Total War: WARHAMMER II

Total War: WARHAMMER II

Skaven Mounts for Warlock Engineers
75 Comments
Lee Perry 19 Sep, 2024 @ 10:31am 
Update please
Seether 9 Mar, 2024 @ 10:15am 
Would be amazing if this could be ported to Total Warhammer 3, I loved my biker mice in number 2.
Yappers Only 8 Mar, 2023 @ 8:38pm 
Please port to WH3!!!
Mali 3 Mar, 2023 @ 2:44pm 
Hola @Energy Venom, any chance this mod will be ported to WH3? :)
SloppyJoppy 27 Nov, 2021 @ 4:54pm 
tbh if it works and its only the doomrocket skill that dosnt work properly its fine, the ability is cool and all but we still have his spells and they can now be on a deadly wheel going VROOOOOOOOOOMMMMMM so i call this a fair trade lmao
Certified Arm Remover M.D. 1 Jul, 2021 @ 11:41am 
does this work with nanus
Boogeyman 24 Dec, 2020 @ 3:50pm 
Check out Nanu's tweaks. It use to be-be a stand alone but he has rolled it into all his tweaks and is up-to-date, yes-yes!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2314208594
Led-Zeppeliner 7 Dec, 2020 @ 8:40am 
I really hope this mod gets updated!
jdk59867 20 Oct, 2020 @ 8:51pm 
please update
Edin 8 Jul, 2020 @ 1:02pm 
Well, this mod works except for 1 thing. The Doomrocket skill for the Warlock Engineers fires from too high a point when you're on the mount, meaning the rockets detonate too far up and you missing the initial shot. I'm thinking of tweaking the ability to make it fire from the mount instead, buuuut yeah.
Heartless 18 Jun, 2020 @ 8:52pm 
why isn't this a thing anyways?
zefrogi 7 Mar, 2020 @ 8:44am 
Still hoping for this to be updated!
Arukei 18 Dec, 2019 @ 2:37am 
Not sitting on a vehicle. he is standing.
the mount command seems to be incorrectly modulated.
Iahhel's Child 22 Nov, 2019 @ 10:56pm 
Please come back and update this Energy Venom! We miss this mod so much! :steamsad:
Nodjia 21 Oct, 2019 @ 10:47pm 
Is there any news on the state of this mod? I'm running through an Ikit campaign, and finding myself quite heavily annoyed at all the bonuses "characters" on doomflayers and doomwheels get, but only having Ikit and "master engineers" able to ride on them. I feel like if i'm investing in arcane conduit for doomflayers, I should have some engineers riding on them to actually get a benefit instead of just 1 rat in the whole empire who benefits. So this mod has a lot of appeal if it is working.
darthdud0 12 Oct, 2019 @ 12:20am 
can someone with the ability to ask CA a question if they could just give the skaven warlock engineers the mounts already? if that happened then this mod would not have to exist.
Necksus 6 Oct, 2019 @ 6:17pm 
I miss this mod, I sincerely hope you get the chance to update it soon!
kosakop 16 Sep, 2019 @ 4:31am 
yo could you update plz?
Tosh 29 Jul, 2019 @ 1:21pm 
Hello, i activated the mod on a backup save, all my Engineers already above level 20 lost their "immortality talent"

i dont know if someone already notice this

thx for the mod anyway
joffrecordan 23 Jul, 2019 @ 1:06pm 
I'm not sure if Doomrocket, the engineer ability, is supposed to work this way or not, but it's very, very spammable. You can fire it off pretty much every second once the engineers get a mount.
Kothra 26 Jun, 2019 @ 5:45pm 
This mod doesn't appear to give the mounts to factions other than Ikit. I am currently playing a co op campaign and my Engineers have mounts but my friends mounts with Lord Skrolk do not have the skill to add mounts.
Joie 18 May, 2019 @ 10:37am 
that would be nice :D
Chicken à la King 17 May, 2019 @ 4:25pm 
ask in sfo disc, they probs point you in right direction
Energy Venom  [author] 17 May, 2019 @ 3:53pm 
Damn, sorry guys. Not sure how to make a work around for the SFO compatibility
NEMAEDAR 17 May, 2019 @ 2:46pm 
Would it be possible to make a mod that gives vampirates lords and heros rotting leviathan mounts? Please and thanks, this mod has let me realize the biker mice from mars/warhammer crossover dream I didn't know I had.
Joie 17 May, 2019 @ 12:22pm 
its not compatible :steamsad:
SFO added new skills for warlock engineers
Energy Venom  [author] 16 May, 2019 @ 6:48pm 
should be
Jan Piekłonur 16 May, 2019 @ 5:26pm 
Is it compatible with SFO, along with your ripperdactyl for skink heroes mod?
Frei 11 May, 2019 @ 11:28pm 
This mod works fine with me. My guess is launcher issues for the other guy. I can't troubleshoot for him, but he needs to try deleting his launcher file to generate a fresh one and, if that doesn't work, use KMM as a mod manager until CA definitively sorts out launcher issues. It works for all mods most of the time, now, but now and then some people have an issue where even, say, every single mod they have will work instead of one, with no rhyme or reason to it.

It works for me if I only have it activated, or if I activate it alongside many other Skaven mods. I'm just waiting on Doom Shop (Ikit) compat. and world map visual fix at this point. good work.
Energy Venom  [author] 10 May, 2019 @ 10:26am 
I still have the one that i started with, it currently is using the doomwheel. Really not sure why it might not be working for you. Do you have any other mods enabled, might be conflicting with one of them?
BigBossBen01 9 May, 2019 @ 4:32pm 
The only possible thing may be that it's that engineer that i started out with from the beginning other than spawning/hiring one?
Energy Venom  [author] 8 May, 2019 @ 5:32pm 
Just tested it, seems to be working fine. Is anyone else experiencing this issue?
BigBossBen01 8 May, 2019 @ 4:02pm 
The mod isn't working? Is an update needed for it?
Katz Chambers 30 Apr, 2019 @ 12:14pm 
I was wondering why warlock engineers did not at least have doomflayers. Its very against Skaven character (Unless your Queek who doesn't need no stinking ~mount~) to not have access to such a cool mount.
Migromul 30 Apr, 2019 @ 9:37am 
Only the saves, where you used a mod are affected, though. I just loaded a clean save, of a game, where I used a mod. (same round, just a manuell and auto-save.) So if you continue a game with a mod, where no mods where used beforehand, older saves remain clean.
Energy Venom  [author] 29 Apr, 2019 @ 7:57pm 
Yes that is something to do with the new launcher. They made it so you have to play with all mods on your saves. A work around i found though is loading your game through "continue campaign" not through load save. Sadly this only works with your most recent campaign not previous ones.
JTJAR 29 Apr, 2019 @ 6:48pm 
for what ever reason once i add a mod i and save with it i can not then not have that mod. CA mightve changed something so be careful
Waresky 29 Apr, 2019 @ 7:41am 
"more mount for battlemouse..yes-yes"..:D :D..damn i like this shit!!
Ire 28 Apr, 2019 @ 11:31pm 
Save game compatible (at least it worked for me), but idk if you can turn it off afterwards.
the skills show up, points into them and they work
Energy Venom  [author] 28 Apr, 2019 @ 3:50pm 
@ryandec37 from what i tested it is. I know that you can add it after a save, and i belive you can remove it if you wish. But not 100% on the removing part.
Makoto 28 Apr, 2019 @ 1:30pm 
more mount for skaven yes-yes!
ryandec37 28 Apr, 2019 @ 1:23pm 
does anyone know if this save game compatible?
The Slimer 28 Apr, 2019 @ 9:13am 
I feel like this should be base game
tzimisce 28 Apr, 2019 @ 12:43am 
Great mod, thank you!
thegron 27 Apr, 2019 @ 3:23pm 
The warlock engineer wouldn't need mounts if CA had not been so lazy and just given him a damn warplock pistol like his TT model.....
sleepyman67 27 Apr, 2019 @ 2:38pm 
Excellent mod, looking forward to the Workshop buffs update
Das Berk 27 Apr, 2019 @ 12:45pm 
ty
bushez 26 Apr, 2019 @ 12:35pm 
great work +1
Energy Venom  [author] 25 Apr, 2019 @ 8:14pm 
I agree with @yoharn on this one. They both fill their own niche.
Chicken à la King 25 Apr, 2019 @ 7:02pm 
@turmoil Why? just use the warlock master? warlords already have the bonebreaker