Total War: WARHAMMER II

Total War: WARHAMMER II

Longuer Main Vortex rituals
61 Comments
Trakaan - Adventurers Guild Inc.  [author] 12 Feb, 2022 @ 7:35am 
No update from now-on. TWH2 uninstalled to make space for TWH3 ;) . The mod will be ported to TWH3 IF needed and when I feel like it. Might not be before the combined, map might not be at all we will see !
Holy Fool Sehrael 17 Jul, 2021 @ 1:04pm 
Hey, may I request something if you've got time for it? I don't know if they work and it would be pretty time consuming to test them, but the "Vortex No Thanks"-mods that basically prevent the AI to perform the rituals seem to be horribly outdated and abandoned. So my request would be something like preventing the AI from performing the last ritual if that would be something that's doable. I accept if you say no, of course. I think that kind of mod is sorely missed to play it like ME^^ Have a nice evening/day.
Trakaan - Adventurers Guild Inc.  [author] 14 Jul, 2021 @ 9:14am 
updated no change
Trakaan - Adventurers Guild Inc.  [author] 4 Dec, 2020 @ 8:18am 
updated no changes
Trakaan - Adventurers Guild Inc.  [author] 24 May, 2020 @ 6:35am 
updated no changes
Trakaan - Adventurers Guild Inc.  [author] 21 Dec, 2019 @ 6:42am 
updated
Trakaan - Adventurers Guild Inc.  [author] 16 Sep, 2019 @ 3:38am 
Updated and it works on my side but the update doesn't want to upload for an unknown reason ... Since there are no changes it should work with the version on the workshop. If not please tell me and I will try to solve this.

@Alexusher_92 : the table you are looking for is the "rituals_table" for the delay and cost and for the 2 other things I don't know how to do that myself but I know that Gleen Cross (go back in the comments to find him) tried to make mods about that.
Rachel L 10 Sep, 2019 @ 5:00am 
How dare you put your IRL work before modding? You shouldn't even dare to eat or sleep until your mod is updated and bug free.

Serious now, its all good man. Dont worry about it.
Trakaan - Adventurers Guild Inc.  [author] 10 Sep, 2019 @ 4:53am 
Update warning : With my IRL workload at the moment don't expect any update of this mod before 1 or 2 weeks after the new game update of this wednesday (11th of September) (so that gets us around mid or end of september). Sorry for the inconvenience.
alexusher_92 27 Aug, 2019 @ 1:20pm 
Is there any way to change the values myself? Also i would like to try out stuff like:
The intervention delay
The intervention cost
The « invading waves » number and difficulty
The final battle difficulty

but i cant find any mods on that. Also i play SFO currently.
Any help appreciated :)
Rachel L 1 May, 2019 @ 12:58pm 
Traakaan, thats why. Change anything, create a new "dead" table or anything, just so steam says it is updated.
Unnamed_Shadow 1 May, 2019 @ 12:56pm 
Thanks the Vortex is unplayable without this mod. I hate those Chaos stacks. This allows you to build up your defenses for the inevitable cheese.
Trakaan - Adventurers Guild Inc.  [author] 1 May, 2019 @ 5:53am 
Updated yesterday (no change) that's perhaps why it's still written last november as last update ... Will have to figure this out when I have time... The mod works fine for me but please tell me if it does not work for you.
Unnamed_Shadow 23 Apr, 2019 @ 11:16pm 
will this be updated for the latest DLC?
Trakaan - Adventurers Guild Inc.  [author] 9 Nov, 2018 @ 2:56am 
updated for vampire coast (no change but I had to rename the mod due to a well known upload bug aka : "steam code error 8" which can be fixed by doing so)
jack7561 24 Jun, 2018 @ 6:14am 
It works now thanks:steamhappy:
Trakaan - Adventurers Guild Inc.  [author] 24 Jun, 2018 @ 1:27am 
I had the same problem until recently. You have to manually update pfm (it doesn't auto update anymore since Tomb Kings) here is a link : https://sourceforge.net/projects/packfilemanager/files/Schemata/
download schema 112, unzip it and copy paste the files inside your pfm folder to replace the files with the same name.
An other solution is to use the officiale Total war Tool (Assembly kit) and in dave (the tool) edit and export the ritual table.
jack7561 23 Jun, 2018 @ 6:04pm 
Thanks to answer.
When I used Pack File Manager 5.0
ritual_tables ==> trakaan_vortex_data's text color was red. and I clicked to data, it wasn't open
How open trakaan_vortex_data and changed main ritual time to cast?
Trakaan - Adventurers Guild Inc.  [author] 23 Jun, 2018 @ 10:52am 
@Jack7561 it is in the "ritual_table" you have a "cast time" column
What you changed in ritual_payload_effect_bundle is the duration of the effects associated whith ritual casting not the actual time of the casting.
For exemple you could set the ritual to take 3 turn to cast but its effects could be shorter or longer (but it would be weird)
jack7561 23 Jun, 2018 @ 6:16am 
How to reduce main ritual time to cast? I use Pack file manger 5.0
But when i changed "ritual_payload_effect_bundle" table 5-->3, effect was changed but time to cast wasn't change help plz
=LiG=Admiral Nelson 3 Jun, 2018 @ 12:12pm 
nice!
Trakaan - Adventurers Guild Inc.  [author] 3 Jun, 2018 @ 11:38am 
It seems to have worked ! Please tell me if it finally works for you =)
Trakaan - Adventurers Guild Inc.  [author] 3 Jun, 2018 @ 11:31am 
I made tests and if I creat a new mod with the EXACT same files it works ... So it definitely is a problem with the workshop. I will try a quick fix by changing the mod name to reset it... #fingercrossed
=LiG=Admiral Nelson 3 Jun, 2018 @ 12:36am 
okok np we wait
Trakaan - Adventurers Guild Inc.  [author] 2 Jun, 2018 @ 11:00pm 
"Error 8" seems to be an upload error due to a problem with connecting to the workshop. Might be because my internet/steam connection has been a bit random lately. Will try again this evening and if it still doesn't work I will rewrite the mod from scratch instead of just an updated file and see if it changes anything.
Trakaan - Adventurers Guild Inc.  [author] 2 Jun, 2018 @ 10:41pm 
ok that one is strange I did update it yesterday and now it tells me "error 8 unable to update" will have a look at it asap.
=LiG=Admiral Nelson 2 Jun, 2018 @ 3:07pm 
mmm last update 23 jan
Trakaan - Adventurers Guild Inc.  [author] 2 Jun, 2018 @ 12:09pm 
updated to be compatible with the last update.
This mod is compatible again with my vortex rites mod ! =)
@lampros it should be as to stop the Ai currency bonus you would have to modify the "handicap" table which is not modified by this mod.
Lampros 26 May, 2018 @ 5:53pm 
Is this compatible with No Vortex AI Currency Bonus?
Trakaan - Adventurers Guild Inc.  [author] 21 Feb, 2018 @ 12:58am 
That's strange indeed ! There was an update of the game with MWNL2018 a few days ago so it might not be the requirement but they may have boosted the "free" ritual currency given to the AI dependening on the difficulty level you are playing at.
I will take a look as soon as I can and come back to you.
Beltalowda 20 Feb, 2018 @ 10:02pm 
Anyone have any sort of compatability issues? It seems the AI is still at a lower requirement to get the tablets ect than the player with how fast they get em, or does it mroe or less need the other mentioned mod to make sure they dont get them so fast?
Trakaan - Adventurers Guild Inc.  [author] 23 Jan, 2018 @ 12:52pm 
WARNING ! This mod is temporarly incompatible with my rites mod.Use this (temporary?) mod : http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1279345676 if you want to use both mods at the same time

This is due to me not being able to clean my files since PFM is not up to date with the new tables Sorry for the inconvenience.
Trakaan - Adventurers Guild Inc.  [author] 23 Jan, 2018 @ 10:51am 
Updated to be compatible with the Tomb King Update. The way rituals are coded changed but I figured it out !

For the time being I kept the same values as before and I will see in the future if they need to be changed.
Trakaan - Adventurers Guild Inc.  [author] 18 Jan, 2018 @ 6:14am 
@gleen_cross : As discussed in private messages I totally agree ! That's why I modified the mod description to reflect that. I also created a collection with all the mods I personnaly use to counter those problems. Here it is : Vortex mod Bundle
I know you are working on solving those issues too so I will be gald to add your mods (or the one you find to do that ) ! :)
Gleen Cross 17 Jan, 2018 @ 1:00am 
The interventions, the chaos/skaven waves, etc... they were almost 100% innefective against the AI tbh. If I have to give feedback, that is mostly related to how these scripts works. I looked around the lua files, but I didn't find anything related to that. With more timed waves and interventions (for both AI and the player), that can balance this "long campaign" concept in a very nice way. And of course, in this situation, a mod that enhances the lords and heroes all the way through level 60 is a must, because you reach level 30 at turn +-100. You have at least 220 turns to go playing with a "frozen" lord? That is not gonna work, lol
Gleen Cross 17 Jan, 2018 @ 12:56am 
Played on very hard. The usual issue of the vortex race is how the intervetion armies mostly don't work as intended. Some can bother the human player, but the AI is mostly safe all the time. I felt that even more with your mod because the extra time allowed them to build more stacks and powerful cities. I am using a garrison mod and a tier 4 settlement mods tho, so the defenses are stronger. Maybe for people playing vanilla, the intervention army can actually make a difference. Other than that, the waves spawns in the right way, surprinsigly, their lords coming at level 30+ and etc, maybe scalling with the human player? The dark elves crushed the lizards and the high elves, I forced a confederation with the Pestilen clan (after they betrayed me in favor of the dark elves, classic skaven fashion) and I was also forced to travel all the way to Naggarond to halt their ritual because they were winning the race by a large margin. It was very fun, but...
Trakaan - Adventurers Guild Inc.  [author] 17 Jan, 2018 @ 12:05am 
I have to admit I've mostly played Mortal Empire recently but my "full" mod for it is almost ready so with Tomb Kings out in a few days I will definitely go back to modding the Vortex Campaign to make it as ready as possible. I've played and won the vortex campaign on very hard with all races except skaven so I'm interested in your feedbacks. What difficulty were you playing ?
Gleen Cross 16 Jan, 2018 @ 9:46am 
After finally completing the skaven campaign with this mod, almost 270 turns, lol You did a great job dude =) idk if the code allows it, but I have a few suggestion to fine tune the "long" campaign.. The final waves of Skaven + Chaos, instead of 2 waves, how about 3 waves? One at turn 30, other at 20 and the final one at 10. And about the intervention armies, I think that should escalate as well. The last 2 rituals, the CPU and the human player can send 2 armies, then 3 armies. Considering how powerful the CPU and the human player gets after so many turns, more waves and intervention armies can balance the whole thing in a beautiful way. I will try to look at it myself, but I am a complete noob regarding TW mods, lol
Gleen Cross 5 Jan, 2018 @ 2:48pm 
Yep, there was a mod that does just that, but it doesn't work anymore =/ Maybe if you look at their scripts, you can update it later? Is this one: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1168227314
Trakaan - Adventurers Guild Inc.  [author] 5 Jan, 2018 @ 12:46am 
I don't know how or if it is possible and with Tomb kings out in less than a month I won't have time to give it a proper look, sorry :/ . But I remember seeing some mods playing with this so you may want to have a look at them.
Gleen Cross 4 Jan, 2018 @ 1:50pm 
Can you make the final battle harder? More elite units for the AI, 3 doom stacks vs 1 and etc?
Trakaan - Adventurers Guild Inc.  [author] 14 Dec, 2017 @ 10:33am 
updated for reprisal update (no changes were needed)
Trakaan - Adventurers Guild Inc.  [author] 2 Nov, 2017 @ 8:32am 
Updated ! =)
Trakaan - Adventurers Guild Inc.  [author] 27 Oct, 2017 @ 2:51am 
I'm away right now so I won't be able to update until at least next week.
The RADUDE 26 Oct, 2017 @ 5:48pm 
Are you gonna update soon?
Trakaan - Adventurers Guild Inc.  [author] 20 Oct, 2017 @ 11:57pm 
@super newbie : That could be done quite easily but It is not what I'm looking for so I won't add it to this mod. And with Mortal Empire out in a few days I won't have time to make a custom mod for you, sorry. Perhaps later if you are still interested.
John_Conner 20 Oct, 2017 @ 11:14am 
any ideas to make unlimited interference army?:steamhappy: wanna bully AI
Trakaan - Adventurers Guild Inc.  [author] 20 Oct, 2017 @ 12:06am 
Don't know if this is possible but I will have a look as soon as I can (It will not be before next week since right now I'm away from my main computer)
eny30 19 Oct, 2017 @ 10:20pm 
Is there a way to make it so that when you start a ritual, the Chaos don't spawn inside the inner ring of Ulthuan. Could you change the spawn site to outside of the Gates? That way they cant just raze everything before you get your army to them.
John_Conner 18 Oct, 2017 @ 8:33am 
this is what i looking for!!!great!