Total War: WARHAMMER II

Total War: WARHAMMER II

Vampire Bloodlines - Sylvanian Missile Units EX
29 Comments
Llamakazi  [author] 5 Sep, 2022 @ 1:18am 
@Fishi wasn't that bad actually, here you go! https://cs2bus.com/sharedfiles/filedetails/?id=2858981697 Kudos to CA for cleaning up their scripting a bit
Fishi 4 Sep, 2022 @ 1:18pm 
Sweet, I'll be lookin forward to it! Anything that pushes further into a faction or lord's identity/playstyle is always great to see.
Llamakazi  [author] 4 Sep, 2022 @ 11:42am 
@Fishi that's the plan! I took a look at the Vampire Bloodlines script for WH3 and it's changed quite a bit, so there's not a simple drop-in replacement deal. I also kind of want to revert some of the nerfs to the Bloodlines in WH3 while I'm at it

Definitely a work in progress, but when I upload a new version I'll update here with a comment
Fishi 3 Sep, 2022 @ 8:33pm 
Do you have any plans to port this over to warhammer 3?
Lampros 7 Sep, 2021 @ 7:37am 
Never mind my earlier post. I hadn't realized that "Cattle Herder" was a vanilla skill; and all you did was merely to change its values! ;)
Mountain Man 26 Jun, 2021 @ 12:38pm 
For those looking for handgunner units unrestricted theres this mod, but it doesnt have sfo submod yet unfortunatly

https://cs2bus.com/sharedfiles/filedetails/?id=1460817377
Mountain Man 16 Jun, 2021 @ 3:53pm 
is there or can you make a mod that allows unlimted missle units or just handgunners or a version of this with a high amount of crossbows and handgunners? Want to have a empire handgunners wrecking armored chaos with vlad as emperor
Morginstjarna 13 May, 2021 @ 3:21pm 
Disregard my comment. I got it working, somehow. LOL!

How annoying would it be to make a "cheat" version, essentially doubling what you already did? I envision a doomstack of Sylvanian Lineman blasting the Empire back to their hovels lol
Morginstjarna 13 May, 2021 @ 2:41pm 
Odd. I still can't get this to work with SFO. I load it before and after SFO, at the top of the list or bottom of the list, and nothing seems to be working.
Llamakazi  [author] 30 Mar, 2021 @ 11:00am 
My pleasure! I hope y'all enjoy it :steamhappy:
Gabe 25 Mar, 2021 @ 5:48pm 
This is great! Tried to do this myself in the past but failed. Thanks for sharing!
Llamakazi  [author] 4 Feb, 2021 @ 3:21pm 
Hey - swamped for a good while there but I finally got the chance to take a look at that list. You are correct about the Better Sylvanian Crossbowmen mod; it modifies the script in several areas I also modify! So whichever mod gets loaded later will overwrite the previous one. Since both mods are initialized during campaign start that explains why you'd see some inconsistencies.
Wolfbait 26 Jan, 2021 @ 3:16am 
https://cs2bus.com/sharedfiles/filedetails/?id=2369393115 Only mod I could possibly see messing it up is better Sylvanian crossbowmen, but i disabled it to make sure they didn't conflict and it didn't end up working either way sadly.
Llamakazi  [author] 25 Jan, 2021 @ 1:14pm 
That's odd! One quick way for me to test this one is to start a new game as Vlad or Isabella (3 Blood Kisses) and buy the first Von Carstein upgrade Turn 1. If I open the special recruit menu and see 3 Crossbowmen then I know it's working. If you only see 1 then something's definitely amiss. Send your list of mods my way and I'll have a look for potential conflicts!
Wolfbait 25 Jan, 2021 @ 11:02am 
So the only thing that is changed is that it states that you get more troops. Yet, when I go into the menu to recruit them, it still only says I have 1 of each rather than more. As far as I know I've got no mods that change this, I can show you the list of mods I'm using if you'd like!
Llamakazi  [author] 24 Jan, 2021 @ 11:19pm 
Hmm that is strange - I tested this right after the Twisted and the Twilight update and it was still working just fine. I'm still thinking there may be a conflict with another mod that touches that script but you mentioned trying it standalone :winter2019surprisedyul: If you can send me more details I'd be happy to try and help!
Wolfbait 23 Jan, 2021 @ 7:35pm 
Fantastic mod idea but it doesn't work sadly. I've never got this mod to work either, even if standalone.
史前生命体 11 Nov, 2020 @ 6:30pm 
Thanks!!!:steamhappy:
Morginstjarna 15 Sep, 2020 @ 8:52pm 
Fresh campaign. I'll keep messing around when I have free time - see if I can get it to work.
Llamakazi  [author] 15 Sep, 2020 @ 5:21pm 
Hey Loki! That's strange - if run standalone it should absolutely work :winter2019surprisedsnowman: Was it during the middle of a campaign or with a fresh one? The new totals for both the Crossbowmen and Handgunners are updated at the start of a fresh campaign
Morginstjarna 11 Sep, 2020 @ 10:08am 
For some odd reason, I can't get this to work. I loaded below and above SFO, disabled all Vampire related overhauls and mods.... I haven't tried running this alone, no other mods, because, frankly, whilst this mod is awesome, the mods I use for regular playthroughs are essential, more or less. LOL!
Llamakazi  [author] 24 Aug, 2020 @ 3:23pm 
Hello! To answer the last two comments; based on the Vampire Bloodlines script, the AI Vampire Counts don't get a lot of the same benefits that the human players do. This mainly benefits human VC players only. As for the Von Carsteins Lords, it feels like that's a bit outside the scope of this mod (though entirely possible) but I feel it's addressed as all the Von Carstein Lords immediately start with enough Blood Kisses to jumpstart the mortal missile unit train :happymeat:
JediLordNathan 19 Aug, 2020 @ 1:13pm 
Does the skill apply to Vlad, Isabella and Manfred because if not it should be on their skill tree as they are Von Carsteins: perhaps a buffed version of it as they are THE Lords of Sylvannia
jhojnows 19 Aug, 2020 @ 11:10am 
Does the AI recruit more ranged units now with this mod?
Captnlarry 18 Aug, 2020 @ 8:23pm 
thank you i am planning on testing it out but i can not until i arrive in virginia as i am in the process of moving but like to keep up and do my research on mods
Llamakazi  [author] 18 Aug, 2020 @ 6:47pm 
Hello! I took a look and it seems to still be working with SFO.

It doesn't appear to have any scripts or database entries overlapping. I recommend loading it after SFO in your mod list to be 100% safe.
Captnlarry 18 Aug, 2020 @ 5:16pm 
would this work with sfo?
Llamakazi  [author] 18 Aug, 2020 @ 3:40pm 
Hi! It's possible - you can add more to make them more powerful, like modifying to the Sylvanian Marksmen skill for Von Carstein Bloodline lords (extra range/missile strength for crossbows/handgunners) or extra skills/tech. I already feel incredibly powerful just for having more of these units in a fodder army right now though xD

However, if there's a lot of demand for that sort of thing, I could look into it in the future. I always make a beeline for Extra Ammo modifiers on other races, so that could be something added to the Von Carstein lords
-GK- Sanguinius 18 Aug, 2020 @ 6:58am 
Hello!
Great mod. Planned to add new skills and tech for this units?