Total War: WARHAMMER II

Total War: WARHAMMER II

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Mike Warhammer 2 - Campaign 1
   
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Description
Limited assortment of QOL mods and the Radious expansion.

Overview of changes:
(*** denotes the primary changes, all others are generally more minor Quality-of-Life mods)

*** -The famed Radious overhaul; Various campaign and battle balance modifications, and some new units and buildings to flesh out a few races' rosters.
-Faction unlocker to play any minor factions (Only really included b/c it is required by some other mods).
-Autoresolve isn't totally broken (though still not perfect, mind you).
-The exponential increase in unit upkeep costs for each new army is removed (See details below if you're interested).
*** -More varied battle maps, as well as various unique ones for different provinces/cities.
-Smoother and more useful/less restricted camera movement.
-Some adjustments to battlefield weather, lighting, fog, and similar effects for better performance and visuals. Similar, more minor changes to the campaign map for the same reason. (These really help my fps...)
-UI changes making it easier to distinguish borders between provinces, as well as unit selection markers (under their feet) during battles.
-No fog of war on the campaign map during the players' own turns, so that players can see eachother's progress (as well as that of the world in general) and trade with other factions that they should certainly have been aware of (Empire and colonies, for example).
- A fix/workaround that prevents armies from ambushing when they're the attackers, as well as one that enables the lizardmen to recruit blessed units (See details below if you're interested).
*** -I was trying to avoid too many mods for simplicity's sake, but couldn't help myself. Since I'm going to play as Lizardmen I threw in some extra lizardmen mods that round out the roster (mostly in the form of weapon variants for existing units, spears being my main concern) and give a few extra interesting units just for fun. It's all balanced for Radious.


NOTE: One mod in here was added to prevent ai agent action spam (since they are very cheap for the ai to use, whereas even trying to send one agent to assassinate the ai's one that is pestering you can be a noticable financial hit for early- to mid-game, especially when it only has a 30~% chance of [temporary/non-critical] success), but it would seem that the easiest way to do this is to completely remove their ability to use agent actions on the player. There doesn't seem to be a convenient compromise available in the workshop, unfortunately. I'd prefer to use the mod to prevent the spam, but if you feel it's too much of a change I wouldn't be all that bothered by not using it. The mod is called Passive AI Agents or something along those lines.










--- The below is an explanation of some bugs/broken mechanics that are addressed by the mods. Ignore this unless you're specifically looking for the details of some of those changes. ---

Ambush and Blessed Unit Fixes/workarounds:
The Skaven and Beastmen can no longer ambush armies when they're the attackers. This prevents extremely frustrating instances such as skaven sallying forth to break a siege and somehow ambushing the sieging army with their whole garrison in tow. Unfortunately, the beastmen's ability to do so is tied up with the skavens, so if one goes so does the other. That said, I always thought the beastmen's ability to do it was bullsheisse anyway so I'm not bothered- it was infuriating when my army somehow ambushed 'on the march' when it had been in its third turn of being stationary because it was set in the fortifying/guard stance or was recruiting, or even sieging some other faction's city.
The Lizardmen's blessed units are supposed to be recruitable (for free and instantly, by any army no matter where they are, and without costing any movement points!) after completing randomly generated missions that are assigned every few turns. For whatever reason, though, these quests often never generate for the player. Ever. So while the AI will regularly field full stacks of blessed units that they can spawn for free at regular intervals (since they don't need to complete a mission for them; they just 'get' them), the player literally never gets access to them. Hence, making them recruitable with a unit cap is a decent alternative (even if still a frustrating one, given how expensive they are).

Unit Upkeep Change:
The exponential increase in unit upkeep for each new army you create is removed for three main reasons:
1. It severely gimps the Skaven, Orcs(/Goblins), and similar races which rely on large numbers of weaker units.
2. The AI doesn't have this penalty anyway, so it seems arbitrarily unfair.
3. It's a nice QOL improvement to be able to have unit-caddies/recruiters, smaller defensive armies, and more overall freedom of movement since you no longer have an arbitrary limitation on your army count.
Items (34)
Community Modding Framework
Created by Crynsos
This mod was a scripting support mod for many others in the past, but at this point it is mainly a requirement for Crynsos' Faction Unlocker and a few older mods. Only use this mod if your mod lists it as a required submod! Alternative Download link from G...
Crynsos' Faction Unlocker+
Created by Crynsos
Last Updated on the 12th August 2020 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - http://i.imgur.com/fVVaDCS.gif Frequently Answered Questions As this mod will be moving over to the new Mod Configuration Tool soon, please make sure t...
GCCM: Main mod
Created by Maruka
BEFORE COMPLAINING IT DOESN'T WORK, PICK THE GOLDEN BOI AND ATTACK EITHER GRIMHOLD OR KARAK HIRN. What´s this? This is GCCM, or "Grand Campaign Custom Maps". It's a mod that brings custom maps to the campaign, with the goal of increasing visual and gamepla...
GCCM: Settlement Pack 01 [INCLUDED IN MAIN MOD]
Created by Maruka
INCLUDED IN MAIN MOD This mod is now included in the main mod. I'm leaving it up just in case, but you should NOT be subscribed to this mod anymore with the latest version of GCCM. Settlement Pack 01 The moment has finally arrived.. the mod has grown too b...
GCCM2: Custom Assets
Created by Frodo45127
What is this? This is a compilation that includes: 50 buildings restored from TW:W1 that CA only included partially in TW:W2. Collection of custom decals made by Maruka. 5 custom buildings by Frodo45127 (those flammenwerfer gates are one of them). 64 Kisle...
Minor Settlements For Grand Campaign II
Created by AnonymousCheese
Adds owner-specific town maps to minor settlements. Will change depending on who owns the settlement and what biome it's in. I'm no longer doing modding for WH2 as I'm now working on a game full-time (shameless plug) https://store.steampowered.com/app/1118...
Radious Total War Mod - Part 1
Created by Radious
Radious Total War Mod - Warhammer 2 - Part 1 Overview - From the award winning team and and from the creators of the most subscribed mods on steam workshop for TW games comes another major modification. This time for brand new Total War: Warhammer 2! https...
Radious Total War Mod - Part 2
Created by Radious
Radious Total War Mod - Warhammer 2 - Part 2 Overview - From the award winning team and and from the creators of the most subscribed mods on steam workshop for TW games comes another major modification. This time for brand new Total War: Warhammer 2! https...
Radious Tier 4 Minor Settlements Submod
Created by Synthetic Man
Radious Total War Mod - Warhammer 2 - Tier 4 Minor Settlements Overview - Experience T4 Minor Cities with Radious Total War, and free up your capital building slots thanks to this submod. https://i.imgur.com/G2EENW0.gif Graphics below are links, feel free ...
Rebanner II
Created by Wallets
Ever feel like you're wasting your time deciding which unit to assign +5 leadership to? This mod reworks banners to make them more interesting to use. Changes Most of the game's banners (including gifts and marks of Chaos as well as Dwarf runes) have been ...
Better Auto Resolve (kind of outdated)
Created by Zarkis
IMPORTANT NOTICE Since CA fixed a lot of issues with autoresolve in recent patches, I consider this mod as kind of outdated. You can still use it if you like it, but I don't think it is mandatory anymore. CONTENTS This mod makes the outcome of battles more...
Better Trade (WH2/ME)
Created by Zarkis
This mod increases the amount of exportable goods in relation to the number of regions your trade partner owns while reducing the price of commodities to keep the original balance of the game intact. With enough trade partners you may actually export all y...
Easier Trade
Created by max.94
MY MOD IS ACTUAL 22.11.18 SAVEGAME COMPATIBLE CENTRAL: INCREASE CHANCE FOR TRADE-AGREEMENT STRONG RECOMMENDED MODS: "Cultural Penalties Extended" Hey Guys, this mod decreases the requirements for the AI to agree on a trade agreement, so you dont need trade...
No Additional Upkeep Per Army (Radious and SFO compatible) (Read Description)
Created by lstanley93
Due to recent updates to load order. The method I used to use no longer works. The only workaround is to change the load order of your mods so that this mod loads last. Or first, I don't know. CA updates kinda messed up the method I was using to kind of fo...
Sebidee's No Great Power Penalty
Created by Sebidee
https://i.imgur.com/QXf5HvZ.gif - Updated 25.09.2024 - Save Game Compatible. Hello everyone! This mod has been updated! Please also check out my new mods for Warhammer 3. https://imgur.com/WLFeWu1.pnghttps://imgur.com/yFMHeIk.pnghttps://imgur.com/QN4y58J.p...
Sebidee's Reduced Tower Range
Created by Sebidee
https://i.imgur.com/QXf5HvZ.gif - Updated 25.09.2024 - Save Game Compatible. Hello everyone! This mod has been updated! Please also check out my new mods for Warhammer 3. https://imgur.com/WLFeWu1.pnghttps://imgur.com/yFMHeIk.pnghttps://imgur.com/QN4y58J.p...
Remo's More Vibrant Battle Selection (Color Swap Edition)
Created by Remo
This is the same mod as my other Vibrant Battle Selection mod except that the colors for Allies and Yourself are swapped. The player now uses Green and Allies use Blue. Special requested by Spooky Boi so shoutout to him. Link to the original: http://steamc...
Improved Border Colors
Created by kelstr
*Updated for ALL Campaigns for TWW2 Same as TWW1 :) Enjoy, Kelstr...
Better Camera Mod
Created by kam2150
Hello, Famous mod from Warhammer 1 is back! This simple mod allows both closer and further camera heights, more suitable for better screenshots for better view of the battlefield. Press "K" to turn off UI for more cinematic view, Press "N" in order to zoom...
Improved Battle Weather (Grim & Dark)
Created by kelstr
Hey Everyone, Are you sick of the nasty orange weather... super bright battle lighting ?!?!?!?! If you answered yes, then this mod is for you !!! I've overhauled the battle weather in game... I've made it much darker and even added a terrain height based l...
No Campaign Map Fog
Created by Coffeecoffee
This simple mod removes the fog that is everywhere on the campaign map. Works both for the Mortal Empires and Vortex campaign. Does not remove fog in the far distance which is there to hide LOD and pop-in. Does not affect fog of war. I also gain about 4-6 ...
No Fog of War (Player Turn only)
Created by Uriak
Removes Fog of war (but doesn't extend line of sight) only at the start of the player turn. You don't get to see all factions events. Check this one for fog of war removal during the other factions turns ...
Faster End Turns (Fewer AI Diplomacy Offers)
Created by The Mall of America
Updated for SB! Description Note: You MUST complete a full end turn cycle before the effects take hold This mod significantly improves End Turn Times (~30% mid-game on my rig) by stopping the AI from making MOST of their own offers to the player (offers be...
Faster End Turn Camera
Created by Vanishoxyact
Simple mod to speed up the camera used to move around the map during the end turn phase, as I found it was too slow. Should be compatible with every other mod, unless it also changes this camera. Save game compatible. If you would also like a higher campai...
Skip Intro Logos
Created by DaTroll
Last Update: 2021.07.14 Launches the game straight to the main menu. Skips the intro logos (SEGA, Creative Assembly) and the opening cinematic. Feel free to contact me if you have any questions or want to report bugs....
No ambush in Skaven/BM/Nagarythe default stance
Created by Steevo
Prevents attacks in the normal marching stances of Beastmen, Skaven and Alith Anar's forces being ambushes. Also re-enabled ambushes in the hidden encampment stance of the beastmen, which CA quietly disabled at some point, for some reason. If you want to p...
A.I. Passive Agents Radious Overhaul ONLY
Created by Slavyk
A.I. Passive Agents Radious Overhaul ONLY ~ CAMPAIGN ONLY ~ Please show your support if you like it :) http://i.imgur.com/fVVaDCS.gif Hi everyone, This mod will prevent the A.I. to use agents against you. You will still be available to use yours as normal....
Regiments of Renown - Lizardmen (Radious version)
Created by Ubermorgen
This mod adds 11 lore friendly regiments of renown to all lizardmen factions for both campaigns & custom battles. You can only recruit 1 of each. All units are available in the RoR recruitment panel. Get vanilla version here. Get SFO version here. Recent U...
(CFU support) Landmarks of the Old World - Working, but partially. Use Mixu's version instead.
Description This is the new version of amazing Landmarks of the Old World mod, originally made by The Mall of America. Unfortunately, due to being busy with real life, he is not longer able to support his mods, so we decided to rehost it with me as an uplo...
Tier 4 Minor Settlements 2
Created by Mazz
**** Updated for Silence + Fury **** Added a walled submod here: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1280638626 This mod is made based on the vanilla building values. If you are playing with an overhaul, like Grimhammer, or a faction expa...
Better AI 2 - All in One - Outdated
Created by MINOS
Better AI 2 combined with all Submods. https://i.imgur.com/PpdLQ1B.png Combination of following Mods: Better Army Compilations and Recruitment Better Chaos Invasion Lower Agents Cap Better Beastmen and Savages Hordes Better Diplomacy Submod (Currently not ...
Skill Point Jumpstart
Created by Zorander
Last updated: 14th July 2021 Quick overview: Lords gain 2 skill points instead of 1 on level 2, 3, 4, 5, 6, 7, 8, 9 and 10 Lords will be able to gain a maximum of 48 skill points instead of 39 (9 more) Heroes gain 2 skill points instead of 1 on level 2, 3,...