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- /twg/ Essential Total War: Warhammer II Mod list
- Created on 20/07/2021
- All included mods confirmed working for patch 1.12
- - Skip Intro Logos
- - Better Camera Mod
- - Legendary Lore
- - Building Progression Icons II
- - Ultimate Lightning + Random Weather
- - Tabletop Heraldy/Banner Overhaul II
- - Reloading
- - Character Recruitment Pool Refresh
- - Faction Dependent Loading Screens
- - Mass \ Knockdown REVERT
- - Region Trading
- Not considered essential but still recommended:
- - Unit Caps for All
- Implements a Tomb Kings style unit cap restriction for both the player and AI. Forces you to use more varied armies.
- - No Insane Growth Requirements
- In the Rakarth patch the settlement growth requirements for the player was raised by 60% for some odd reason. This makes playing especially Tomb Kings, Dwarfs and Lizardmen a painful experience. This mod changes the requirements to their old values. The breakdown:
- Old (to which the mods reverts to)
- 125
- 375
- 750
- 1250
- 1875
- New vanilla growth costs:
- 200
- 600
- 1200
- 2000
- 3000
- - Cataph's Less Rebel Rebels
- Makes it so you won't run into rebel doomstacks with seven Carnosaurs and three King Tiger tanks
- - Upgrade Units
- Lets you upgrade units after they reach a certain experience point (e.g Spearmen -> Spearmen with shields -> Halbediers). You need to be in a city, pay a sum of gold and the new unit will need to replenish afterwards.
- - Pierce's Better Sieges
- Attempts to make siege battles more bearable. Features include:
- - Towers with less range but a wider firing arcs and less HP.
- - Walls and gates have more HP.
- - Siege equipment is build much faster and is more useful.
- - More spells and units work on walls (Rattling guns, Invocation of Nehek etc.). Wind spells like Wind of Death still obviously don't work for balancing reasons.
- - Rushing for the plaza is more viable but harder to capture.
- - No Degradation - Persistent Summons
- A revert from the MP nerfs to summon spells. Before you shout "omg cheatz!" it balances it out by making the Wind of Magic cost for the affected spells significantly higher.
- - CBE | Cinematic Effects
- Significantly improves the game's powder smoke, trail and impact effects. Chugs a lot of VRAM. Lite version included for toasters.
- - Recruit Defeated Legendary Lord
- You wont have to stress going after a confederation with the other lords in your faction to get them anymore. Makes the game significantly easier so use at your own discretion.
- The "I want to spice things up a bit" category:
- - New Legendary Lord Artifacts
- Adds over 200 legendary artifacts for all LL's. Items are gained via the skill tree.
- - Leaders of Legend (Lord/Faction Trait Overhaul)
- Gives additional traits to almost all lords and factions, especially the ones considered awful in vanilla.
- - Boyz Will Be Boyz - Closer To Tabletop Overhaul (CTT)
- One of the more compatible-friendly overhauls out there. Attempts to convert the WH tabletop rules to the in-game units. Makes combat much more unforgivable (pick the wrong engagement for a unit and they simply melt in seconds). Ranged units will be much more inaccurate and have shorter range. Artillery can misfire but a few canons can down a Dread Saurian in three volleys. Basically only touches the combat, so feel free to add in your own campaign overhauls, tweaks and reskins.
- - Cataph's Southern Realms (TEB)
- Adds 30 units, three new lord types and a custom tech tree for the Estalia, Tilea, Border Princes and New World Colonies factions.
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