Total War: WARHAMMER

Total War: WARHAMMER

No Horde Respawns
16 Comments
telinio 21 Apr, 2021 @ 11:17pm 
dunno if it exists but wouldnt mind having this in WH2...they're more annoying than dangerous
Я ЕМ ШАЛФЕЙ 28 Jan, 2020 @ 8:37am 
Please update! Dont working=(
benio1230 23 Aug, 2017 @ 11:36pm 
This is the best mod ! no baestman !
Emib 20 Jul, 2017 @ 2:03pm 
Is this mod save compatible ?
Matt 17 Feb, 2017 @ 7:11pm 
@KoenigWolf
Sorry for the late reply! Real life got in the way!
I tried as you suggested with the Pack File Manager and it works like a charm. Your feedback and dedication to helping out is truly appreciated! :)
Zetrial  [author] 7 Feb, 2017 @ 4:11am 
Okay after checking both Better AI and Lokerian's Better AI both conflict with No Horde Respawns and fight over control of the wh_scripted_events.lua for the main campaign.
If Better AI wins you will have a 33% chance of a Horde respawning 15 turns after it's death and if Lokerian's Better AI wins it goes to 15% chance after 10 turns.
Given you are getting spawns left and right of hordes I would hazard a guess that Better AI is winning the conflict war and is the one actually having an effect.
If you know how to use Pack File Manager it would be fairly easy to go in and make a quick edit to remove Horde respawns though.
Matt 6 Feb, 2017 @ 6:15am 
@KoenigWolf
These are the mods I am currently playing with. I dont think most of them should have any effect on it, but I am hardly the person to comment on stuff like that. Anyways, I really appreciate the help :)

Suspects:
Chaos please WAIT FURTHER!
Diplomatic Options - Liberate All Factions

Non-suspects (But what do I know? :P):

All Tabletop Lords
All Tabletop Lords - Resized Lords Sub-Mod
Beastmen Evolved
Better AI
Better Camera Mod
Blood Knights (Foot)
Cataph's Bretonnian Foot Knights
Cataph's Closer to Tabletop - tweaks & units
Cataph's: The Southern Realms (TEB)
Cataph's: The Southern Realms (TEB)
Corpse Maker Combat
Defensive Wood Elves
Diplomatic Options - No Confederations
Home Region Movement Bonus
LORE FRIENDLY UNITS/BUILDINGS PACK - PART 1 and 2
Lokerian's Better AI
Lokerian's Mousillon Overhaul - Feature Pack
Mogar's Militias
Realistic Climate Battle Change
Unique Empire States (Lore Friendly)
Zetrial  [author] 6 Feb, 2017 @ 5:43am 
Neither of those changed the wh_scripted_events.lua that controls the random respawns.
The Uncivilised North, No Playable Norse does include scripts for start, lords and the Chaos invasion, which does include hordes, so you wouldn't happen to have Beastmen hordes spawning as part as the invasion would you? As this mod doesn't touch that, just the faction re-emerging whenever they feel like it.
What other mods do you have in your load list, it is possible something else could be causing a conflict, but neither of those you listed should have any affect.
Matt 6 Feb, 2017 @ 5:08am 
Hello again, @KoenigWolf

So the only I can find in my load order that changes starting positions is this: 'The Uncivilised North, No Playable Norse' - others than that I am unsure if 'Campaigns of the Old World' might change some things in that area too.
Could either of these be the villain? Thank you for your time. :)
Zetrial  [author] 6 Feb, 2017 @ 3:58am 
@Deus_Solar could you link me the mod that changes the start positions and I'll take a look, if it is changing the scripted events for the main campaign it definitely could conflict.
Also if you are doing a non main campaign it could have it's own scripted spawns like Beastmen invasions during the Wood Elf campaign.
Matt 5 Feb, 2017 @ 8:22am 
Hello, sir. I tried using this mod, but it seems like it doesn't work as I am getting spawns left and right of both Beastmen and Orcs. Could this be because I am using a mod that changes starting positions as well? If you know, I would appreciate the help! :) Regardless, thank you for creating this mod as it seems like its the only one on the workshop that does this!
Destyre 20 Dec, 2016 @ 10:34am 
Excellent, that's what I thought, just double checking. Thanks
Zetrial  [author] 20 Dec, 2016 @ 6:19am 
@Destrye it should just stop the random respawns that would usually happen in the main campaign and sometimes in the other campaigns when select factions would be dead.

Not scripted kind of invasion style spawns that appear to happen in the Wood Elf campaign, fooling around with those looks and feels like it would probably break that campaign's playstyle and events too much, not that I have played through it yet myself. Just looking at the code. Looks like it would be the equivalent of disabling the Chaos invasion in the main campaign.
Destyre 19 Dec, 2016 @ 1:17pm 
Thanks for this. So annoying. In my Wood Elf campaign I've wiped out beastmean+redhorn about a dozen times each, no exaggeration.

SPOILER ALERT: I've done it all, but for future reference, does this stop beastmen armies from spawning when you upgrade the great oak to it's top tier? Just non-scripted spawns?
Zetrial  [author] 12 Dec, 2016 @ 7:02am 
@Repzo It's updated now, didn't really need an update for the Wood Elf DLC but did need one for the Beastmen DLC which is all done and fixed now.
So it will affect orcs and beastmen hordes.
Sha1yen 12 Dec, 2016 @ 1:06am 
Is this being updated to work with Wood Elf DLC?