Undead Puppets (Additionnal Reinforcements for Vampire Counts Factions Vanilla/SFO/Lucky/Radious)

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Author: Gwenolric

Last revision: 26 Apr, 2021 at 11:45 UTC

File size: 133.12 KB

On Steam Workshop

Description:
Compilation Link :

https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Vampire Counts factions during battle, similar to how Menace from Below is used for Skaven. However, unlike Menace from Below or Raise Dead, the units don’t degrade over time and do not loose HP for just existing. Because of this, it heavily favour the Vampire Counts with up to 5 additional units that they can bring in a battle.

#1:### ALERT! ### Currently, summoned unit can’t summon something, Raise Dead is disabled
Herectics in the Dark :
After unlocking the technology "Puppet Master" from the technology tree, this skill will give all the forces (factionwide) a skill that can summon a Necromancer (Corpse Cart (Unholy Lodestone)) in battles.

Pre-charge:180s
Number of charges : 1

#2:
Vengeful Spirit :
After building in any settlement "Spirit Well" or the further advancement "Font of Nightmares", this skill will give all the forces in the province (provincewide) a skill that can summon a Banshee in battles.

Pre-charge:60s
Number of charges : 1

#3:
Ordo Draconis :
After building the landmark in Nuln "The Blood Keep", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon a unit of blood knights in battles. This skill is exclusively available for the currently own regions.

Pre-charge:300s
Number of charges : 1

#4:
Stalwart Defenders :
After building the landmark in Mousillon "Fortress of Merovech", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon up to 2 grave guards in battles. This skill is exclusively available for the currently own regions.

Pre-charge:30s
Number of charges : 2
Recharge time : 45s

Is this compatible with Radious/SFO/Lucky/My grandmother’s overhaul?
Yes … and maybe no (for the stats). This mod doesn’t create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don’t get a single bonuses from the faction, from technology or Lord’s traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe … no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn’t add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.

Download
Required DLC:

These DLC should be installed in order to use this item.


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