Total War: WARHAMMER II

Total War: WARHAMMER II

OvN Lost Factions Vanilla Enhancements (Optional Submod)
174 Comments
jtoetoe11 12 Nov, 2022 @ 9:28pm 
I really want to see some proper Imperial Ogres in Warhammer 3 at some point. Would be a dream come true!!!
Eunostos 21 Oct, 2022 @ 5:16am 
Some of these are interesting and some very silly, pity it's not MCT configurable like the main mod.
shaky_rivers  [author] 5 Jul, 2022 @ 11:27am 
@HughJanus69 - Scorpions are added to all Skaven (As per a Gortrex/Felix novel) and yeah the SFO submod covers all these units as they are all in the main mod.
HughJanus69 5 Jul, 2022 @ 6:20am 
does this add or do anything with skaven? Also, does the sfo submod for OvN cover these?
n.pedrazalis 11 Jun, 2022 @ 8:45am 
it is compatible with sfo ?
EvilChaosKnight 23 May, 2022 @ 12:06pm 
Though I'd still say this :P
- Bloodthirsters should either have Perfect Vigor (they are daemons after all) or actually lose stats when "tired". Them being "exhausted" but seemingly not having any stat penalties seems like a bug?
- They should stay, fight and crumble rather than run away as their "Demonic" trait suggests. Still, I guess seeing a greater daemon of Khorne run like a coward is pretty funny.
Another option, which I'd honestly prefer (even if it screws me over lol) is to make them Unbreakable. A stupid Chaos arty cannon is, why not Bloodthirsters aka the greater demons of war and bloodshed?
EvilChaosKnight 23 May, 2022 @ 12:06pm 
Alright, so I found the culprit, and that is actually a completely vanilla mechanic. Shame on me I suppose.
Before fighting Chaos, I had a run-in with Gordinar as Imrik. What that does is it gives ALL of my units across all armies flaming attacks for a few turns. And by "gives" I guess the correct term would be "converts to" since there's no more physical DMG left. Those very same flaming attacks to which Bloodthirsters have a 90% DR to.

So basically, what is supposed to be a short-lived hefty buff turns into a massive nerf when facing Bloodthirsters since none of your attacks would be doing anything. Well, talk about learning weird interactions the hard way. For now, I can just auto-resolve things until the buff runs out since it doesn't seem to actually have any effect for auto battles.

Sorry for bothering you about DR
shaky_rivers  [author] 23 May, 2022 @ 4:54am 
@EvilChaosKnight - Are you sure you're not using an overhaul like SFO, Radious etc as they don't get 90% magic, fire and physical res in this mod
EvilChaosKnight 22 May, 2022 @ 2:52pm 
Part 2
Tried to get into melee with 2 Sun and 1 Star dragons all while peppering Bloodthirsters from all sides with ranged fire. Lost horribly doing basically no DMG and had to pull them back into the sky.
Eventually, after dumping more ammo and damage on them than on the rest of the enemy stack combined (prob. several times over at that), they got an "Army Loss" penalty, and the battle was over at last.

Oh, and the description says they are supposed to disintegrate on morale broken, but instead they just run off the map at mach 3 speed (78 at "Very tired").

I know that the Greater Daemons are supposed to be tough, but this is seriously pushing it.
In another battle, I pitted a Bloothrister against a Dread Saurian (rank 10) 1v1, and poor reptile failed to land a single hit and lost over 30% of HP pretty damn quickly.
EvilChaosKnight 22 May, 2022 @ 2:52pm 
Part 1
Hey there. Just wondering if Bloodthirsters are supposed to tank magic, physical and fire at the same time at like 90% DR while also being basically unhittable in melee?
Playing HE, defending against an invasion. No problems with any of the enemy squads, I do have a good army after all. But then 2 of these guys just refused to die.
3 squads of Sisters? Basically no DMG
At least 5 squads of Sea Guards, several (didn't count) archers, 2 cav archers and a Princess with 3 levels in army archery mastery? Basically no DMG
Star dragon breath? Basically no damage.
Sun dragon breath? Basically no damage. Alright, they do have a stated 90% fire DR.
(Also for the reference, I'm using "Dragons of Caledor" mod which mixes up breath damage types giving Star dragons magic element to their breath)
2 While Lions squads? Not even a speed bump.
mcstud77 18 May, 2022 @ 3:10am 
Playing as Throgg, it isn't compatible with SFO (even with the SFO/OVN submod). SFO removes the building that gives access to the expanded troll units. Still available in custom battles though.
DevilSlayer 23 Apr, 2022 @ 12:49pm 
Just getting into an Albion campaign and actually blown away by the effort and accuracy gone into the Celticness of it. Quite exceptional. I am getting issues with the units' 3D image picture box though.... showing just the generic Warleader, for all units. Its a little offputting. Main general shows up O.K. ... Using KMM looking at conflicts (330) nothing obvious to note. Ive got 133 mods on. Its might just be system overload, huh :()
shaky_rivers  [author] 26 Mar, 2022 @ 6:45am 
@LWH - Should be fine it does change Throggs red line skill tree so that might be janky
Lwh 25 Mar, 2022 @ 9:32am 
suitable for sfo?
Mr_Hig 22 Feb, 2022 @ 6:28pm 
Fantastic mod... the loyalty for ugma tribe is straight broken, though, at least for me.
Jon 22 Feb, 2022 @ 11:49am 
Do i need to also sub to this if I subbed to OvN SFO Submod Updated Version? or will the stats not be in par with SFO? Thank you.
The Mad Demoknight 14 Feb, 2022 @ 12:54pm 
Thanks for the heads up. I just saw his comment about the fix. But yeah my bad because with the mods I had it was hard to root out the problem.
shaky_rivers  [author] 14 Feb, 2022 @ 2:18am 
@The Mad Demoknight - It won't be this mod as it does very little and only add units to vanilla factions. I believe ChaosRobie has already fixed the issue you were having on their mod which is completely separate to OvN.
The Mad Demoknight 13 Feb, 2022 @ 1:00pm 
I think this mod may have done something weird for my Empire Campaign combined with Mootland Maestro mod and Wood Elves. When I got my first Wizard from the story mission, I get a Maestro with a Drycha skin and no skills. It's practically worthless and I think this mod may be a cause of it. https://steamproxy.net/sharedfiles/filedetails/?id=2752889950
BOOGEYMANE 15 Jan, 2022 @ 6:01am 
having a couple of rotblood units for chaos would be nice too. the bloated sorccerer dudes as heros for instance and some of the units. this way a chaos player can build a nurgle themed army better
shaky_rivers  [author] 24 Nov, 2021 @ 10:12am 
@Hydrall - Not at the moment
Hydrall 24 Nov, 2021 @ 9:39am 
Are the Arabyan units for Numas affected by any skills or techs?
shaky_rivers  [author] 13 Nov, 2021 @ 7:15am 
@SigusmundVilsko - This adds units from the main mod to other factions, all the units would have been balanced in the SFO submod so it is SFO compatible.
SigusmundVilsko 12 Nov, 2021 @ 6:42am 
Is this SFO compatible when using the sfo submod for main OVN? Because SFO has I think a bunch of these units already implemented
shaky_rivers  [author] 3 Nov, 2021 @ 9:05am 
@Builder - Each tech, lord skill ect has a unit set, so it's linked to mainly monsters/vargulf plus something to do with zombies/skeletons which might be a tech or lord skill or something else, not sure myself as I didn't make this unit
Builder 3 Nov, 2021 @ 8:58am 
@shaky_rivers Maybe It's because I've never used RPFM, But I'm confused by something. Why does it have everything from skeletons and zombies to various monsters and even black and blood knights on the unit sets for the skeleton giant? Does it count as all of them or is this some coding thing I don't understand?
shaky_rivers  [author] 3 Nov, 2021 @ 7:55am 
@Builder - It's in the unit set to unit junctions table in the main mod, looks like it's Vargulfs and monsters mainly
Builder 2 Nov, 2021 @ 12:38pm 
What does the skeletal giant count as when it comes to buffs for vampire counts? Or you could tell me where to look in RPFM so I can check it myself.
BOOGEYMANE 29 Sep, 2021 @ 11:27pm 
there seems to be a bug. when playing as reikland, the ogres i can recruit use the mootland ogre chefs cosmetic instead of the supposed grudgebringer ogres
shaky_rivers  [author] 8 Sep, 2021 @ 10:37am 
@all - Added more trolls to Throgg
Darla 30 Aug, 2021 @ 11:30am 
Nice work.
shaky_rivers  [author] 30 Aug, 2021 @ 3:42am 
@REITERPALLASCH - New mod thumbnails/images, top right of the mod page
Mr.Soul 29 Aug, 2021 @ 10:21am 
oooooo this is where the skycutters came from. Not complaining, AI recruited few, staring at enemy start of a battle and had to start googling it as I couldn't remember the FLC or w/e when CA added them, finally realised it was a mod lol Good work @Chaosrobbie on unit, and rest of OvN team for this awesome mod series :D
REITERPALLASCH 27 Aug, 2021 @ 2:11pm 
What was the update?
The Black Kaiser 27 Aug, 2021 @ 5:44am 
Thanks for your wonderful mod! I would like to present my mod compilation that includes your mod for others to enjoy!

ENHANCED CAMPAIGN EXPERIENCE COLLECTION:
https://steamproxy.net/workshop/filedetails/?id=1527477447
Elon  [author] 25 Aug, 2021 @ 2:51pm 
@Jeremy Regarding the Tzaangors, there is indeed a mod that already does that. It is called 'Elon's Tzaangors'.
stofffe92 23 Aug, 2021 @ 7:09pm 
That scorpion looks like it belongs with the Tomb Kings too.
David 16 Aug, 2021 @ 2:33am 
Will Elons Tzaangors and Daemonettes of Slaanesh also be added to chaos/beastmen through this mod?
Meuhoua 14 Aug, 2021 @ 1:17am 
Thinking about it, i suggest that Mariemburg could have access to Halflings too (but may be theives instead of rangers)
shaky_rivers  [author] 11 Aug, 2021 @ 10:59am 
I'm sure they get honest steel and the normal ranged unit skill too so you can buff most units somewhat. It's more for roleplay than anything, if you want to min/max ignore him and he'll disappear after a while
No Name 11 Aug, 2021 @ 10:53am 
Are you sure? Because their artillery redline for instance ONLY lists the halfing artillery units. They also have a slot exclusively for their units such as dryads and treekin. When go further down the redline they have a skill that only affect halfings, one that only affects dryads and treekin, one just for ogres, and one just halfing artillery units. Maybe if we had access to halfing soup tank or their artillery unit it could be of use to the empire.
shaky_rivers  [author] 11 Aug, 2021 @ 10:35am 
@No Name - Moot General gets loads of normal empire red line skills iirc
No Name 11 Aug, 2021 @ 10:06am 
Is there any point of recruiting the moot general for the empire if their skill lines only affect halfing units which the empire can only recruit halfing rangers.....wish we had access to the halfing ranger RoR unit as well.
shaky_rivers  [author] 8 Aug, 2021 @ 5:48am 
@Meuhoua - Yep tier 3 Tavern though not for Kislev with the Kislev Reborn mod as it disables the default tavern and has it's own custom one. Looks like it should work fine for the southern realms using the Southern Realms mod.
Meuhoua 8 Aug, 2021 @ 5:42am 
How to get Ogre with Tilea and Kislev ? Also by the tavern ?
shaky_rivers  [author] 8 Aug, 2021 @ 5:37am 
@all - Numas can now recruit Araby Warriors, Arabyan Archers and Arabyan Knights from their starting landmark with no unit caps
shaky_rivers  [author] 8 Aug, 2021 @ 5:36am 
@No Name - Amazons mod is optional though so to add them would crash people game if they didn't use that mod
No Name 7 Aug, 2021 @ 2:36pm 
They finally updated the amazons mod. I would like to see the empire be able to use some amazon units maybe at least the huntsmarshal faction.
shaky_rivers  [author] 6 Aug, 2021 @ 5:42am 
@all - Border Princes can now recruit three Carlsson's Guard and one Carlsson's Cavalry units
JestanotherGoof 5 Aug, 2021 @ 9:59am 
Ok thank you for the reply and keep up the good work :steamthumbsup: