Total War: WARHAMMER II

Total War: WARHAMMER II

No Regeneration Cap
181 Comments
ALV 15 Feb @ 9:11am 
Gave it a try and it works perfectly! Thanks for the great mod!:steamthumbsup:
MrBlazzar™  [author] 15 Feb @ 4:48am 
You'd have to give it a try but I believe SFO already increases the regen cap significantly.
ALV 14 Feb @ 11:50pm 
Sorry for asking but does this work with SFO?
Toryentem 8 Jul, 2024 @ 9:14pm 
Ok, thanks for the quick reply
MrBlazzar™  [author] 8 Jul, 2024 @ 12:11pm 
Yes it is a global setting
Toryentem 8 Jul, 2024 @ 6:35am 
Does this effect the Ai as well?
MrBlazzar™  [author] 29 Jul, 2022 @ 11:33am 
Being able to reproduce it doesn't really matter since I won't be able to fix it nor know where to fix it as I said in my previous message.
Ashardalon 29 Jul, 2022 @ 7:41am 
i can reproduice it in front of you if needed. does you have discord ?
MrBlazzar™  [author] 28 Jul, 2022 @ 6:12pm 
I mean I doubt there is anything I can do to fix that. I don't know anything about the scripting of the game or where any of this would occur.

This mod just changes one value and that is it. I don't know enough about the games code to really do anything about that kind of crash. I've also played every faction with this mod installed before and never run into that kind of crash.

So unfortunately I won't be of much help fixing that kind of issue, if it's even caused by this mod in the first place.
Ashardalon 28 Jul, 2022 @ 6:01am 
@MrBlazzar tm Hello ! I find a crashing bug which occur especially with the vampire counts, when the regen life points goes to a certain number or a number of models has been raised (i don't know which one), the game crashes, i suspect an overflow of some sort. i suggest you to test this with the lichmaster against the dwarfs, use solely the ghost cavalry and regen them full each time.
master of the death wich allow regeneration whitin 30meters followed by the spell of heal will help you to provoque the crash.
i hope you can fix this quick, i love their factions, and i can't play it anymore because aof that.
「月」 22 May, 2022 @ 6:01am 
Does this seem to cause an issue when unit counts get very, very low for undead that the AI seems to run from them, instead of fighting them? Leads to really long fights of 1-2 zombies/skeletons chasing enemies that don't want to engage with them
WitcherHammer 13 Apr, 2022 @ 6:13pm 
Nice one
Pyrodysseus 8 Mar, 2022 @ 2:09pm 
I figured it out, it's in special_ability_phases_tables
MrBlazzar™  [author] 8 Mar, 2022 @ 4:40am 
No
Pyrodysseus 7 Mar, 2022 @ 10:10pm 
any idea where I can find the number of hp a second?
Pyrodysseus 7 Mar, 2022 @ 9:38pm 
thanks so much!
MrBlazzar™  [author] 7 Mar, 2022 @ 7:25pm 
@pyromaniac7777 game files->data->open data.pack->go db/_kv_unit_ability_scaling_rules_tables->change healing_percentage_cap to whatever 1 is equal to 100% of the units HP you can figure it out from there.
Pyrodysseus 7 Mar, 2022 @ 7:09pm 
Hi, where in the game files did you make this change? would love to know, thank you
流星的爱1 19 Feb, 2022 @ 7:20am 
无限的再生能力
MrBlazzar™  [author] 20 Sep, 2021 @ 6:28am 
No. This wasn't a issue in the first game I can only assume in some backend code for Regeneration they messed something up in this game.
Arker 20 Sep, 2021 @ 6:15am 
hello, plz answer me at least one "no" if you can't or whatever
Arker 17 Sep, 2021 @ 6:26pm 
sir do you know why it makes zombie and some units in sfo instantly regenerate?
when sfo vampire passive affects, zombies would back to full hp instantly no matter what, this is fine and actually i like it, cuz it fits the lore of undead and requires magic winds and spells to active,plus zombies are... zombies, so still in a balance range
but today i found out some units in sfo additional mod that have little regenerate passive (2 hp per second) also have this bug makes them just invincible, they can take any damage and get full hp back instantly unless the damage is larger than their hp, so obviously, it's OP
i really like this mod since i believe there's no reason to limit unit's regeneration especially vampires, and i can't find another mod like this, so plz though i know it may bother you with tech troubles, but still plz find what's wrong with the problems above and fix them
or do i need to pay for this?
Sick Puppy 23 Aug, 2021 @ 10:32am 
Could you make one with a larger number? I hit the cap while fighting a nasty siege battle as vampire counts...
Kage 17 Jul, 2021 @ 7:34pm 
cool thanks
MrBlazzar™  [author] 17 Jul, 2021 @ 6:56pm 
Works just fine when I tested it.
Kage 17 Jul, 2021 @ 5:36pm 
Doesn't work with beastmen units it seems
MrBlazzar™  [author] 16 Jul, 2021 @ 12:27pm 
Doesn't need a update. Besides I already told the launcher to update it. If it doesn't nothing I can do.
Chaos Guardian 16 Jul, 2021 @ 6:13am 
Update for "The Silence & The Fury"!
Kage 15 Jul, 2021 @ 4:25am 
does this need an update
MrBlazzar™  [author] 15 Feb, 2021 @ 6:13pm 
Did some additional tests and that other healing cap mod works, at least with Invocation of Nehek from Vlad. I don't see why the others wouldn't work. Make sure you are using the upgraded version and not the base version of the spell ingame.
DARKH0BBIT 14 Feb, 2021 @ 6:06pm 
ah ok gotcha well that's good to hear. i look forward to seeing it when you have time
MrBlazzar™  [author] 11 Feb, 2021 @ 9:03pm 
I have and in theory just doing what it does shouldn't be too hard but I need to find some time to do testing on it to make sure it actually works as intended.
DARKH0BBIT 11 Feb, 2021 @ 8:32pm 
Have you had a chance to take a look at that mod and see if that's something you could do?
MrBlazzar™  [author] 3 Feb, 2021 @ 4:08am 
Not sure this mod even works with SFO since we don't use the same name for editing the game table. Also this doesn't change any spells or anything that would cause that so no real way for to figure out why that happens.
McDudeGuy 2 Feb, 2021 @ 10:34pm 
Not sure how but when used with SFO this causes summon zombies to fully heal all other summoned zombies. Not sure if this is something you can sus out, but if so i'd appreciate it, very much enjoy playing unlimited regen from a lore perspective.
DARKH0BBIT 2 Feb, 2021 @ 8:24pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1743842062&searchtext=heal+cap

that make sense plus im sure not everyone that has this mod would want that either. but this is the mod i was looking at and the author says he will update when he has time but who knows when that will be so i figured ill see if you could do it i appreciate the quick response :)
MrBlazzar™  [author] 1 Feb, 2021 @ 5:57am 
If I did that I would probably put it in a separate mod for compatibility reasons probably. Do you have a example mod that does that?
DARKH0BBIT 31 Jan, 2021 @ 10:38am 
any chance you could add to this mod?

remove cap on how many units get healed. no other mods being maintained anymore it seems
primiceriuscruciata 24 Jan, 2021 @ 11:45am 
Allright then thanks
MrBlazzar™  [author] 24 Jan, 2021 @ 5:00am 
SFO technically already has this included last time I checked it's just not AS high but still very high already.
primiceriuscruciata 24 Jan, 2021 @ 4:50am 
Is this compatible with SFO?
Falaris 12 Dec, 2020 @ 4:54am 
I suspect that I may have started the game without mods or something like that (misclicked 'disable all mods'). It's the only explanation that makes readily sense.
MrBlazzar™  [author] 12 Dec, 2020 @ 4:16am 
So in reality this modifies no script at all.

All it does is modify a global variable the game uses for determining how much of a units health pool can be regenerated with effects/spells/regeneration etc and the base value is 0.75 or 75% of their max HP I just make that value 100000.

So I have absolutely no idea why it would happen during one specific fight.
the_mule 12 Dec, 2020 @ 1:19am 
... *makes* much sense ...
the_mule 12 Dec, 2020 @ 1:17am 
@falaris
I still use it and it works fine for me.
I used it for a long time with Vampire Counts, until a month ago.
Now I am using it with Bretonnia.
I only play single player, and it does much sense to me :)
Thanks again @MrBlazzar
Falaris 11 Dec, 2020 @ 10:19pm 
It's a bit weird. It only happened when fighting Drycha. Otherwise I haven't observed it again. From my (highly limited) knowledge of scripts in WH2, who I'm fighting should not have made any difference. Yet that's how it seemed.
*shrug*
MrBlazzar™  [author] 11 Dec, 2020 @ 8:47pm 
Shouldn't have. From my tests it works fine not sure.
Falaris 11 Dec, 2020 @ 7:25pm 
This is a staple mod for my part. I feel that the regen cap is great for MP battles but have no real purpose in singleplayer. I've been using it for ages with no trouble. (Heavily damaged units may start with a reduced cap, but usually not a problem.

But... has it changed after the newest patch? In a battle against Drycha some ghouls got hit by archers and their healing cap was reduced greatly. They still had 30% health but the cap was at about 60%, and I hadn't even healed them any.

Anyway, thanks for a great mod, and for updating it still. That's dedication.to excellence. :)
nnmangen 20 Nov, 2020 @ 9:47pm 
i enconterd a bug that set the regen cap at the units curent health could not regen health dispite the mod working
the_mule 16 Nov, 2020 @ 2:03pm 
It works great.
I used it for a long time in Mortal Empires, with the Vampire Counts.
With and without "No campaign map fog".
With and without "The grim and the grave".
Thank you very much :)