Total War: WARHAMMER II

Total War: WARHAMMER II

compilation events thanos_ball
210 Comments
Hecleas 21 May, 2023 @ 6:28am 
Tu as fait en sorte que les events soient loreful ou tu t'es plutot attardé au gameplay
Hecleas 21 May, 2023 @ 6:27am 
Ah top, beau travail
Thanos_Ball  [author] 21 May, 2023 @ 6:21am 
il ajoute quelque unité et des cinematique de wh1
Hecleas 21 May, 2023 @ 5:37am 
Pourquoi le mod fait 260mo?
dormalad 27 Jan, 2023 @ 8:17pm 
turn 131: Pirate Vampire armada joins Nagash (10 pirate armies near southern lands)
turn 132: intervention high elves (3 armies in the big ocean)
turn 133: intervention of the wood elves (6 armies near the large forests)
turn 135: norsca invasion (15 army to the north in the great ocean)
turn 150: final invasion (30 Skaven armies in the Empire)
Turn 152: The Great Whaaagh of the End Times (30 VP armies in the great ocean)
Turn 160 End Time
Turn 165: Ogre Invasion (30 armies)
dormalad 27 Jan, 2023 @ 8:17pm 
turn 95: invasion of the beastmen (10 beastman armies attack the wood elves)
turn 99: invasion of the beastmen (15 beastman armies in the Empire)
Turn 100: Skaven invasion in Lustria (30 Skaven armies in Lustria)
turn 101: vampire invasion (15 armies in the empire)
Turn 102: Nagashizzar's Legions. (30 Tomb Kings armies near Nagashizzar)
turn 103: the relief crusade (5 armies in the southern lands)
turn 110: Ancestral grudges (3 dwarven armies in ulthuan)
turn 115: revolt of the slaves of nagaroth (20 armies in nagaroth)
turn 120: The great skaven migration (30 skaven armies north of kislev)
Turn 126: Nagash's spirit resurrects. (15 vampire armies near Nagashizzar)
Turn 130: Great Slaanesh Invasion. (15 armies in the great ocean)
dormalad 27 Jan, 2023 @ 8:16pm 
Turn 64: Attack on Athel Loren (10 Beastman armies attack Wood Elves)
turn 65: the portal under Helmgart activates (5 chaos armies in the Empire)
Turn 66: The Green Tide (6 HP armies pop into the Empire)
turn 67: expedition of the tomb robbers. (5 pop imperial armies near Nagashizzar)
Turn 68: The Crusade of Penance (4 Imperial armies in the Empire)
turn 71: Invasion of Tzeentch (5 armies in the world)
Turn 72: Intervention of the Lizardmen (10 armies in the great ocean)
turn 73: the crypts are open. (9 pop vampire armies near Nagashizzar)
Turn 77: Night of the Restless Dead (6 vampire armies in Bretonnia)
turn 80: The Greenskins fleet (15 VP armies in the great ocean)
Turn 85: Skeggis Expedition (15 Norsca armies in the great ocean)
turn 90: invasion of khorne (3 armies in the ocean)
dormalad 27 Jan, 2023 @ 8:16pm 
English Translation: (google translate)
turn 10: A strange rumor comes from Nagashizzar
turn 20: Beastmen invasion (10 armies in the empire)
Turn 30: Raid Druchii in the Black Gulf (6 armies in the Black Gulf)
Turn 36: The Skaven Plot Revealed (10 pop armies in the Black Gulf)
turn 41: A terrible epidemic strikes the Empire and Sylvania
Turn 45: Invasion of Nurgle (10 pop armies in the Dark Lands)
Turn 50: Massive Skaven Invasion (30 Skaven armies pop into the Empire)
turn 55: Invasion of Tzeentch (5 pop armies in nagaroth)
Turn 60: Slaanesh Invasion (10 armies in the great ocean)
Thanos_Ball  [author] 5 Nov, 2022 @ 10:16am 
Litle update, several events now have cutscenes 👹
Kirami 30 Oct, 2022 @ 9:18am 
@123 Yeah I did that with the PFM :steamthumbsup:

For anyone interested, it's under:
-> Script -> Campaign -> Mod

All events are listed there.
You can open each and edit the turn number etc.

I went through all of them and put them between 350-500 for my on-going campaign.
The army sizes can be adjusted as well.

Some invasions I tweaked from 6 to 15 armies for example.

I experienced a crash whenever Followers of Nagash made their turn.
If you have a crash, you can simply delete the event causing it in the PFM by pressing DEL on your keyboard.

Then just reload your last save. That should fix it.
Make sure to always create some back up files.
Macallan 30 Oct, 2022 @ 5:07am 
You can open the file with rpfm (rusted pack file manager) and on script folder look the line that says about turn. Its not hard u will see easily what line it is. I'm no expert but I'm 99% it will work. Careful to no trigger all at once though. Put diferent turns as sometimes too many scripts triggering can crash the game
Kirami 30 Oct, 2022 @ 3:13am 
Hey @Thanos_Ball!

I love this mod & wanted to ask if it's possible to change the turn number these events are happening?

I have a very long on-going campaign (turn 350) and would love to trigger some new events.

Maybe it's possible if I edit something via the Pack File Manager?
DerpTheBugbear 20 Aug, 2022 @ 11:52am 
Just adding my thoughts on Flamboyant's compatibility.
Kaedrin's Mod Manager does say that there are conflicts between this and Flamboyant's mod.


The packed filepaths in question (compilation events thanos_ball.pack):
script\campaign\mod\fl_92_emp_forestgmessmod.lua
script\campaign\mod\flam_hef_norscaevent.lua
script\campaign\mod\flam_nag_greybb.lua
script\campaign\mod\flam_nag_tebadve.lua
script\campaign\mod\flam_nag_vampi.lua

text\db\86_hefeventdesc_effect_bundles__.loc
text\db\92_flam_empfginv_effect_bundles__.loc
text\db\effect_bundles_flam_emp_plague.loc
text\db\flam_cd_cdinvasion_event_feed_strings__core.loc

I don't know enough about modding to know if that matters or not, but may be something to look into? If it doesn't matter, please disregard my comment.
Macallan 7 Aug, 2022 @ 6:18am 
Just a question please. Do this work playing with any faction for exemple chaos (what happens on turn 100 when u get the normal event? it will crash the game as 2 events at same time?). Tyvm
m_ig_uelon 26 Jul, 2022 @ 10:52am 
yeah you are my man, cant wait to see the chaos deamons invasions you will spawn haha
Thanos_Ball  [author] 19 Jul, 2022 @ 3:16am 
Yes of course 😇😇😇
m_ig_uelon 18 Jul, 2022 @ 11:09pm 
will you move this mod to wh3 oce the big mapo drops?
Shadow. 2 Jul, 2022 @ 3:53pm 
It seems the problem was not Flamboyant mod. Flamboyant said he has completed campaigns with this and his mod together working fine.

I am trying again new campaigns with both mods.
AVE 23 May, 2022 @ 10:22pm 
Is there a version that you could make compatible with Flamboyant's mod? A version that maybe edits the turns at which the invasions happen? I don't know how much work it is to do that so it might not be such a small request lol
https://suno.com/@carlvaha 28 Apr, 2022 @ 9:33am 
Je confirm les crash de certains event avec le mod de Flamboyant en même temps que celui-ci. / I just want to confirm that flamboyant mod and this one are not really working well together.
Thanos_Ball  [author] 4 Apr, 2022 @ 1:31am 
sorry for my english, and for info a mod events for wh3 will be available on the workshop
Thanos_Ball  [author] 4 Apr, 2022 @ 1:29am 
@Shadow.TobiramaTaiga Thanks for your feedback. it is possible that it is compatibility problem with the Flamboyant mod. I have never tested with the 2 mods. What I can tell you is that if 2 events occur at the same time there will be crashes. when I only use my mod the only known bugs are the declaration of war which sometimes does not work. This is due to an instability of the game script
Shadow. 2 Apr, 2022 @ 1:55pm 
I will keep trying to figure out what is the issue on my own and report what exactly is the compatibility issue (If either this mod or if the issue is Flamboyants) with maybe even any other mod I could have or added, or just a random bug due scripted events. (As suggested by the mod discord community)

My others suspects are Guv Chaos Invasion Return and Mortkin LL mod. Which are the only other new additions to my previously stable list before.
Shadow. 2 Apr, 2022 @ 1:44pm 
I have try some stuff, but still getting the same issue. On the turn that this happens I only see that 2 events happen in Nagarrond (Im playing Empire tho), I guess one if from this mod as listed in the description, and the other one is a Flamboyants one.

I was told maybe I can bypass by going back a few turns and try again. Going back to turn 114 and changing other stuff I suspected could cause the issue havent work so far.

Anyway, great mod. (2/2)
Shadow. 2 Apr, 2022 @ 1:44pm 
@bruktrukruk recommended me this mod on a board thread. I am loving it cuz it makes the campaign more interesting and challeging. He told me it works fine with Flamboyant events and some chaos invasion mods.

I noticed sometimes some events message have no text, just the image, I guess those are from this mod since Flamboyant's ones I can still read (and I know them well since its my first event mod used from long time). Dunno if anyone else has had a similar issue. I will figure out later when I try this mod without other event mods. In any case minor thing not deal breaking.

Now on turn 115, I am having an issue where I cant issue move command others to armies, heroes or end turn. I got told in discord mod community that this may not be exactly a mod compatibility issue but a random bug that could happend due scripts (with or without mods).

(1/2)
Herls 13 Feb, 2022 @ 12:15am 
the chaos armies keep spawning, no matter how many times they are defeated. Why?
bigboss gronaz 9 Feb, 2022 @ 3:23pm 
disons que ça part d'une bonne idée mais le jeu devient rapidement injouable je trouve . trop a gerer , gros manque ( fun : rip ) . vraiment dommage alors qu'il y a du avoir un enorme taf pour creer se mod. tant pis
Thanos_Ball  [author] 16 Jan, 2022 @ 11:26am 
hello, my mod only works in mortal empire. the beastman faction in your image is a scripted faction for the malus and snich campaign, it will attack you at some point for a quest
Mekal 16 Jan, 2022 @ 5:41am 
hello around turn five vortex campaign as malus darkblade feral beastmen started spawning with the inability to declare war

https://imgur.com/a/YUiv9fS

after disabling the mod i was able to declare war as normal
Thanos_Ball  [author] 14 Jan, 2022 @ 2:01am 
Oui ce mod ajoute des nouvelles unités de guerriers du chaos pour rendre les invasions thématique. Il ajoute également quelques unités de bataille quêtes recrutable pour certaines factions. Toutes les unités sont jouable et également accessible en bataille personnalisée
bruktrukruk 13 Jan, 2022 @ 3:48pm 
nouvelle unité ajouté au guerrier du chaos?
Thanos_Ball  [author] 13 Jan, 2022 @ 2:01pm 
they are news units for chaos in this compilation ;-)
nab 13 Jan, 2022 @ 7:04am 
Any idea why this compilation is 172mb while the listed included mods are all below 1mb?
Thanos_Ball  [author] 8 Jan, 2022 @ 2:18am 
update =)
Thanos_Ball  [author] 8 Jan, 2022 @ 2:14am 
ok i understand ;-)
SgtSlick 7 Jan, 2022 @ 5:05pm 
turn 64: Attack on Athel Loren (10 beastman armies attack the wood elves). Playing as bretonia this its more like > attacks bretonia. The 10 armies are too strong!! All level 19 lords... Very OP IMO.
Human72 3 Jan, 2022 @ 9:27am 
ok
Thanos_Ball  [author] 3 Jan, 2022 @ 2:11am 
Human72 2 Jan, 2022 @ 10:20pm 
what does that mean I can't read french. :( english translation please?
m_ig_uelon 1 Dec, 2021 @ 10:59pm 
what happens at the end time event?

Do you have some guide how to survive this haha I supose you build every garnison to a fortres with walls? I like the mod but i need some advice to survive as the empire haha
Thanos_Ball  [author] 1 Dec, 2021 @ 11:58am 
yes =)
m_ig_uelon 1 Dec, 2021 @ 5:52am 
save game compatibel?
Sordragon 27 Nov, 2021 @ 7:30am 
Thank you
Thanos_Ball  [author] 23 Nov, 2021 @ 10:38pm 
Update, the mod didn't work perfectly before the last dlc, I haven't tried again
Sordragon 22 Nov, 2021 @ 11:59pm 
Thank you very much)
Is this mode appropriate for using in the multiplayer game?)
Thanos_Ball  [author] 22 Nov, 2021 @ 3:46pm 
ok i I remove it in the next update
Sordragon 22 Nov, 2021 @ 9:54am 
Hello!
Thank you very much for this mod)
And tell me, is it possible to do corruption of chaos (graphics) vanilla?
☩ leon116kennedy ☩ 12 Nov, 2021 @ 1:02pm 
maybe an option?
it wouldn't be a bad idea
Thanos_Ball  [author] 12 Nov, 2021 @ 11:21am 
if the corruption is too unpleasant I remove it :Attacked:
☩ leon116kennedy ☩ 12 Nov, 2021 @ 11:19am 
ah ok cool mod anyway :)