Total War: WARHAMMER II

Total War: WARHAMMER II

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Nanu's Skaven Tweaks
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Tags: mod, Overhaul
File Size
Posted
Updated
1.299 MB
9 Dec, 2020 @ 9:17am
29 Jan, 2022 @ 7:51pm
17 Change Notes ( view )
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Nanu's Skaven Tweaks

Description
This is the culmination of 4 of my other mods, all packed into one mod aimed at tweaking, but not entirely overhauling, the Skaven. The mods included in this pack are
You do not need any of these mods to run this one, all of their functionality has been streamlined and added to this mod, with the exception of Summoned Units Rout instead of Dying, which affects all summons, not just Skaven summons (You can run both or only one of them without a problem).

This mod is fully Mod Configuration Tool compatible, allowing you to pick and choose which aspects of the mod you want to use in your game. Don't like the undercity battle mechanic? Disable it. Don't like the new abilities? Disable them too. Want to make your undercities spread at 100% rate? Sure why not, rip to ur cpu.

The other mods will continue to be updated as well, but will be phased out as this one grows and becomes more optimized, starting with True Vermintide, which currently works with the Twisted and the Twilight update and will not be updated from now on.



Undercities Redone
  • Undercity Battle mechanic: When you or the AI destroys an undercity, an army of Skaven belonging to the owner of that undercity will be created and force an underground battle with the settlement garrison.
    • The Skaven army is based on the buildings in the undercity, strip mines give Warp Grinders, raiding camp gives Clanrats, etc.
    • Can be disabled in the Mod Configuration Tool
  • Undercity Ascension: When the settlement above your undercity is razed in the vanilla game, your undercity is razed too. This not only makes no sense but it punishes the player for the AI's crappy defenses. Now when the city above is razed, your Skaven take over the ruins, bringing their buildings with them.
  • Undercity Spread Chance: Undercities spreading too slow? Have mineshafts built in all your undercities and you still only spread once every 5 turns? Well turn up the percentage and watch your underempire grow.
    • Does not affect the building tooltips, but will increase the chance.
    • Under Empire chance of spreading can be adjusted in the Mod Configuration Tool
  • War Camp Additional Units: Add additional units to the War Camp army that spawns when you complete a War Camp undercity building.
    • Additional units will be based on the buildings in the undercity.
    • Check the Google Sheet[docs.google.com] for a detailed list of all undercity units
    • Can be disabled in the Mod Configuration Tool



    True Vermintide
    • Vermintide! - Skaven infantry and weapon teams are given the Vermintide! ability, which will summon a small group of Skavenslaves when they're in melee combat and below half health.
      • Elite Skaven infantry like Stormvermin and Plague monks summon Clanrats instead of Skavenslaves.
      • Weapon teams and artillery summon Skavenslaves at any health level if they get into melee combat.
      • Can be disabled in the Mod Configuration Tool
    • Kill Eat the Wounded! - Clanrats, Skavenslaves, and Night Runners get the Kill Eat the Wounded! ability, which is a passive ability that ramps up when they're winning combat.
      • At the final tier they apply -4 leadership to the enemy and heal, regenerating models if they can.
      • Can be disabled in the Mod Configuration Tool



    Mounts for Skaven Legendary Lords
    • Queek and Tretch get access to both Bonebreaker and Brood Horror mounts, keeping their bonus vs infantry and bonus vs large damage.
    • Skrolk gains access to both a Screaming Bell and a Plague Furnace.
    • Warlock Engineers can mount Doomflayers and Doomwheels



    Summoned Units Rout instead of Dying
    • Summons will flee from combat instead of just dropping dead, makes for more immersive and chaotic battles.
    • This mod only affects Skaven summons, use the original mod to apply this mechanic to all summons (Undead will still die instead of routing).



    Additional Mechanics
    • Extra Starting Area: Grants each playable Skaven clan an additional starting area on campaign start (Mortal Empires only).
      • Clan Mors: Karak Angazhar - Southern Border Princes
      • Clan Pestilens: Montfort - Bretonnia
      • Clan Skryre: Carroburg - Middenland
      • Clan Eshin: Chaqua - Lustria
      • Clan Moulder: Dotternbach - Wissenland
      • Clan Rictus: Norden - Ostermark
      • Can be disabled in the Mod Configuration Tool
    • Free Undercity: Grants the 4 Great Skaven Clans a free undercity at campaign start (Mortal Empires only).
      • Clan Pestilens: Bordeleaux Undercity
      • Clan Skryre: Altdorf Undercity
      • Clan Eshin: Karaz a Karak Undercity
      • Clan Moulder: Erengrad Undercity
      • Clan Mors and Rictus already get a free Undercity in the base game
      • Can be disabled in the Mod Configuration Tool

    My other mods:
    Sartosa Overhaul
    Bretonnia Overhaul
    Chaos Overhaul
    and Others

    Wanna support my mods? Here's my Paypal:
    [www.paypal.me]

    Like the mod? Make sure to

    It helps improve the mods visibility!
Popular Discussions View All (1)
41
7 Jun, 2022 @ 9:09pm
PINNED: Report any Bugs here
Nanu
185 Comments
BleedingWell 9 Mar @ 12:49pm 
The Mounts for Skaven Legendary Lords mod is just what I've been trying to find for Total Warhammer 3.. desperate to get my Warlock Engineers back on bikes like I had in the second game but not having much luck.

A version of this for number 3 would be very much appreciated.
BankWorker 21 Jul, 2023 @ 12:57am 
PLEASE port this to warhammer 3!
Lomineheck 21 Apr, 2023 @ 9:14pm 
PLEASE port this to warhammer 3!
Autumnchain 4 Jan, 2023 @ 10:33pm 
This mod is great and it would be triple great if it got into TWW3.
LWH 27 Dec, 2022 @ 11:36am 
make this mod for TTW3,please:steamthumbsup:
12 Dec, 2022 @ 8:35am 
Thank you, the mod you made brought me a lot of fun
CaptainKampfkeks 14 Oct, 2022 @ 10:00am 
To make them more threatening as the AI, obviously.
Jeeze 14 Oct, 2022 @ 8:13am 
why do you need an easy mode for the most OP and overtuned faction in the game?
Deviant 13 Sep, 2022 @ 11:09pm 
WH3?
CaptainKampfkeks 9 Aug, 2022 @ 9:29am 
I seem to remember a mod that made you have to fight an underground battle when you want to destroy an undercity. I thought it'd be this one, but it's not quite. Would that be a possible addition / option for this mod? Because I'd like it even more to have to actually destroy an undercity, instead of just throwing money at the undercity and drown it in gold, only for an army to surface and stand there, menacingly.