Erynn’s Big SFO Mod Collection Tweaks and Fixes

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Author: Ero-sennin

Last revision: 3 Oct, 2023 at 22:17 UTC

File size: 942.92 KB

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Description:

Just a collection of tweaks and fixes to get some mods to work together better for my Big SFO Mod Collection.

You don’t need to use my collection to use this mod so if you want the following changes and are using all the required mods on the right, feel free to download it. Keep in mind though that I only test this mod with my collection so unforeseen bugs may appear

If you are one of the authors of these mods/submods that I’m tweaking, please feel free to incorporate any of the changes/fixes I have made and I will remove them from this mod. I have refrained from contacting the mod authors due to many of them just being very minor tweaks and a lot of people are now focused on their mods for wh3 so I didn’t want to pester with tiny changes.

Specifically what this mod does:

  • changes the faction portrait of clothique and kraka drak back to their faces as hn banner overhaul changes it to the faction flags and the submod for hn banner overhaul which changes the faction portraits back to faces doesnt include these 2
  • some localisation fixes for the underway
  • adds the maintenance skill, the dried mushrooms skill line and the hidden single entity nerf skill to the master moulder as they are missing in the sfo submod
  • adds some missing skill locks for the glf hero exapansion sfo submod
  • fixed a couple issues i had with grimm burloksson granting an extra mount for engineers
  • restores the original runelord to all dwarf factions as greybeard prospectors hides the default runelord and all other factions are instead recruiting like a dummy runelord, this is so that greybeards prospectors dont have the option to recruit a runelord, however this means any mods that add skills to the runelord (like the dwarf bodyguard mod) wont show up on this dummy runelord. It is also missing key sfo skills too. The fix in here means that greybears prospectors will be able to recruit a runelord but this fix is much preferred over transferring all changes done to the original runelord to the dummy one as it would be a pain having to patch it every time i either add or remove something that affects the runelord
  • added a couple missing things from the greybeards sfo submod
  • greatly increases the chance the ai will build the red moon inn building in the ubersreik region because i have the ubersreik 5 mod
  • correctly renames one of the high elf factions that nanus active oceans uses as nanu incorrectly renames wh2_main_hef_high_elves_qb4 but uses wh2_main_hef_high_elves_qb2 in the mod
  • removes ‘Prophetess’ from the beginning of Naieth’s name from mixu’s LL2 as the lore names mod which renames legendary lords, ends up renaming her to ‘Prophetess Naieth the Prophetess’. While not a hard requirement, her name will just be ‘Naieth’ on the campaign map if you dont use that mod.
  • adds the missing hidden single entity debuff to single entities in the southern realms mod, as well as adding the legendary lords to the legendary lord unit set (gives them the golden ui elements LL have in sfo)
  • added bregonne units to their correct unit set and added alberic to the LL unit set
  • added ER:Amazons and ER:Chaos Dwarf LLs to the LL unit set
  • added OvN LLs to the LL unit set
  • added Nagash and the mortarchs to the LL unit set
  • forces the awakened and the flaming scimitar to be at war at campaign start

    This list of changes is likely to get expanded upon/changed somewhat frequently and theres a chance there is a change being done that I have forgotten to list as well.

    Thank you to the authors of these wonderful mods!