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Unpack the the file to: C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER II\data and disable steam SFO II version.  Enable out-dated-mods and sfo2_test.pack in launcher!ORChange sfo2_test.pack name to steel_faith_overhaul_2.pack and replace file in C:\steam\steamapps\workshop\content\594570\1149625355.Enable normal steam SFO II in launcher.

Changelog can be found here:

AWESOME LINK

Use this if you have more problems  https://steamcommunity.com/sharedfiles/filedetails/?id=1399787504It should be save compatible with full release! SHOULD FOR 95%!Things that are missing:- some icons and text- more errantry skills- CBF fixes- Rebanner II- my lifeAll that will deliver useful BETA reports will receive 1 month full discord access OR own unit submod!

Have fun!

Files

SFO II ver. 1.7 BETA v3.rar

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Comments

Wonton Zhou

"Enable outdated mods" , specficially enable what mods ? Or just start with sfo2 test pack ?

Dakota Hill

Hey Venris, just noticed launching an ikit campaign that neither ikit or warlock were earning xp and the workshop was not functioning for anything but rocket upgrades. Going to restart everything and see if it is still a problem and will follow up.

Dakota Hill

Second playthrough, everything works this time. I disabled GCCM and Persistent summons, so it might have been a conflict or just a one off. Working fine now though, will try those each one at a time after I enjoy some warpstone fueled purging!

venris

It means one of your mods broke scripts. Its conflict.

venris

Just start sfo2_test.pack

Wonton Zhou

Thank you Venris, hope you would take a break and have a good rest

kim

좋아요~

McKay Gurney

Just found a bug. As Warriors of Chaos I disbanded a greater demon of khorne hero and I am still being charged its upkeep.

venris

Uploaded fixed version. He was never ment to be from turn 1.

Petr Král

nice new ability for chaos.... 1000% mov. speed :D ... but game drop to 20 fps when I select it :(

khyun

Hey Venris. Tehenhauin should be poison immune but he keeps debuffing himself with poison reducing his weapon damage and speed. I wasn't able to identify the source yet (it might be himself or ark of sotek affecting him). but it seems clearly a bug. check it out.

venris

Read the changelog, its how it works. He get poison but also same stats bonus. It means he cant have another poison on himself.

khyun

I've noticed that but there was a quite amount of time between debuff and rebuff. so I thought it was a bug or smth. nevermind if it were intended

Rocco Muscaritolo

Hey Venris, Looks like the new Daemon Slayer is missing a magical weapon.

venris

He can gain it in campaign.

상원 박

Hey Venris, Some of Lizardmen Skink Priest 's skill texts are missing. I think these are what you referred up there. And please have your life back after this :D

venris

Hey, read the text in this post again :).

Rocco Muscaritolo

Fair enough, but my friends and I like to play custom battles too. Any chance for custom battle version to include the magical attack?

Nick Hemsing

In my normal Chaos campaign, the minor beastmen factions, with no help from me, dominated the whole north eastern part of the map. By the time I got there, around turn 60 or so, the dark elves were quickly becoming extinct. Maybe this is just the CA auto-complete change. Maybe something can be done to tune them down a bit.

venris

Sadly, no way to change AR, only CA can do it :(. I hear such strange reports since DLC is released.

Nick Hemsing

Well, still having fun with the beta. Just need to do some extra beastmen stomping so they don't take all the fun. Thank you for this awesome mod!

Thinkabit

Hi! In my campaing one of the rogue armies is completly destroying everything. Eacht of the settelement they capture, get's a Chaos Fortress garrison (over 10+ chosen). I'm not sure if this is intended?

Ben Schuer

In every campaign, there no Infos or description what a buildung does and wich Unit i can recruit if i build it. If i build it, i cant recruit Units ec.

venris

You are using old beta, download beta from here again.

venris

Intended by vanilla.

Henri Garcia

Hey, so I was wondering if there has been any issues with extra skill point mods. I have tried a lot of them, but they either prevent the game from running or still give 1 skill point. I would like to use a regular 2x skillpoint but nothing seems to be working.

Kemenril

Henri I have been having the exact same issue! I have tried 3 skillpoint mods (I normally use Zathoth's) and they either don't work or cause CTD. I have had other incompatibilities but those aren't surprising -- normal things after a patch or update. But this one was the first time it happened to me. Hoping to figure out what is wrong!

Henri Garcia

Good to know its not just me. The weirdest part was that the first skillpoint mod I used worked for like 10 turns then just stopped. Was wondering if was due to something SFO related or something else like a ghost mod.

Kemenril

OK, that's exactly what happened to me as well. Have tried Chaos (Kholek) and Lizardmen (Kroq-gar), same results on both: either it was around 10 turns or my main general hit around level 6 -- from there on it was 1 sp. It only seems to be lords, though: I booted up the mod "Adventuring Party" to get heroes right away and they seemed unaffected (continued to get 2 sps per level).

Henri Garcia

So I think the problem is due to SFO having their own Skillpoint boost so it may conflict/override other skill point mods. So apparently lords get +2 skill points for the first 4 levels or something along the line. I couldn't find the official change SFO does. Its kinda a bummer since idk how to get around it.

Kemenril

I think you're right. It doesn't seem like an accident that we're both having the exact same issues. It's not a bug -- it's a feature! LOL. My next question is, is the max level increase that comes with such mods also negated?

Henri Garcia

Hey so I found a good work around this. Do u know much about Pack File Manager? If not, I can explain this a lot better but basically what I did was just edited character_experience_skill_tiers_tables and just changed all of the 1 to 2 for generals and now it works.

Kemenril

Nice, yes, I know how to modify files in PFM. Thanks for the tip, this will work for an interim solution!

Ben Schuer

Hey Venris, great work with this mod. But Could you tell me is there is a conflikt between your mod and 50% Upkeep ? Bevor the Update i could use both Mods and since the last Update i cant use Both mods ?

venris

Just wait for full release, none steam mods dont work with steam ones in most cases.

Kemenril

This solution worked fine, by the way. Not sure about the level 60 part but I think I can piece that together on my own based off existing workshop mods.

benjamin

That is a pretty good/simple solution. Do you know how to do this with Research Rate? I couldn't figure out what needed to be edited, but I'm knew to PFM.

William Ni

Hey Venris, not sure if this is a bug, but when playing as Nagarythe the replenishment seems to be bugged (maybe due to the changes with the buildings) ex: in friendly territory, suitable climate, only -2% replenishment rate building and +2% from another, but i dont get any replenishment available. Even after the -25% base replendishment nerf from the changelog not having any other replendishment building than the 8% from the growth building as HE seems unfair compared to other races. The -25% does not allot me to replendish in my own territory, even if that is what you intended... Wouldn't -25% outside of friendly territory be more adequate?

Richard

Hey, everytime I try to play a Kholek ME campaign, turn 2 the movement radius disappears and then if I play the first battle the game hard locks and I have to restart pc. Every other campaign is working so far with no issues

Muhammed Soytürk

Hey Venris, I played the beta that was released on Monday, was it intended that the ghost heroes of Belegar had %5 army upkeep each, when embedded on lord? I mean Belegar's campaign is already too difficult, those ghost heroes were so important for Belegar but now, with the additional upkeep, you cant use them in Belegar's army, and it sucks to play Belegar... I want to know your ideas about it. And also, it is not written whether this "negative" traits of ghosts heroes would be removed when you capture Karak Eight Peaks, I want to know if they will be removed then as well. Thanks for your time and understanding, I love your mod.

Muhammed Soytürk

Sorry for repost again, I also noticed defeating Grimgor Ironhide now gives a trait "Hidestriker" read as: Ap+25 dmg, +10 armour for all units. This +10 armor for all units don't seem to work, my army didn't receive it.