthuan_monster.lua - Amanar roams the map.

Not compatible with Mixu's Unlocker unfortunately. :-(

This mod **IS** compatible with Anyndel's Varied Encounters at Sea, recommended if you like a challenge!

Lokhir mission fix code copied from Community Bug Fix mod.


ACKNOWLEDGEMENTS

Thanks to:
  • viryu9 for pushing me to make the rogue pirates more aggressive when attacking the AI.
  • Lysander for pointing out that my experimental AI didn't work.
65 Comments
Layth36 22 May @ 9:26pm 
@LordOmlette pack file names can't have spaces, so I just fixed it by replacing them with underscores. Just thought I'd let you know in case you update the steam mod.
LordOmlette  [author] 22 May @ 9:18pm 
@Layth36 - that would require changing the pack file name and re-uploading, and that's something I have no intention of doing. What specifically is wrong with the filename and why can't you change it locally?
Layth36 22 May @ 8:52pm 
@LordOmlette I know you said you wouldn't revisit this mod but if you ever do, there's an issue that makes the mod unusable and it's easily fixed by changing the pack file name.
LordOmlette  [author] 25 Sep, 2023 @ 6:11am 
@kinngrimm - That mod also edits wh2_campaign_encounters_at_sea.lua so the double treasure spawn rate will not be available. The other changes should be available though.

@LiquidThicc - I am no longer modding TW:WH2 so I don't expect to revisit this mod to make it compatible.
kinngrimm 25 Sep, 2023 @ 3:35am 
you referenced "Varied Encounters at Sea" which itself suggests "Pirates of the World (w/ OvN Araby support!)". Is the later compatible with your mod?
LiquidThicc 26 Jul, 2022 @ 6:53pm 
Will compatibility with Mixu's Unlocker ever be achievable for this mod, in future updates?
LordOmlette  [author] 7 May, 2022 @ 7:43am 
They *should* respawn after 15 turns.
Agent Tower 7 May, 2022 @ 6:04am 
Ok, on the second test the increased aggro radius started to work correctly and they were hunting me down from much further away, but I couldn't manage to get them to go after any of the AI unfortunately, nor did I see any rogue pirates respawn that I took out. Played until turn 19. Still, the danger they pose and the increased treasure spots is fun to have so I'm happy enough, thanks for looking into it!
Agent Tower 7 May, 2022 @ 4:52am 
@LordOmlette Awesome, many thanks. I went ahead and patched the lua as you said just fine. First experiment didn't yield any results beyond what I seen the other night, but I'll try again now with a different load order, just about to load up.

What I'm doing is using the Console Command mod when playing as Archaon and teleporting around the map. I took out The Boyz of the Forbidden Coast first thing and was waiting for them to respawn, and teleporting AI armies into the oceon and the sightline of rogue pirates with nothing happening. I'll also check to see if Amanar is moving around too. Plenty of sea treasure out there like you'd expect with the mod as such. Do you happen to know how long it takes for the rogue pirates to respawn? Just so I play enough turns to check. Cheers!
LordOmlette  [author] 6 May, 2022 @ 8:15pm 
@Agent Tower - I'm stressed for time and can't test this anytime soon, but you can give this a try and see if it works https://www.dropbox.com/s/n5nibwmmmcxql1e/wh2_dlc11_roving_pirates.mixu-compat.lua?dl=0 (replace the contents, don't just import the file into the pack)