Total War: WARHAMMER II

Total War: WARHAMMER II

Chieftain of the Deep Warrens (version 1.06) (Single-player) (Updated for S&F)
226 Comments
Perkele 2 Dec, 2022 @ 4:56am 
The Sand Stalkers weapons are misplaced when marching slowly, they are just floating, rats are not holding them.
greyTiger  [author] 21 Oct, 2022 @ 6:15pm 
@sword of war Thanks
greyTiger  [author] 21 Oct, 2022 @ 6:15pm 
@Mesmerion Yes. There will be a new version of this mod for Warhammer 3. There will be some changes, but a reduction in the number of units may happen.
sword of war 4 Sep, 2022 @ 11:17am 
honestly my favorite mod in warhammer 2 that wasn't OVN.
Mesmerion 3 Sep, 2022 @ 6:54am 
hi mate, do you plan to update this mod in TWW3 ? it was a very good job...
greyTiger  [author] 12 Jun, 2022 @ 1:44am 
Thanks for the info. I'll check it out.
Perkele 11 Jun, 2022 @ 3:56am 
I just did some testing, and 1 unit of TheGraveRobbers can defeat 2 units of KrimsonKillerz fighting them at the same time, I don't think they should be that strong, and statistic nerf is needed. (Testing was done without using the "Waaagh!" ability)
sebitudoreci 7 Feb, 2022 @ 3:51am 
Hey, I'm a bit confused about the weapon strength of a few of the special Stormvermin. It looks like stats wise they're about on par with normal stormvermin with a few differences here and there and the special abilities, but the weapon strength seems to vary wildly from unit to unit. Some have massive armour piercing weapon strength and some have worse weapon strength than normal Stormvermin.

The ones that pop out to me are:
The Lizardmen ones who don't have either anti large or armour piercing even though they're using Temple Guard Halberds;
The High Elves ones who seem to be all around worse than the norscan ones even with similar settup and presumably roles to fill
The Dark Elves ones which have the same problem as the lizardmen ones
The Bretonnia ones being just weaker stormvermin
Guvenoren 29 Jan, 2022 @ 4:15pm 
Does the AI gain anything out of this?
greyTiger  [author] 19 Sep, 2021 @ 12:05am 
No. It was more of a visual thing, though when I revist this to port it to Warhammer 3 I'll look at fixing things like that,
nrfb 19 Aug, 2021 @ 7:15pm 
As far as I can tell the Furs in the Forests unit doesn't have anything unique to them relating to WEs. Are they supposed to have strider perhaps?
greyTiger  [author] 15 Aug, 2021 @ 10:35pm 
They are all part of the Stormvermin unit set in the engine so anything that affects Stormvermin should also affect them.
nrfb 15 Aug, 2021 @ 9:48pm 
Do these units benefit from stormvermin tech?
Solaire 14 Aug, 2021 @ 5:36am 
@Theoroshia If you're just looking to do multiplayer battles then you're fine but if multiplayer campaign then yeah you're out of luck.
greyTiger  [author] 13 Aug, 2021 @ 6:52pm 
No. I'm afraid there is no unit free version.
Theoroshia 13 Aug, 2021 @ 6:19am 
Is there a way to get a version of this without the new units added, so as to be a bit more compatible with mods that change unit stats?
greyTiger  [author] 3 Aug, 2021 @ 7:27pm 
Never I'm afraid.
Airborne Seals 31 Jul, 2021 @ 1:18am 
Ah, I forgot about that.
greyTiger  [author] 30 Jul, 2021 @ 6:28pm 
Please ensure that the UI Modding Framework is downloaded from the workshop and enabled in your mod list. I always have the UI Modding Framework above my mods in the list.
Airborne Seals 30 Jul, 2021 @ 1:07pm 
I'm very confused because the panel for the deep warrens doesn't seem to work.
I click it constantly and nothing happens.
Solaire 20 Jul, 2021 @ 6:02pm 
Thanks mate
greyTiger  [author] 19 Jul, 2021 @ 10:50pm 
My mistake. I had thought I had updated this mod along with my other ones on the weekend. Have uploaded a new version now.
Solaire 19 Jul, 2021 @ 10:17pm 
How can it be updated for silence and the fury if it released in july and this was last updated in march. Unless this was a typo or mistake?
Mane Man McCain 27 Mar, 2021 @ 8:34am 
turns out that ui mod is kinda brook a lot of other people are having problems with the it sorry for the inconvenience
Mane Man McCain 27 Mar, 2021 @ 8:12am 
k thank you for advise
greyTiger  [author] 26 Mar, 2021 @ 11:07pm 
first thing. check that the UI Modding Framework is enabled. the mod needs that to operate correctly.

secondly, what mods are you using? as some do remove buttons from the button ring at the bottom right. you could try moving my mod to the last in the list of active mods as it may allow my script to add the button after the other mod has made it's changes.
Mane Man McCain 26 Mar, 2021 @ 9:04pm 
yeah sorry i am kinda dumb
greyTiger  [author] 23 Mar, 2021 @ 7:46pm 
do you mean the button didn't show up? there is no dilemma in this mod.
Mane Man McCain 23 Mar, 2021 @ 1:02pm 
hey i tried to start a campaign but the icon and dilemma did int show up
greyTiger  [author] 20 Mar, 2021 @ 4:30am 
If they did play it was not by design. Only the units and buildings that come with the mods would be available as the script checks for co-op and ends if the check returns true.
重力型Kaguya 20 Mar, 2021 @ 4:27am 
Well..In my test,Clan Pestilens and Clan Rictus's mod can't used in multiplay .But before T&T,can used in multiplay..
greyTiger  [author] 20 Mar, 2021 @ 4:00am 
No. I'm afraid all of my UI mods are single-player campaign only.
重力型Kaguya 20 Mar, 2021 @ 3:33am 
can be use in multiplayer?
Krb 8 Mar, 2021 @ 7:46pm 
Thank
greyTiger  [author] 8 Mar, 2021 @ 7:44pm 
No. The AI do not use any of my mods at the moment. That is something I'm looking at though.
Krb 8 Mar, 2021 @ 7:09am 
AI use it?
greyTiger  [author] 8 Feb, 2021 @ 3:05am 
You can still recruit all as they are recruited through the RoR panel. When I created the UI I only left room for the first 10 races you defeat to be set as your Nemesis. An oversight on my part that I won't be addressing for a while.
zbhalokiller117 7 Feb, 2021 @ 4:54pm 
when you say that only the first ten will be added to the screen can you still recruit everyone or only those first 10 and if it is only the first 10 is there a way you can make it able to recruit all of them
greyTiger  [author] 5 Feb, 2021 @ 6:47pm 
The units for this mod can only be recruited if playing as Clan Rictus, and that appears to work for me. The same should be true of the Liber Bubonicus units, however that doesn't seem to be working so thanks for the heads up.
MAMAVAUDOU 4 Feb, 2021 @ 8:09pm 
@greyTiger
I have never played skaven until I saw your mod,congrats. A small issue : i can't recruit special units of this mod or liber bubonicus in custom battle. Is it normal? (srry for my poor english mastery, i'm french)
Arudon 30 Dec, 2020 @ 4:09pm 
Hey, thanks so much man! I got it!
greyTiger  [author] 30 Dec, 2020 @ 1:55pm 
Cool.
TheycallmeCoconutJones 30 Dec, 2020 @ 10:20am 
i changed the load order around a bit trying to fix some other issue and all the buttons appeared for your mods on pesti/rictus now so idk what was causing that but im glad its fixed
greyTiger  [author] 30 Dec, 2020 @ 7:46am 
On the Warren screen the Dark Elves should have an icon at the bottom. Click that to set them as your nemesis.
Arudon 30 Dec, 2020 @ 6:31am 
Hey, um, how do I declare a race as my nemesis? I can't find the icon that let's me do it, and I'm not sure if I picked it or not. I recruited the dark elf-killer regiment of renown.
greyTiger  [author] 29 Dec, 2020 @ 12:02pm 
it's possible the mod you mention removes all the buttons. could try changing the load order so my mod comes after it so it is not overridden. other than that not much i could do.

you could look in the other mods script and remove their code that adds the button if you are feeling game perhaps
TheycallmeCoconutJones 29 Dec, 2020 @ 9:35am 
love this mod and your pestilence one as well, i have recently downloaded the ultimate skaven mod and love the changes it does but it adds a the dark elf slave interface button on the side which seems to make the new unique mechanic button go away.

would it be possible to make this compatible with that or override the useless corruption/slave buttons?
greyTiger  [author] 9 Dec, 2020 @ 9:01pm 
Not intended. I'll look into adding that ability to the Stormvermin.
Captain Nyet 9 Dec, 2020 @ 4:14pm 
I noticed all the RoR Stormvermins lack the "Scurry Away!" ability, is this intended or could it be a side-effect of the changes made to that ability with the new patch?
jgareth 7 Dec, 2020 @ 4:37pm 
I discovered the problem with the Plague Laboratory, the Southern Realms mod wasn't fully updated yet and seemed to be affecting it. However, I seem to have lost any access to the Deep Warrens Mechanic. Will continue to experiment.