Total War: SHOGUN 2

Total War: SHOGUN 2

Weierstrass Units for Vanilla [Part 1]
496 Comments
RavenBuster  [author] 23 Sep @ 1:13pm 
There are a few static unit caps for the certain new units (heroes, date bulletproof units, etc.) but most units are uncapped like in vanilla S2. I personally find unit upkeep, recruitment costs and building requirenments restrictive enough plus must people dislike unit caps anyways so I never bothered with them. However anybody is free to modify my mods as they please since that is what I did with the original version of this mod.
Nordling 23 Sep @ 7:42am 
Hi RavenBuster! First of all, amazing looking mod! Secondly, a question? Do the units utilise any unit caps? Im looking to play vanilla-esque campaign but really like the unit caps idea. I wanted to use vanilla unit caps mod and was wondering if this mod limits recruitment of your units based on numbers of appropriate buildings constructed or is are they capless? If there are no caps for these units in your vanilla iteration, would it be posoble to include a submod introducing such caps? AFAIK these unit are capped im modded shogun so hopefully it wouldnt be much of an issue? Thanks in advance for your attention! :)
RavenBuster  [author] 20 Sep @ 4:52am 
@B0NGG0D6000
The next update of this mod (probably sometimes this month) disables these units from recruitment and these will be moved to the Garrison mod. Be aware however that doing this probably won't solve but only move the fundmental issue of bad AI recuitment to the next higher low tier units (i.e. Ashigaru).

However I personally HIGHLY recommend using UAI mod or any other similar mod(s) since the default Campaign AI is honestly pretty bad and relies heavily on certain cheats. It also doesn't help that some popular mods like Expanded Japan limit these cheats without any kind of compensation and thus the AI spams low tier units.
B0NGG0D6000 19 Sep @ 10:11pm 
anyone know a submod to remove militia?? or disable the AI's ability to recruit them? im illiterate when it comes to editing files
The Baron 13 Sep @ 7:55pm 
i see
RavenBuster  [author] 13 Sep @ 1:56pm 
That happens when 2 (or more mods) add new weapons, armors, etc. since their files typically overwrite each other caused by same file names (the game requires a certain naming scheme there). The issue is that simply renaming files to not "conflict" anymore, doesn't work to well either because weird effects happen (e.g. the terco pikes turn invisible dubbed forcepikes by some commentor years ago when I tried to implement this compatibility tweak).
The Baron 13 Sep @ 6:47am 
and protuguese pikemen have no pikes
The Baron 13 Sep @ 6:43am 
update, i am an idiot, i forgot to enable the models mod, but now i have a interesting glitch, the yamabushi have golden heads, idk why
The Baron 13 Sep @ 6:38am 
i am no expert, but should the new units like katana ashigaru and stuff just look like normal samurai? did i mess somthing up?
RavenBuster  [author] 29 Jul @ 4:18am 
@Whoever just commented and deleted his post:
My guide for "fixing" Expanded Japan is somewhat incomplete. You also need to go to cdir_configs under cdir_configs_tables where you need to replace all entries with a 0 for the CDIR_CVN_UNIT_UPGRADER_ entries with a 1.0 to enable the other changes. Alternatively, delete both tables and the game then uses its default tables which aren't that much different.

FYI: To my understanding, doing this allows the AI to CHEAT again by upgrading e.g. Ashigarus into Samurais. All entries with UNIT_BALANCER and UNIT_UPGRADER are cheats. However the base AI kinda relies on them as crutches since the default recruitment behaviour is bad/ insufficient. Thus, consider using any AI improvement mods like Universal AI/UAI or Strategic AI for example.
RavenBuster  [author] 24 May @ 6:53pm 
They did record generic voicelines (at least for infantry). The issue is that assigning voices to units is for some reason primarily decided by the description text entry (not sure why or how it works, just that it does) and the Terco description text doesn't work when given to other units. Years ago I went through forums like Total War Center to check if they contained a viable solution but no luck. The "solution" I used isn't my original, I just adapted a know trick posted in 2013 and replaced & renamed some files resulting in this mod . Using it replaces the "Royal Marines ..." line with a generic one but isn't mandatory and more for immersion plus portuguese cavalry units will still only have a single voiceline when selected but no additional for attacking, retreating, etc. like the infantry does.
FoulestGuide 24 May @ 3:23pm 
yeah i mean i don't even know why the devs didn't record unique portuguese voicelines for them
RavenBuster  [author] 24 May @ 1:37pm 
You only need FotS for the Otomo Clan since their new Terco units are technically coded as FotS units so they can respond when selected or when moving. This is to circumvent an infamous bug/quirk in the unit voice system causing normally coded Terco units to be 100% silent (see other mods who add Terco units). To get them to speak I gave them the same voice as Royal Marines (FotS unit) because they share the same voice actor and roughly 99% of the voice lines except for a single one where the unit may respond with "Royal Marines ays ays sir" instead of a generic line.

Someone in the S2 community provided me with an simpler Alternative to my workaround but that only worked for infantry and not cavalry (or any other unit type) in my initial test a year ago.
FoulestGuide 24 May @ 12:03pm 
just curious is fall of the samurai needed for this mod or is it just that i wont have certain units?
Schnell_Scheisse 24 May @ 5:26am 
Okay, thanks for the answer!
RavenBuster  [author] 24 May @ 5:24am 
From personal experience, AI army composition without any "AI improvement mod" like Universal AI (UAI) or similar mods is really bad. By default, the AI tends to spam certain units including any added or new units and it also relies on cheats & tricks to keep up with the player since it's bad at the management part of the game (i.e. constructing buildings, researching tech, etc,). Thus I recommend using any AI mod of your choice, but keep in mind, that these aren't a universal remedy for all issues and sometimes only mitigate some dumb behavior.
Schnell_Scheisse 24 May @ 3:43am 
How does the AI handle the added units? Does it spam low level units or have balanced armies in the campaign?
RavenBuster  [author] 3 May @ 4:10pm 
I'm not sure what is going on there but my guess is that your mod is faulty/corrupted since it isn't showing up correctly up in the mod manager. The mod manager should always either automatically fill in mod name + description or at least uses the filename as modname + something like not published for local/non workshop mods. Consider unsubbing from the mod and deleting the packfile, then resub to force steam to start a fresh download for the mod again. If this doesn't fix the issue I sadly can't really help you any further.
Pseudo LagiCSGO 3 May @ 10:54am 
I have a big problem with this mod. Since the 2023 update related to the mod manager, the mod doesn't show up anywhere except \Steam\steamapps\workshop\content\34330\1878707871 and when I pasted the mod into the mods folder in shogun 2, the mod started showing up in the mod manager but when I double-click on it it has no name or description and when I turn on the game it immediately crashes to Steam. I guess it's not the mod's fault but I need to know what's wrong.
RavenBuster  [author] 23 Mar @ 8:01am 
It's shold be in: ...\Steam\steamapps\workshop\content\34330\1878707871.
Any mod released or updated since the "new" mod manager (ca. 2023 IIRC) now uses the common workshop path instead of the "old / legacy" ...\Shogun\data path.
RazaniEric 23 Mar @ 6:31am 
where to find the pack file for this part 1. I can't seem to find it in data folder
RavenBuster  [author] 14 Mar @ 5:22am 
To be blunt, no. The (or better my) intended way to use the mod is as a complete package. But if you want to change parts of the mod you are always free to do them yourself.
ME!ME!ME! 13 Mar @ 2:51pm 
Is it possible to have only the new units without Militia or Veterans?
RavenBuster  [author] 20 Jan @ 4:10am 
Since this mod is based on a MoSS version (see credit section for link to the original mod), I guess it should be included by default. However this mod was balanced with native/vanilla S2 gameplay in mind and received a few additonal tweaks, units and changes.
big tiddy goth gf 20 Jan @ 1:48am 
Does this work/is it integrated into MoSS?
RavenBuster  [author] 16 Oct, 2024 @ 12:52pm 
That's not surprising since unit models are handled seperatly for each unit and by default this mod only uses existing S2 assets for new units. If you want my units to look like the other units, you probably need to make a compatibility patch yourself or hope someone else did it and uploaded it somewhere.
Alice Guo 14 Oct, 2024 @ 11:46am 
This unit mod does not work with other reskin mods.
RavenBuster  [author] 23 Aug, 2024 @ 7:55am 
Well my uploaded mods aren't activily worked on anymore besides doing bugfixes. The good news is that I got it now, thanks for clarifying, the bad news is that I doubt I can really help you that much.

My terco patch only contains references to Tricosis's portuguese tercos variety mod (aka. makes my terco units use his added armors) nothing else. I guess the issue is caused by portuguese tercos variety mod itself (maybe try to disable my terco patch from your mod setup and see if the issue is already present) ???

As a last resort maybe try this guide below, perchance this helps but I'm kinda and my wit's end.
1) Check if "user.script.txt" file found at ".../appdata/roaming/The Creativity Assembly/Shogun2\scripts" exists
2) Open said file with any text editor and check if the file is empty.
3) If not, delete the file or it's content entirely, renaming or moving the file might also work.
(All mods listed in there will always be loaded regardless of your current mod manager selection)
Jeredriq 23 Aug, 2024 @ 6:05am 
@RavenBuster

Thanks for not abandoning the mod and being interested. To clarify, I see wrong textures on campaign map where you actually play, end turns etc. Not on campaign selection

No mods - Works without any issues
Just your mods in order (1- portuguese tercos variety, 2- your patch for tercos, 3- your part 1, 4- part 2, 5- garrison mod from you) issue starts.
Your mods without tercos part - Works perfectly without any issues.
RavenBuster  [author] 22 Aug, 2024 @ 4:24am 
@Jeredriq
As you probaby can guess the issue is caused by a model - texture mismatch. I have seen that issue myself sometimes when using other S2 mods so no need to upload a screenshot. Since none of my mods change the campaign selection daimyo model (I don't even know how to edit them) but adds new textures I thought that another mod might cause the issue. That's because if both mod a) and mod b) add new textures one of them will probably overwrite the other one.

This might sound stupid but please do this regardless, does the issue persist even when no mods at all are selected? If yes I might know the issue and it's related to the mod manager update last year.
Jeredriq 22 Aug, 2024 @ 3:09am 
@RavenBuster I also used your variety patch and followed the order of mods as you’ve mentioned. To confirm the situation, I closed all other mods, deleted the steamapps mod files, just opened your mods (1- portuguese tercos variety, 2- your patch for tercos, 3- your part 1, 4- part 2, 5- garrison mod from you) and when you select togukawa and start the campaign on the campaign map you see his textures messed up. I tried this with just your mod and all others deleted from locale. I am at work but when I arrive at home if you like I can upload screenshots to imgur
RavenBuster  [author] 21 Aug, 2024 @ 4:45am 
@Jeredriq
I kinda doubt that's an issue between Portuguese Tercos Unit Variety Mod and my mod(s) since neither should change Daimyo apperances in the campaign selection screen. Please do note that my portuguese units also need the terco variety patch . Most likely another mod you're using (UIM, 10th anniversary or etc.) conflicts with my mod. You can test this for yourself by only enabling the terco variety mod , my terco variety patch and part 1&2 mods and see if that fixes the issue. If yes enable all of your previously used mods and try setting my mods at the bottom of your mod manager list and run the game again to see if the issue still exists (probably not anymore).
Jeredriq 19 Aug, 2024 @ 3:26pm 
The Portuguese Tercos Unit Variety Mod doesnt work with this. Texture messes up especially with Tokugawa's daimyo after you start a game on the campaign map he looks like a pokemon. @RavenBuster
Toxic_Valkyrie_<3 5 Jul, 2024 @ 12:20pm 
Is this mod comaptible with Jaki units mod?
Frootie Tootie 8 May, 2024 @ 11:47pm 
I'm coming back to this mod after about a year. Has much balancing/unit changes happened since? When I used it before it felt like a few units were too strong.
RavenBuster  [author] 9 Apr, 2024 @ 4:33am 
The reason why they are implemented as FoTS units is simply due to sound system limitations or to be precise unit voiceover. Any portuguese unit will always be silent/mute because voice lines are somehow linked to their unit description and this seems to malfunction/won't work for any unit with CA's "Portuguese Tercos" description besides the unit itself. Since the FoTS unit called "Royal Marines" has the same voice actor and nearly identical voicelines (100% identical when also using my "Portuguese units voice workaround" mod) and more crucially the voice to unit description thing doesn't break for new units, it's quite logical to use them instead hence the reason FoTS requirenment.

TLDR:
The sound & unit voice system in Shogun 2 is quite the mess and any none FoTS coded portuguese units will always be silent.
Benck 8 Apr, 2024 @ 2:39pm 
Any idea on making the Otomo units not reliant on having FoTS? doesn't seem to be a necessity on the original weierstrass mod.

I didn't notice CA had made FoTS a standalone thing... feeling a bit irky about getting it.
RavenBuster  [author] 6 Apr, 2024 @ 3:59am 
Someone reported a similar issue a few days ago and the conclusion was that they used another mod which overwrites mine. It's probably the same thing in your case.

Here's a copy of my comment with a small test guide on what to do (pref. use custom battle for this):

1) finding any affected unit (preferably any common/available to all clans like Katana/Yari/Naginata samurai unit and not a clan-unique unit) when all of your usual mods are loaded.

2) Then disable all mods except of my Part 1&2 mods and then launch the game again and check if said unit still is missing their sashimono.

If the issue is fixed then you have a load order issue and some mod overwrites mine. Try setting my Part 1 mod as the top/number 1 mod in the mod list and check if the issue is fixed. Be warned doing this might cause further issues with the conflicting mod, parts of it or none at all and thus you might need to manually merge mods.
samuraishogun994 6 Apr, 2024 @ 12:18am 
Am I the only one annoyed that some units don't have banners on their backs even when I activated and de activated the mod
MaseyMase 1 Apr, 2024 @ 11:10pm 
I scrolled up after making the comment and realised theres a part two. Sorry for wasting your time man, I'll try it out
RavenBuster  [author] 1 Apr, 2024 @ 3:34pm 
Are you sure that you also enabled the part 2 mod containing all unit & armor models?
Without these the game defaults to generic samurai models probably to avoid game issues or crashes.
MaseyMase 1 Apr, 2024 @ 1:17pm 
Hi, should the militia units look like samurai units? I've used a few of the archer militia units, and they are armoured like bow samurai. I expected them to look like peasants in robes, such as in the unit card. Is this a bug?
RavenBuster  [author] 27 Mar, 2024 @ 4:31pm 
Better thank Engineer Weierstrass (aka. Master Of Strategy/MoS author) for everything you just mentioned since he did all of that work and not me. He was kind enough to allow me to use his original MoSS unit port as a template and 99% of visual stuff like units, armor, unit cards, etc. were left "as is". All I really did was changing unit stats, adding a few units + self-made unit cards based on Weier's original ones and also make slight adjustments & fixes so the mod fits into the base game while trying not to remove to much of the original mod.
True Sentinel 27 Mar, 2024 @ 1:41pm 
This is amazing. I can see how much love went into making this.
Like I was wondering - what is the difference between a veteran and a regular ashigaru? Surely it is not equipment. And then you notice the faces. Veterans, have faces of veterans.
Same with bulletproof samurai, with face armor, overall lots of nice touches, I played a bit with uint making in the past adding various ronin units, and unarmored samurai retainers/militia and more variety to ninja units like you did, but you did it 100x better and adjusted not just clothing/weapon combos but also selected which armor types and face types are allowed for each unity type, this gives the needed variety to this game! I was looking for something like this for a long time!
Tom.025 21 Mar, 2024 @ 5:57am 
Thays why I never found it ! Thanks you I found it now :KneelingBow:
RavenBuster  [author] 21 Mar, 2024 @ 4:21am 
The (main mod) filename is "Weierstrass_Units_for_vanilla_v1.0.pack" and should be found in "...\Steam\steamapps\workshop\content\34330\1878707871" and not in "...\Steam\steamapps\common\Total War SHOGUN 2\data" anymore due to the mod manager update a while ago.
Tom.025 21 Mar, 2024 @ 12:28am 
It is weird I dont find the data files where the ""db/building_units_allowed_tables" is.
What is the name of the data pack ? (I'm currently in Weirstras_units_for_vanilla_v1.0_garrsion.pack).

Thanks for the infos ! I just did a few turn with Hojo I will start over :crashthumbsup:
RavenBuster  [author] 20 Mar, 2024 @ 2:54pm 
To edit any unit recruitment go to "db/building_units_allowed_tables", open the table there and then delete all entries/rows starting with either "aaap_..." or "aav_..." in the "unit" column.

However be warned that removing anything mid campaign will generally cause crashes or issues when loading an existing savegame, hence you might need to start a new campaign!
Tom.025 20 Mar, 2024 @ 12:12pm 
Hello,
I wanted to play some shogun 2 and wanted to try your mod.
I do have a question, how can I "supress" some units the mod offers ?
Basically I'm not a huge fan of veteran katana / naginata warriors, it makes experience less important, love all the rest.
What should I do in order to disallow their recruitment ?
Thanks !
RavenBuster  [author] 17 Feb, 2024 @ 6:03am 
I thought of doing that but decided against it. Some reasons for this:

1) Steam Workshop had a file size restriction when I uploaded my mods
(not sure if the mod manager update changed that but I'm out of actively modding Shogun 2 besides doing bugfixes anyway) .

2) I assumed that most mod users are simply here for the new units without any extra or fancy changes on top of it. Thus I tried to keep my mods as simple & modular as possible so users can decided on what they like and it also makes modding and troubleshooting easier.