Here we go again. Another roster expansion, new techs, characters, skills, just like with the Southern Realms, but with less plumes and more beards. Way more beards. Excessively so, one might say.
Because we’re talking about playing as the Norse Dwarfs. Which means you’re like one of those squirrels in an ice age with snow blowing all over the place, except that you’re a dwarf and you’re in hell because everything wants to kill you and your mug is sprouting tentacles and whatthehellisgoingon.
Ah, and SURPRISE! I'm gonna chat a lot but you gotta read it because there's important stuff. *evil laughter*
LORE NOTES: NORSE DWARFS, THE SPLINTER HOLDSThe Dwarf colonist that went so far north probably spend most of their time (that is not taken by mining and beer-guzzling) fighting chaos-loving humans, their daemons BFF, truckloads of giants and trolls and disgusting Skaven from Hellpit (Clan Moulder living right beneath the dwarfs’ steel-capped boots and probably stealing their chips, and this is a legit reason on its own right to go berserk).
Some solace may come from the fact that the Norse Dwarfs were spared many of the cataclysms that put a dent in Karaz-Ankor, like the War of Beards/Vengeance. Which also means that some of the military advancements from the imperial dwarfs didn’t quite bloom for them. Namely, gunpowder and stuff. Soap, probably.
Basically, I’m assuming they instead focused on killing humies, drilling stuff and runesmithing, or mixing these things a bit. Hence their unique units. Also, inevitable influence from their direct enemies and neighbourhood make them even crazier and weird enough to wield a few swords, known Umgi weaponry.
Please note that if we exclude contradictory recent stories about their extinction, specific lore about them is quite limited: all that is known is that they are isolated, endangered (like pandas, only they fight back) and considered weird by other Dwarfs.
So I had to do some behavioural guesswork to make them interesting. While trying to put “more norse” into something that is already a 1,4m tall viking.
- 11+ new units, replacing some default units.
- 8 Regiments of Renown*.[imgur.com]
- Custom Legendary Lord (see Tech Info) and one new Lord type!
- Customized character skills.
- New tech tree built from scratch.
- SIX new building chains.
- Appropriate Garrisons.*unlocked via buildings, not via pool, to help AI vs AI.
UNIT/BALANCE SYNOPSIS:Compared to Karaz Ankor, this faction was redesigned to play more aggressively in melee and relying less on artillery and missile units, with more melee specialists and zero gyrocopters. Mobility is given by vanguard units and human auxiliaries. On the campaign map, heavy focus is given on fighting Chaos with resistance to attrition and corruption.
BUILDINGSSIX new chains have been added:
- Warding Stones: quite self-explanatory, protects the region with a much needed anti-corruption effect and eventually allows recruitment of Runesmiths (without raising their caps!).
- Norscan Allies: a chain of refugee camps to offer shelter to survivors from norse allies and chaos-abhorrent tribes. Offers limited recruitment options as well. Can only be built in dwarf and norscan territories.
- Seat of Power: twin and rival to the one in Karaz-a-Karak, the King of Kraka Drak eventually gets himself a comfy and sparkly seat as well. Good for back pain and showing off.
- Okrinaduraz Mines: special mine in Kraka Ravnvake.
- Ungruvalk Channel System: a hybrid garrison/ranger building, available in Sjoktraken and Tower of Khrakk.
- Great Shrine of Kraka Ornsmotek: important Slayer shrine in Aesling Conclave.
Moreover, a fourth barracks level has been added, replacing the Hall of Oaths. Why? You can build it in one slot rather than having them split, although it won’t buff your Thanes. Gods know Kraka Drak needs it.
TECHSThe idea was to shape the tech tree like a Sanctuary Rune… Well, for technical reasons I had to rotate it by 90°. Close enough.
Anyway, it’s made of 4 branches focused on:
- Anti-Chaos Warding
Eventually converging towards the final apotheosis. Collaterally, there’s a few floating tech nodes that bring parallel buffs together with significant debuffs, so these are kinda optional.
The single nodes are stronger than vanilla dorf techs but that’s because the latter's are three times as many and I think KD needs the extra burst.
FAQS: PLEASE read them HERE if you have doubts.
bb_blockquote wrote: TECH INFO:1. Compatibility:- The mod is compatible with pretty much everything vanilla-friendly. Balance overhauls will be a problem without submods. See FAQs for more from our field reporter, or the collection above for examples of what's surely compatible.
- I had to do some ugly things to faction climates, so related overhauls might have to watch out (look at subculture climates).
2. Campaign Unlock:Now, this is going to sound peremptory but last time there’s been no end to questions and misinterpretations of what is actually quite a simple thing.
To play these guys in campaign you ALSO NEED an unlocker such as Crynsos’s Unlocker+
- The unlocker is not compatible with anything else editing startpos (other unlocks, starting positions, sometimes LL and stuff).
- Before having to comment something like “I can’t see them in campaign” please read again above. If you still have trouble, toggle off other mods until you find the culprit, or post the mod list.- The unlock is kept separate so you can keep this mod in background for the AI and play anything else.
- All new units, Orgi included, are entirely fictional, e.g. I made them up: there is no direct/known/recent lore about anything I could replicate. Still, I tried to fit them into the faction and make them interesting, so hopefully they are not dwarf griffon cannon cavalry (great weapons)-levels of made up.
- In my humble opinion, Dwarfs are currently OP against most other races. These guys might inevitably carry some of that with them. I hope I'm wrong.
Special thanks to my buddy Dreamlore (which is also my pal) for battle and variant testing, to Crynsos for the external startpos components, and to the entire PFM crowd. To Marthenil for rediscovering the porthole settings.bin and to Crynsos for helping improve the process.
Don’t forget to provide feedback and rate!
Psst, want some mods, kid? Check out the rest of my workshop.
FOLLOW VIA PATREON BLOG! SUPPORT IF YOU WISH. [www.patreon.com]
Public posts include content details and chit-chat so no reason to miss on that!
Also, FEEL FREE TO JOIN THE DISCORD SERVER[discord.gg], intimate and growing modding plaza!
Thanks to: Lachlan A., George M..
What are the best Total War: Warhammer II mods you can find on the web? Here is a handful of recommendations from a ModDB staff member.
Below literally a couple of somewhat endorsed modding frameworks meant to be used chiefly by modders. Their installation is also required for some of the other mods to work in the first place so they may be just as important for regular mod players.
Crynsos' Community Modding Framework is a central compatibility manager for all script mods that have been registered to prevent any potential conflicts, which means you can write new scripts without having to overwrite the ones authored by Creative Assembly. As a secondary function, this mod also serves as a bugfix for a long standing issue with new characters and their portraits and unit cards not working properly.
Vanishoxyact's UI Modding Framework adds a whole framework allowing the possibility of creating custom user interfaces within mods. Creating UIs for mods can be notoriously difficult which results in very few if any mods utilizing them. This framework unlocks this possibility by providing an easy mechanism to create them.
No Fog of War and No Fog of War (Player Turn only): it removes the fog of war so you can see and check starting positions of all factions. It can prove very useful to modders.
Modding Tools: while it is slightly more comprehensible than No Fog of War mod and contains more tools (for example it lets you see normally hidden Skaven settlements), this utility does not work in the Eye of the Vortex campaign.
Pack File Manager 5.0: a .pack file extractor and archive tool. PACK files contain all the data and assets of Total War game. You can edit existing Total War data packs and create new ones using this tool, somewhat replacing BOB the official utility for creating packs.
SaveParser: a savegame editor which makes it possible to edit savegames of most Total War games including Total War: Warhammer II.
So now for the main selection of top mods for Total War: Warhammer II. First things first. How is each mod rated?
Enjoyment: gameplay, replayability, fun factor, often despite the little flaws.
Completeness: new features and options as well as thoroughness when it comes to overhauls.
Luster: how polished the mod is, for example whether it contains ugly or quality unit cards, building icons and so on.
Overall: not the average rating, but the final verdict, how the mod feels overall.
These ratings are only personal approximations which take unmentioned things into account as well (whether the rated mod in question was lore-friendly was no factor at all) so they probably do not reflect the mods themselves. Nonetheless, you are invited to check and see all of the mods listed below for yourself, as all of them are quite... awesome, and frankly, quite well-made, no matter the rating.
Faction Unlocker+ makes it possible to play any faction in the Vortex and Mortal Empires campaigns. On one hand, probably the most fun modification of the top Total War: Warhammer II mods, and on the other hand, just about the least polished one of them all. Use of other faction mods to complete this one is highly recommended.
Enjoyment: 11/10 | Completeness: 6/10 | Luster: 3/10 | Overall: 9+/10
Just like Radious Total War Mod for Total War Attila, Radious by Team Radious is a complete game overhaul mod, which offers players big changes in campaign AI, diplomacy, land battles, reworking abilities, spells, magic, changes buildings, re-balances all unit stats and costs, reworks experience system and much more with additions of custom made units for all in game factions. And yes, its good-looking unit cards fit in really well with the game.
Enjoyment: 10/10 | Completeness: 10/10 | Luster: 10/10 | Overall: 10/10
A graphical mod that changes the looks of many units. It's focusing on realistic and lore friendly vibe. Also it doesn't make much of a difference from the vanilla intention; there are only subtle visual changes that give more variety rather than changing the appearance entirely. This purely cosmetic mod does not affect gameplay in any way.
Enjoyment: 10/10 | Completeness: 10/10 | Luster: 10/10 | Overall: 10/10
GCCM brings beautifully crafted custom maps to the campaign, with the goal of increasing visual and gameplay variety. Many of them use custom assets restored and ported over from Total War Warhammer I that were not included in the Warhammer II game. A large mod team, GCCM Team, created this quite huge in assets and yet small in scope (as only maps are affected, not the barely moddable campaign map) mod.
Enjoyment: 10/10 | Completeness: 10/10 | Luster: 10/10 | Overall: 10/10
Cataph's The Southern Realms (TEB) 2.0 is an updated version of Cataph's The Southern Realms for the original Warhammer I, which is now braving the waves to rob three new continents of their riches explore the New World and its possibilities. It brings a couple of extremely enjoyable factions to the game.
Enjoyment: 10/10 | Completeness: 9/10 | Luster: 6/10 | Overall: 10/10
This mod, updated for the Total War Warhammer sequel, makes Kraka Drak (located in the north very near Chaos Wastes) playable. Just like The Southern Realms, it presents another roster expansion, new techs, characters, skills, but with less plumes and more beards. Way more beards. Excessively so, one might say.
Enjoyment: 10/10 | Completeness: 9/10 | Luster: 7/10 | Overall: 10/10
A total overhaul of the Skaven Faction, developed by Steelb_l_ade. The mission of this mod is to make Ultimate Skaven a truley game-changing mod when playing as or against Skaven. It is designed to work alongside Ultimate Chaos modification.
Enjoyment: 9/10 | Completeness: 8/10 | Luster: 8/10 | Overall: 9/10
Another total overhaul of Steelb_l_ade's, this time of the Chaos Faction. The mission is to make Ultimate Chaos a DLC level mod in terms of quality. Some nifty sub-mods such as the one addressing the lack of horde dedicated to Grandfather Nurgle are also available, just for the singleplayer or co-op fun.
Enjoyment: 9+/10 | Completeness: 8/10 | Luster: 8/10 | Overall: 9/10
For more realistic and immersive banners during the battles and on the campaign map. The author didn't like the toy aspect of vanilla banners, so now they feel more like the true Warhammer and slightly less cartoony and less uniform. Some colors which were too saturated were also modified, and color was used to improve visibility. The campaign banners are now bigger, and you can zoom in to see them. Authored by Den.
Enjoyment: 9/10 | Completeness: 9/10 | Luster: 9+/10 | Overall: 9/10
This mod of Vanishoxyact's adds a brand new custom UI which allows you to customize lords before recruitment. The custom UI allows you to modify the lords name, type, skills, traits and starting attributes. To create a custom lord, click the “Custom” button in the lord recruitment screen. It makes use of both Community Modding Framework and UI Modding Framework.
Enjoyment: 10/10 | Completeness: 7/10 | Luster: 7/10 | Overall: 9/10
A battle spacing overhaul that retains vanilla stats and balance while making clashes more chaotic, fierce, and realistic. Watch infantry push and shove to the front as they hack away at the foe, with the addition of improved unit collisions during charges and tightened unit formations. Units such as spearmen now present a bristling solid wall of steel instead of leaving large gaps in their formation, now providing ample deterrent to any brash cavalry charge. Peek-A-Boo! is the mod developer.
Enjoyment: 10/10 | Completeness: 8/10 | Luster: 9+/10 | Overall: 9/10
Modifies the size of units in what the author felt was a realistic, lore-friendly and simply good looking way. It affects almost every unit in the game from both Old and New World factions. This mod is visual only and does not affect any unit stats.
Enjoyment: 10/10 | Completeness: 9/10 | Luster: 10/10 | Overall: 9/10
Unit Formations: gives most units the ability to get into formations of your choice and as you would expect, they also get a bit better in combat by doing so.
Darker Grand Campaigns: changes both the Vortex map and the Mortal Empires map to a much darker and grittier Warhammer experience.
No Degradation - Persistent Summons: this simple mod will permanently remove degradation effects on all summoned reinforcements. It also balances out the modded-in change so it doesn't become an unfair advantage.
Rebanner II: reworks existing banners as well as add new ones to make them more interesting to use.
Region Trading: adds a new UI which provides a basic version of region trading. Requires UI Modding Framework.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.