Total War: WARHAMMER II

Total War: WARHAMMER II

Ori's Respawn for Horde Armies (S&F)
12 Comments
ori  [author] 23 Jul, 2023 @ 9:11am 
Hartmann - sounds like a compatibility issue. Just done playing a long campaign with this mod and the horde spawns worked fine for me (all in the Old World), though admittedly, I also found them to be a bit rare. Not sure when I'll get around to changing the frequency, but to anyone interested the fix should be easy: just open the script as a text file and change the numbers listed on top, where it says "number of turns before dead faction respawns" (or something like that).

MiningforMorbius - not as far as I know. I actually looked a while ago for mods that improve rouge armies and even experimented with changing them myself, but never got to useful results...
ThrobbingforMorbius 7 Apr, 2023 @ 8:33am 
is there something like this for rogue armies and pirate fleets?
Hartmann 29 Mar, 2023 @ 1:16am 
Doesn't seem to work, I've only seen the 2 vanilla beastmen faction respawn, never Morghur, Malagor etc... and they respawn all over the place, not only in the Old World.
HughJanus69 22 Aug, 2022 @ 3:20pm 
compatible with sfo?
Vollhov 2 Dec, 2021 @ 2:02pm 
Hmm ... it looks like the beastmen are not compatible with this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=1182534497
TehOmnissiah 4 Oct, 2021 @ 1:52pm 
This is awesome thanks
General Brooks 30 Sep, 2021 @ 3:42am 
Thanks for the quick response!
I was asking because I've been playing SFO for a long time and recently I didn't get any late game beastman spawns, even though SFO has had them before, so I wasn't sure which was vanilla or not. Your mod looks like a great way to bring back that feature though.
I'm more thinking about the other factions for the sake of game balance, because if i'm going to have beastman trouble as the empire (which I should) I would like my opponents around the map to have at least a little trouble themselves where its lore friendly for them to do so. I think they'd be demand for a loreful map wide set of respawns. Either way thank you for your work
ori  [author] 29 Sep, 2021 @ 9:34pm 
The respawn always occurs throughout the entire game, also in vanilla, so that was unchanged.
Taurox will also respawn, but in the Empire. The reason for this is that the script provides a list of regions to respawn in that applies to all the horde factions, so if I were to add a druchii settlement it would effect everyone, not just Taurox (and the whole point of the mod was to make BM mass spawn in the Old World)...

I personally don't play the WH2 factions, and since I originally made the mod for myself I focused it around the Empire; but if there is a demand for global respawns I might make a secondary version of this, since the changes are relatively simple.
General Brooks 29 Sep, 2021 @ 3:07pm 
Hi, to confirm does this cause beastmen to respawn for the entire game, or only change their strength when they do? Does it have any effect on other regions? I know you say you focus on the empire but with Taurox over in Naggarond it would be good to keep it fair and have the druchii worry about returning beastmen too
ori  [author] 13 Sep, 2021 @ 6:40am 
I have no idea, I don't have that mod... If you have PFM then you can check for yourself by opening the other mod and seeing if it has the Horde Reemergence script (or just ask the creator...). If it does - then it's not compatible.

Either way I recommend just listing this mod after the Rise of the Beastmen mod in the launcher - that way this mod will gain lower priority, and will be overridden without any issues if there is a compatibility problem.
cybvep 11 Sep, 2021 @ 12:52am 
Is it compatible with Zarkis' Rise of the Beastmen mod?
Gontex 5 Sep, 2021 @ 6:33pm 
thanks for this, gonna be great to use alongside your greenskin reemergence mod!