Southern Realms is in the New and Old World! Our beloved mod for WH1 is braving the waves to rob three new continents of their riches explore the New World and its possibilities.

=== Mod Awards 2016 - Winner of Best Unit Mod; Runner up for Player's Choice. ===

(previously featured in MODS WEEKLY Episode III! Embedded video by milkandcookies TW; DahvPlays 1-2)

bb_blockquote wrote: MAIN FEATURES:
- 27+ new units across the rosters of Estalia, Tilea, Border Princes, New World Colonies, for both campaign and custom battles.
- 14 Regiments of Renown (old mod).
- Three new lord types and EIGHT (you read that right) custom Legendary Lords!
- One new hero type, skill trees customized for all characters.
- Custom tech tree built from scratch for all the factions involved.
- Tebuary Cult / Plutocracy mechanic, with 100ish rites, one lord, 6+ Regiments of Community.
- Six new building chains including two landmarks.
- Dynamic caps on some units, appropriate garrisons, state troops reskinned.

Manflayers are completely disabled while they get a new variant.

Textures, unit cards and variants were personally made or otherwise edited with my own big sweaty hands (or otherwise credited; yeah a couple are recycled bretonnian vanillas).
Also renames the “Estalian” docks into “Southern”, because marginalizing an entire region under the name of one nationality is a hateful and stereotypical microaggression (I’m PC, brah). Similarly, Estalians now have their own names list rather than the german-sounding default one. New World Colonies use a mix of Estalian and Tilean names.

Full Unit and Heroes list: Space not found, read it here with short descriptions!

UNIT/BALANCE SYNOPSIS: Aside from a few elite units and specialized counters, these rosters are not supposed to be stronger than, say, the imperial one. They lack fear/terror units and their strong assets are balanced by harder recruitment/replenishment, but they should be able to fight well with combined arms and, in time, tech-buffed veteran armies that can bloody well teach the moustached northerners what a merc host can do.
Estalia specializes in tough and versatile veterans (think Conquistadores), Tilea on armoured units, Border Princes on agile irregulars helped by warrior elites. All of them can also count on restricted dwarfen allies.

BUILDINGS AND TECHS:All these factions share 12 tech nodes you can pick at whatever time. Loosely, 4 military, 4 leadership and 4 civil techs. In addition, three unique techs each that become available when the preceding row is completed.

All of them also get a unique recruitment building (Mercenary hubs) and economic upgrades (Art Workshops, on Marble&Dyes resources). New World Colonies depend instead from the Homeland Expeditions chain. New landmarks include ritual chains (in Vortex) and one each for Skavenblight and Miragliano!

bb_blockquote wrote: USE and COMPATIBILITY:- Some imperial units were removed from their recruitment (e.g., Greatswords, pistoliers/outriders) but still show up in custom battle (marked, don't use).
- Some climate edits that may override related reworks.
1. Compatibility:- The mod is compatible with pretty much everything vanilla-friendly. Balance overhauls may/will be a problem. See FAQs for more from our field reporter, or the collection above for examples of what's surely compatible.

2. UNLOCKER:You need the unlocker for: TEB campaigns, Regiments of Renown and Community, Legendary Lords, tech tree, some landmarks.
- The same applies to AI.- See first link in FAQs if something's wrong.

LORE AND SOURCES:All in all, I consider this as lore-friendly as it can go with armies that almost never had official rules. I expanded these rosters based on what I could grab of the official lore (mostly pre-6th ed), fan-made army books and historical XVI century stuff, mediating to keep it balanced and interesting.

Expected F.A.Q.sLinked, I ran out of space again.

KNOWN ISSUES:- Most rough edges can be read of in the FAQs.
- All custom mortuary cults aren't likely to work as intended in MP for script limitations.
- A couple bits of armour, like gorgets, still have a glitchy look, I'll be fixing them asap.

No claims on Games Workshop content and concepts.
Some unit icons adapted from art by Pierre Bertin[], Perun Tworek[], Dariusz Bufnal[] and possibly other sources I couldn’t identify; cover image adapted from Rocroi, El ultimo tercio by A. Ferrer-Dalmau.
No claim intended here either.

Special thanks to my buddy Dreamlore (which is also my pal) for battle and variant testing, and to Crynsos for the external startpos components.
To Marthenil for the essential breakthrough behind the morion helmet, to Dontfearme22 for his custom textures for tilean and estalian shields, to the ingenious Haradrim for the Al Muktar's base, to Bencroff for some of the screenshots and testing. To Marthenil again for rediscovering the porthole settings.bin and to Crynsos for helping improve the process.

Psst, want some mods, kid? Check out the rest of my workshop.



Public posts include content details and chit-chat so no reason to miss on that!
Also, FEEL FREE TO JOIN THE DISCORD SERVER, intimate and growing modding plaza!
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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.

Recommended For Modders

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.

Community Modding Framework

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.

Steam Workshop: | Google Drive: | ModDB:

UI Modding Framework

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.

Screenshot Screenshot

Other Utilities

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.

Best Total War: Warhammer II Mods

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.

Crynsos' Faction Unlocker+

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.

Screenshot Screenshot

Enjoyment: 11/10 | Completeness: 6/10 | Luster: 3/10 | Overall: 9+/10

Radious (Radious Total War)

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.

Wardens of the Annulii Mountains Shadows (Swords)

Enjoyment: 10/10 | Completeness: 10/10 | Luster: 10/10 | Overall: 10/10

Dryrain's Reskin Overhaul

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.

Dryrain's Reskin Overhaul I Screenshot Dryrain's Reskin Overhaul I Screenshot

Enjoyment: 10/10 | Completeness: 10/10 | Luster: 10/10 | Overall: 10/10

Grand Campaign Custom Maps (GCCM)

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.

Valaya's Sorrow Schwartzhafen

Enjoyment: 10/10 | Completeness: 10/10 | Luster: 10/10 | Overall: 10/10

Cataph's The Southern Realms 2.0

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.

Cinematic Screenshot Cinematic Screenshot

Enjoyment: 10/10 | Completeness: 9/10 | Luster: 6/10 | Overall: 10/10

Cataph's Kraka Drak: the Norse Dwarfs 2.0

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.

Cinematic Screenshot Cinematic Screenshot

Enjoyment: 10/10 | Completeness: 9/10 | Luster: 7/10 | Overall: 10/10


Ultimate Skaven

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.

Battle Screenshot Battle Screenshot

Enjoyment: 9/10 | Completeness: 8/10 | Luster: 8/10 | Overall: 9/10

Ultimate Chaos

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.

Cinematic Screenshot Cinematic Screenshot

Enjoyment: 9+/10 | Completeness: 8/10 | Luster: 8/10 | Overall: 9/10

Immersive Battle Banners

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.

Before and After Comparison Campaign Banners

Enjoyment: 9/10 | Completeness: 9/10 | Luster: 9+/10 | Overall: 9/10

Custom Lord Creation

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.

Screenshot Screenshot

Enjoyment: 10/10 | Completeness: 7/10 | Luster: 7/10 | Overall: 9/10

Brutal Battles

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.

Cinematic Screenshot Cinematic Screenshot

Enjoyment: 10/10 | Completeness: 8/10 | Luster: 9+/10 | Overall: 9/10

Sebidee's Unit Resize

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.

Cinematic Screenshot Cinematic Screenshot

Enjoyment: 10/10 | Completeness: 9/10 | Luster: 10/10 | Overall: 9/10

Honorable Mentions

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.

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