Total War: WARHAMMER II

Total War: WARHAMMER II

Norsca: True Champions of the Dark Gods
112 Comments
Hercules 27 Jun, 2023 @ 6:55pm 
Hey mate. Are you still planning on porting this and the Lord Mortkin mod over to WH3? Thanks.
HARDGAMER123 2 Jan, 2023 @ 6:26am 
(I am basically vaguely begging for a last update submod which would cater to only my specific needs) :steamhappy:
HARDGAMER123 2 Jan, 2023 @ 6:05am 
Oh also adding a variant which has no cape for the Huskarls would be great they look weird when every single unit has them, not that this mod will get updates since warhammer 3 is out
HARDGAMER123 2 Jan, 2023 @ 6:04am 
My main gripe with this mod is that the Huskarls have mixed armor colors sometimes (Different torso, different legs) and that there's runes on them. If a submod which removes those elements existed I would love to play with this, the sons of niflecht look especially good
TheBonadona 2 Dec, 2022 @ 8:15am 
Greatly looking forward to this and Lord Mortkin coming over to WH3, specially now that SFO is releasing
Kolsveinn  [author] 19 Sep, 2022 @ 1:24am 
Yes, I will. Before the end of the year.
Skarin Skarinsson 18 Sep, 2022 @ 10:11am 
will you be adding this to WH3? i would love to have more variety for norsca
Kolsveinn  [author] 1 Sep, 2022 @ 1:24pm 
Sure
Admiral Requiem 1 Sep, 2022 @ 7:56am 
Is there a way i could change the mod to only contain the units (just for myself, i know how to use RPFM, just didn't do anything but units before)?
Dumbledood 29 May, 2022 @ 11:49pm 
Axe in first pic looks cool
GreyHound 7 May, 2022 @ 12:37pm 
Was looking at the files with RPFM and discovered that the mod edits a few RoR units from other races, making Beastmen's RoR actually have upkeep which goes contrary to their reworked mechanics.
Kolsveinn  [author] 3 Apr, 2022 @ 5:53am 
This is normal.
Fear2288 1 Apr, 2022 @ 8:54pm 
Not sure if anyone else has encountered this or mentioned it but after maxing out Wulfrik’s horde you continue to get the “upgrade available” notification even though all slots are filled and everything has been upgraded to max
Kolsveinn  [author] 1 Apr, 2022 @ 12:46am 
@Fear2288 I use them together and I haven't had any problems.
Fear2288 31 Mar, 2022 @ 12:36pm 
@kolsveinn

Do we know if these two are even compatible with one another? From my understanding of that mod it entirely changes the Skeggi faction.

I would try it out but I’ve already begun a new Norsca campaign using your mod and don’t want to potentially mess anything up.
Kolsveinn  [author] 31 Mar, 2022 @ 11:58am 
@Feat2288 This mod only affects Skeggi, so the other guys don't get Huskarls et al.
Fear2288 31 Mar, 2022 @ 5:07am 
For those using the two, how does this mesh with the Norsca mod for the new world factions?

Are they even compatible with one another?

If they are, does this make the new world Norsca far more weaker than their old world brethren? Or does this mod make the new world ones equally strong on top of the changes that that mod makes to those 3?
Laowai 5 Mar, 2022 @ 1:17pm 
To everyone saying it's OP, just play on Legendary and very hard if you're that worried about balance.

This mod is amazing as it is, thank you Mod creator.
Mr Hitachi 7 Feb, 2022 @ 1:19am 
I LOVE IT. A little bit OP, so some nerf\rebalancing would not hurt as mentioned by IceCube96. But its OK, and after over 2k hours with wh2 I just wanna have some fun and this makes norsca a little similar to one of my fav factions the vampire coast. Thanks for making this :)
GamePat96® 5 Feb, 2022 @ 5:15pm 
Hey i'm currently in a coop campagne with a friend who really likes this mod (plays as Wulfrik, but man o man the Norscan Huskarls are quiet OP i/we have to say.

This and the garrisons are something that maybe need a nerf/balancing in some way shape or form, as they make the campagne rather borring even on higher difficulties to the point where we thinking of starting from scratch.

Other than that the mod is really great so far, so thanks for creating it.

P.S. Can't wait to play it in Warhammer 3 :)
Mooseketeer 3 Feb, 2022 @ 9:10pm 
@Kolsveinn The mod seems pretty interesting. I wonder would there be a way to remove the extra garrisons from the settlements?
Kolsveinn  [author] 28 Jan, 2022 @ 4:08pm 
Kolsveinn  [author] 27 Jan, 2022 @ 1:29pm 
@GreyHound I never conceived of the idea that he would ever be confederated by anyone other than the player given how much I buffed him. In any case, should be fixed now.
GreyHound 27 Jan, 2022 @ 12:09pm 
Played Throgg with this mod for some fun and testing, encountered an issue: looks like confederating a faction that has access to Wulfrik (in my case that was Skaelings) makes him lose access to Encamp stance permanently after being re-recruited.
primiceriuscruciata 25 Jan, 2022 @ 7:05am 
Can there be a SFO submod for this? Thanks for the mod btw I think its really cool!
3nz3r0 23 Jan, 2022 @ 12:37am 
@Kolsveinn: Interesting! I'll spin up a new game to see how they'll fare.
Kolsveinn  [author] 22 Jan, 2022 @ 12:18pm 
@Malevo Fixed
Malevo 22 Jan, 2022 @ 11:28am 
oh that's nice, makes unifying norsca much more attractive than just rushing couronne or wherever.
new issue though- the new tier 4 meadhall only seems to allow recruitment of huskarls and no lower tier inf, I can no longer whalers or champions from regions where it is built
Kolsveinn  [author] 21 Jan, 2022 @ 4:08pm 
@Malevo Yeah, well, they can now.
Malevo 21 Jan, 2022 @ 4:53am 
the doomkeep landmark now requires tier 4 but obviously minor settlements don't go that high
Kolsveinn  [author] 20 Jan, 2022 @ 2:47pm 
@3nz3r0 Can't entirely remember everything that's in the new version, but Huskarls and Axemen of Hrafn Untam have been moved to T4 with their own dedicated building in the melee infantry chain - Warlord's Meadhall.
Kolsveinn  [author] 20 Jan, 2022 @ 2:20pm 
@TheBonadona Yeah, fixing that is actually the easy part of the SFO rebalancing.
TheBonadona 20 Jan, 2022 @ 2:11pm 
@Kolsveinn Yeah I just tried it, it makes almost all melee infantry useless because they lose around 5-9k in healthpool compared to the SFO counterpart, most other unit types seem to be fine tho, its just the melee infantry that gets underpowered. Hope we can see the SFO submod for stat rebalance soon, Thanks for making such a cool mod for a super ignored faction.
Kolsveinn  [author] 20 Jan, 2022 @ 2:05pm 
@Bonadona It works with SFO in the sense it wont crash on you if you use them both, but there are a few conflicts as this mod and SFO do some of the same things (Wulfrik's horde, for one thing) and I believe SFO actually does have Huskarls (though their Huskarls are nothing like mine) too.

I will make an SFO compatible version at some point before Feb, but it would basically just be the stat rebalances and the new units.
TheBonadona 20 Jan, 2022 @ 1:11pm 
This is awesome man! There are so few Norscan mods, I already have your Mortkin mod with the SFO submod, i wonder if this works with SFO or if there is a conflict
Pyrodysseus 19 Jan, 2022 @ 8:15pm 
awesome, I've played every campaign but Norsca. It is time
Malevo 19 Jan, 2022 @ 5:36pm 
is it intended that whalers can attack towers and gates by the way? they absolutely decimate them, faster than artillery or monsters I think
Kolsveinn  [author] 19 Jan, 2022 @ 4:42pm 
With respect to Throgg's Copious Vomit. You may notice that he now has two versions of the ability in Custom Games. This is the drawback of the fact you can't remove an invalid usage tag from an ability without data coring, which creates all kinds of problems in terms of a mod's compatibility and stability. I already had to data core for the Marauder Chieftain's new skill lock system, so doing it with another table was a step too far. Thus, I recreated the ability as a breath spell without the tags. Apologies, but that's the best I can do for now.
Kolsveinn  [author] 19 Jan, 2022 @ 4:32pm 
@Серафим Вэйлoр Joys of keeping track of a mod with dozens of tables and hundreds of entries. Fixed.
Серафим Вэйлoр 19 Jan, 2022 @ 1:36pm 
I've finished only the campaing with Eagle as a patron. But his effects need to be toned down. As it is now, Eagle provides you with 10 charges of HUGE AOE spell, 10 charges of HUGE melee AOE buff and 5 charges of DEADLY vortex spell, for every single unit in every single army.
Which makes all further battles look like an absolute joke. Is there a way to at least make them into army spells similar to Waaagh or Nakai's Old Ones' blessings?
3nz3r0 19 Jan, 2022 @ 9:45am 
@Kolsveinn: Understandable on them being the best units but note that they're beating T4-T5 units as a T3. If it was a T4-T5 unit like the others mentioned, it wouldn't be a problem but given the AI's bonuses, having them at T3 basically makes them into doomstacks way too early for most early armies to handle.

Currently doing a Dawi run through with this mod enabled and even longbeards can't last long enough for ranged units to whittle them down. Longbeards go down like tissue paper before these guys.
Kolsveinn  [author] 18 Jan, 2022 @ 3:12am 
@3nzr30 I designed them to be the best melee infantry in the game relative to vanilla units, so trading well with Chosen and the Reavers is basically mission accomplished (I buffed the Chosen significantly in this mod too though, FWIW). That being said, particularly at Very Hard and Legendary, Melee Infantry in general is severely outclassed by Monsters and Ranged units so it shouldn't be hard to take out the Huskarls if you've got a couple of handgunners and tarpit them. In addition, they don't really outclass the Mammoth Spam at all, which remains the most hilariously broken setup for Norsca in this game, so I don't find the Huskarls that egregious to be honest.

I can do something to reduce the scale at which the AI recruits them if it's getting annoying though, that's no problem.

Anybody who has balancing concerns, please feel free to post them. But do keep in mind part of the purpose of this mod was basically to give the Norscans the best strike infantry in the game.
3nz3r0 18 Jan, 2022 @ 2:01am 
Hi @Kolsveinn! Loving the mod but I think you've made the Huskarls (all variants) way too good. They're recruitable at T3 and yet they can beat or at least trade extremely well versus higher tier heavy infantry like Chaos Chosen or even Mortkin's Black Iron Reavers.

The AI seems to enjoy making them into doomstacks and they've thus razed practically everything AI controlled north of Solland and the Southern Realms in my campaigns.
Kolsveinn  [author] 15 Jan, 2022 @ 1:19pm 
Update:

Ruins settling bug squashed.

Added Nurgle's Rot contact effect to Nurgle tree ultimate.

Frost Wyrm buffed

Visual tweaks for Marauders, Norscan Huskarls, Mammoth Warshrine of Khorne, Grydal's War Mammoth mount.

Throgg's Copious Vomit reworked by breath spell (WIP)
Kolsveinn  [author] 15 Jan, 2022 @ 3:55am 
@Malevo The settling ruins thing is very... odd because it's not something I've encountered in my game. I actually have resettled some ruins in Bretonnia and Ulthuan in a campaign having this mod and my Mortkin one active and virtually nothing else but some modding tools. I will double-check the file though and include a fix in the next update if needed.
Malevo 14 Jan, 2022 @ 5:35pm 
Seems like the mod will prevent you from settling ruins unless they are in norsca.
tested this without the mod loaded, used another mod to force the ai to abandon one settlement in nordland and one in norsca and I could settle both of them fine, repeated it with this loaded and there was no option to settle in nordland, but weirdly the norscan ruins had two buttons which both occupied it
Kolsveinn  [author] 14 Jan, 2022 @ 5:53am 
Someone help me change the banner image into Wulfrik beating up Tariff.
YUCA 12 Jan, 2022 @ 6:31pm 
What's the file number of the mode?
Kolsveinn  [author] 12 Jan, 2022 @ 10:42am 
@Wrath_of_Janos What in God's Name would a non-Chaos Norscan faction even look like? Middenland with more muscles?
Wrath_of_Janos 12 Jan, 2022 @ 9:58am 
interesting xd, Can you make norsca faction without the chaos and and as a hord or with new provinces to the map?