Total War: WARHAMMER II

Total War: WARHAMMER II

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Chaos Invasion Mod - Soul's The End Time Comes 2.3
   
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Tags: mod, Graphical
File Size
Posted
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283.054 KB
7 Oct, 2020 @ 1:44pm
7 Sep, 2021 @ 8:08pm
42 Change Notes ( view )

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Chaos Invasion Mod - Soul's The End Time Comes 2.3

In 2 collections by Mr.Soul
Vanilla With Sprinkles WH2:TW Edition
86 items
Soul's Mod Lab
11 items
Description
This and by extension all of my WH2 mods are now retired. I apologise for any inconvenience this may cause due to outstanding bugs as well any comments I have not responded to during my absence from these mods, and modding in general. This mod is now public domain as well far as I'm concerned, do with it as you please.

Thank you for giving me the motivation to continue modding, through all the ♥♥♥♥♥♥ times and long nights working on issues and bugs. Thank you for trying out my mod, I hope you enjoyed it. <3
- Mr.Soul

TL;DR
  • Adds more hordes to chaos invasion, and uses popular unit mods to make harder chaos invasion armies themed to the dark gods.
  • Main mod(not required unit mods) is save game compat', I've tested it with other popular, large, mods like OvN and SFO. Seems to get along with most mods, even if loaded with a mod that has its own invasion script (like SFO), higher up in the load order = which mod overwrites which mod's script. The vanilla version may be a better balance for overhauls as well, you can check it out here.(link.)
  • !!! UNIT MOD UPDATE - IMPORTANT !!!
    Swapped over to Venris and crew's new Pink Horrors.
    Head on over there to say thanks to everyone/get it downloaded!

  • !!If you have an ongoing campaign and just noticed this, make sure to leave Hunt's pink's horrors enabled to avoid any issues with missing units causing a crash until started new one!!



"Marching Orders for Kislevite Front.

It's here Otto..."




Mod Summary
  • PSA: The required unit mods, ARE NOW FULLY REQUIRED

  • Mod is for ME, and tested for single player, and COOP *Thanks to Spooky (link) for helping me test it*
  • Save game compatible, and seems to be compatible with any mod I've tried yet (85+ mod list, tested it with things like SFO too, seems fine, I don't play with SFO however so no clue about balance etc)
  • Any bugs you experience or if you like help with a second pair of eyes to look over your load list can be directed here. (link) Try to respond as I have time :D
  • Adds four factions with themed armies for each chaos god to AI invasion script each hosting special units to match their god!
  • The Blood God's, Skull Takers!
  • The Plague Lord's champions, the Blightkings!
  • The Dark Prince's, Legion of Excess!
  • The Architect of Fate's, Host of Change!
  • and newly introducing our norsca participants as The Oblivion Raiders! Removed for now(hopefully), see update notes.
  • Tweaks vanilla load-outs of Bjorn, Sarl/sigh, WoC, and Beastmen to make chaos a threat and more difficult end game challenge, increases base hordes (not multipliers) for mid game to 6, and 10 during end game.
  • Increases spawn locales and amount of beastmen warherd spawns as well (from 1 in vanilla to 15)
  • Adds in units from required mod list to the armies which spawn for greater diversity, and lore-inspired goodness.
  • Mod factions/hordes amount spawned vary based on chaos setting in game like the main chaos faction hordes.
  • Unlike WoC, my armies will not vanish upon Age of Peace, the gods simply will not allow Archie's failure to slide in that event and leave their heralds in play.
  • Vanilla/Standalone version of the mod here(link.)
  • Want a massive end game wave instead of any hordes beforehand? Then check out the one wave variant (one or the other of these mods, not both) (link)
  • Test version of the mod here, will spawn all waves within 6 turns use for testing mod lists and stuff like coop, or if you REALLY want a challenging campaign. DO NOT RUN THIS WITH MAIN MOD(link)
  • Will NOT work without required unit mods, just have armies spawn with like 14/20 units etc. CTD
  • Noticed something...not quite 'vanilla' in the screen shots beyond the unit mods this uses? Check out the collection above I've created (Sprinkles), you'll find anything from my screens in there, though it's likely something that OvN: Lost Factions(link.) adds.



(link)

Required Unit mod credits:
Bálint, ChaosRobie - Daemonettes
Bálint, ChaosRobie - Bloodletters
Bálint, bainb132, ChaosRobie, Venris, Xenon - Pink Horrors
Bálint, ChaosRobie - Nurgles
Decomposed, Tanit, crisord, Twitchey - Chaos Dwarves
Decomposed - Beastmen
Guvenoren - Chaos dragon


Anyone is welcome to make some kind of compat', translation(not sure if needed, but go hard if so), sub-mod, or their own mod off of this script even to make your own invasion mod.

It's takes a village to raise a modder, or it did for me learning how to make this mod, so I'd be happy to know anyone was using this to learn, or make their dream invasion come true as well :D

For those who feel confident enough to edit simple things in the script like invasion timing, and horde amounts, I've also made a quick simple guide to explain how to do so here. (link.)

(link)


Enjoy, and good luck,
Mr.Soul


Some Other Mods I've Made (link pics)



Like this mod? You can help others find it too!
Popular Discussions View All (8)
46
4 Mar, 2022 @ 9:57am
PINNED: SOUL PLEASE HELP ME OUT HERE!! - Bug Reporting, Mod Conflict PSA's, etc
Mr.Soul
11
16 Dec, 2020 @ 3:37pm
PINNED: Feedback/Suggestions
Mr.Soul
8
9 Oct, 2021 @ 6:33pm
PINNED: Compatible Mods
bruktrukruk
148 Comments
Mr.Soul  [author] 15 Jun @ 4:31pm 
oh boy, you'd probably have to create like custom unit entry/duplicates of the OG's and the apply the changes to those? is it the save editor technique that you're using? like maybe after they spawn in that case, not sure tbh.

@ bruktrukruk thank you, 2 years after the fact but good to hear the last version I uploaded was a good one!

(it's still retired fyi, just curious on the comments lol)
Macallan 12 Sep, 2022 @ 8:00am 
Hi mr.soul :D I use 40 units per army. Is there a way to edit the number of units per spawned army? I open the file but I can't find. I know how to change turn/number of hordes etc. Ty
bruktrukruk 1 Sep, 2022 @ 2:42am 
Thanks for the good work, this was essential to any campaign and i still rock it in a long mod list.
Dunga321 31 Aug, 2022 @ 11:22am 
Thanks a bunch for the reply.
Mr.Soul  [author] 28 Aug, 2022 @ 7:29pm 
Oh, If i can, and especially now almost every single unit is in vanilla WH3, I will be bringing this over as an end game scenario for IE.
Mr.Soul  [author] 28 Aug, 2022 @ 7:27pm 
Hey all, this mod is now retired, to the three most recent questions though I'll drop some final answers:
Last update game had I tested both this and vanilla to the best of ability and with a hefty load order list it appeared to work fine for my final campaign with WH2. So shouldn't ever need an update pending a weird move by CA to update this game.

Dunga321, by now probably popped but it is random so each campaign is diff, and iirc the range is about 80-120, details are probably somewhere within this page.

Ara, UwU

Oh Valex, they are likely outdated or have been for a while but all were working last I tested this. Mods like that are often not needed to be updated unless something major has been changed in the games database library paths.
jhojnows 10 May, 2022 @ 4:32pm 
Does this mod still work, or is it out of date and not to be updated?
Dunga321 10 Mar, 2022 @ 7:40am 
Hi all. By what turn should i be seeing this mod kick in? I think I am on a brand new Empire run on turn ~70 and I haven't had anything occur as of yet. Thanks!
Leon 27 Sep, 2021 @ 11:18pm 
@Mr.Soul Thanks.
Phangtastico 21 Sep, 2021 @ 1:08pm 
This mod (and the submods) are amazing, what a brilliant piece of work. I have one question though - is there any way to make the invasions take place maybe 50 turns later than they do? I find I'm just getting into the game when the invasions strike, and whilst I understand that they're not meant to be convenient, I just find them too early.