All parts are in 7zip format so you'll need to unpack them, then put the pack files in your "C:\Program Files (x86)\Steam\steamapps\common\total war shogun 2\data" folder.
Part 2 contains the unit parts, part 3 contains the large map files, and part 1 contains everything else.
I plan to upload it to Steam as soon as I can.
About the mod
Most Jurchen, Tibetan, and Mongol regions do not have roads. Consequently travelling will be time consuming, especially if using non-cavalry armies.
Historically Koreans tended to flee when enemy forces attacked, as such Korean units will not fight for a non-Korean faction. Other factions and clans are more willing to join foreign armies.
Videos This mod has been reviewed in the following videos.
An old version of this mod was featured in this Kings and Generals video.
3.3 update (31st March 2022)
Spoiler Alert, click show to read:
Fixed a bug with Otomo not being able to recruit matchlock units.
3.2 update (17th September 2021)
Spoiler Alert, click show to read:
I remade the map files so that when any faction sieges Ganghwa-yusubu in Korea the mod won't crash. Also the trade routes now work.
This update is NOT save game compatible.
3.1 update (11th June 2021)
Spoiler Alert, click show to read:
Added in a line of code in a DB table so that the Jurchen Siege Workshop now appears, allowing these factions to recruit gun units.
3.0 update (25th March 2021)
Spoiler Alert, click show to read:
Thanks to Sara Temer for discovering how to make more factions playable it is now possible to play as 12 additional factions, increasing the total to 24.
It's unknown if this update is save game compatible.
Fixed some building errors.
Fixed some building errors in the startpos.
Fixed some character skill trees errors.
Fixed some technology effects errors.
Updated map textures.
2.7 update (4th June 2017)
Spoiler Alert, click show to read:
It's unknown if this update is save game compatible.
Fixed the broken character skill trees for all factions.
Removed an incorrect religion requirement from Shibata's units so this faction can now recruit all their units.
Updated some events and dilemmas.
Fixed some regions that were mission religions.
2.6 update (18th March 2017)
Spoiler Alert, click show to read:
This update renames several units so it's not save game compatible.
Fixed a bug that prevented Korean Medium Swordsmen being recruited (the unit cap was assigned to the unit but not assigned to buildings).
Monks now have a unit cap.
Korean flail units have a lower attack, so they're more comparable to the samurai naginata units.
Korean general get siege defense skills earlier to reflect how the Korean army was better in siege warfare than open battles.
Added some missing unit parts.
Non-samurai retainer are stronger.
Update the leaders of Mori and Kikkawa.
2.5.1 update
Spoiler Alert, click show to read:
Fixed a bug with the Jurchen spear infantry using swords.
Fixed a bug with the Korean regional Archers not firing their bows.
Fixed a bug with the Mongolian and Chinese general's skill trees.
2.5 update
Spoiler Alert, click show to read:
Fixed a bug with the spear cavalry units' attack animations.
Fixed a bug with some Jurchen and Ming units.
Updated the Korean portraits for generals, yangban, spies, monks, and kisang.
Updated the Chinese portraits for officials and poets.
Gave the faction leaders unique character models.
Change the range, speed, and accuracy of the Jurchen arrows to be more accurate.
2.4.1 update
Spoiler Alert, click show to read:
Fixed a bug with the Mongol, Jurchen, Tusi, Tibetan musketeer officers.
2.4 update
Spoiler Alert, click show to read:
More variety in Ming units; with north and south rosters being noticeably different in appearance and weapons.
Jurchen models have been updated to reflect the brigandine these units would have worn.
Korean, Ming, Tusi, Mongol, Tibetan, and Jurchen units have had their stats and costs recalculated. As such there are now 4 levels of units: militia (below ashigaru), local (ashigaru), professional (samurai), and elite (hero).
As having archers shoot their arrows high caused problems I've set arrows back to their original settings. However I changed the Point Blank ability to Volley, which allows units to shoot arrows further and over friendly units in exchange for doing less damage and reduced accuracy.
The correct iron resource is needed for heavy nomadic units and the Chinese silk farm now produces silk.
Added new animations for some weapons.
Added Kami's quiver, and made some new quivers and sheaths.
Fixed many minor bugs.
Known issues
The units on the start screen have texture problems. For an unknown reason some unit parts aren't displayed correctly.
The scabbards on the cannon units don't function correctly.
The radar map is incorrect (I have no idea how to get all the pips in the right place).
The encyclopaedia lacks entries for new units and buildings (I don't know how to add these).
The intros have not been remade.
Certain campaign models (settlements, towns, ports, farms, trade nodes, and trees) don't appear if you go too far east or west.
Spoiler Alert, click show to read:
Credits
I would like to thank the following modders for letting me use content from their mods:
I'd also like to thank all the people who worked hard to help make this mod.
Team Members: uanime5- Mod Leader- mapping, make sure the units are correct, adding textures, integrating models, pretty much a bit of everything. manolops3- Lead texturer, and integrating models. ♔The Black Knight♔- Lead modeller and made the preview. CoconutFred- He has done 2d art such as unit cards. Herr Doctor making additional nobori and mons.
HerroDere beta testing. mhawari for making the faction leader models. Sigmar Heldenhamer beta testing.
The Yogi: making shield animations and adding guns to ships. Wangrin- Has helped with converting models and giving advice. Ygge-He helped with putting trees on Korea.
Historical Researchers: Stincky (Japanese, Jurchen, Mongol, Tibetan, and Tusi regions and clans) Demokritos (research material for the colours of 24 Japanese clans - also coming up with the uniform themes for the Ii clan and the Tokugawa musketeers in Honda clan colours) STELLover (Korean history) Wu Guo (Korean history) gookbbong (Korean history)
Last edited by uanime5; January 15, 2024 at 07:58 AM.
Reason: New version
Firstly, Wow. You're the spearhead of TW3-Warscape Map modding up until now that really made their campaignmap mod a reality. Modding at such ambitious scale pretty much alone is a great feat.
And I love the equipmentmodels, really, I do. I love the Klewang scabbards, and do I see Keris? The Mongolian Maces are cool touches.
So, Here we go - the list of bugs I've encountered on my first trial. There maybe more, but I havent't really get into the gameplay far. Now, aside of the already known ones:
Originally Posted by uanime5
Known issues
The units on the start screen have texture problems and I don't know why.
The radar map is incorrect (I have no idea how to get all the pips in the right place).
The encyclopaedia lacks entries for new units and buildings (I don't know how to add these).
The intros have not been remade.
Certain campaign models (settlements, towns, ports, farms, trade nodes, and trees) don't appear if you go too far east or west.
Oh, encyclopaedia are bunch of HTMLs, not packs. Need to be manually inserted into the data folder. Try asking Junaidi de Bodemloze, seems he knows about it. GENERAL
Spoiler Alert, click show to read:
Naval custom battles using mainland ships always crashes
I still see Jeju Island trade slot on the map.
The swapped factions still have their old clan traits (e.g. Joseon have Chosokabe's Trait; Ming have Uesugi Trait; Yuan have Mori's Trait, etc.)
The swapped factions still have their old clan units (e.g Aisin Gioro have Takeda units, Joseon have Chosokabe units, etc.)
The swapped factions still have their old clan name and trait (Shibata, Saika, and Akechi still use Hattori, Ikko-Ikki, and Otomo text on Faction Selection respectively)
Jurchen and Mongol unitcards are too short, they wrap around themselves.
Victory Condition still become Shogun?
Composite Bows still doesn't look right at full draw
Korean, Ming, Mongolian, Jurchen special arrows ability doesn't work at all, meaning all of their archers can't use flaming arrows.
Korean, Ming, Mongolian, Jurchen arrows always shoot vertically to the skies, almost at 90 degrees,, no matter the range or the actual position of their targets (when I checked the projectile tables, the trajectory says 'high'. Is this a deliberate decision that doesn't work as intended?)
MING
Spoiler Alert, click show to read:
Baichu Folangzi uses FoTS Parrott Gun model?
The heir of Ming and one of the brother have FoTS general portrait
Fire Lancers shooting animation like hand mortars, kneeling and planting the butt on the ground at 45 degrees, rather than aiming the lances at the enemy.
JOSEON
Spoiler Alert, click show to read:
Tiger Hunters use Samurai Armor (missing something in the uniforms)
Handgonnes shooting animation like hand mortars, kneeling and planting the butt on the ground at 45 degrees, rather than aiming the handgonnes at the enemy.
Fire Bomb Throwers classified as Archers
There is a headless general named "Sakura"
Many Korean Generals and Captains still have Japanese names.
SOUTHEAST ASIAN UNITS
Spoiler Alert, click show to read:
Burmese Lancers can't let loose arrows even when dismounted (Do you meant them to be only able to use bows when on foot? Sadly its still bugged) The melee also uses sword animation rather than spear, and when charging it went into crucified-Jesus missing animation.
Thai Sabres have white texture? (the handle are great, but the blade itself is white)
Archers' bows disappear when drawing.
SUGGESTIONS
Spoiler Alert, click show to read:
I know you haven't got proper artillery models, so how about using these as placeholders?:
limber_model as hwacha
6lb naval cannon as folangzi (most folangzi are small naval cannons. They are not the big Red Haired Barbarian Cannons, that resembles the usual European Field Cannons on 2-wheeled carriages)
Ming Mounted Rockets are too powerful - their rockets surely should be much smaller than ones launched from a Hwacha.
Korean Handgonne projectiles have too far effective range. It should have the same range as a Ming Trigun
Hwacha reloads too quickly
Crossbows have too short range to have any use at all. At least give it 135-145m range.
All Ranged Weapons in general are too inaccurate to have real effectivity at all. Reduce the spread values at least by half.
How about making all non-japanese just silence, rather than having to hear Korean, Chinese, Tibetan, Manchu speaks Japanese?
For a Main Faction, Joseon Armours doesn't look good - Even Tusi and Mongolian Armours look better than theirs. How about using Ming Textures as samples for Joseon Armour? No, not making Joseon use Ming Armour, but make the Joseon Armour Textures use Ming Armour Texture as a base.
Last edited by You_Guess_Who; August 16, 2015 at 12:37 PM.
Firstly, Wow. You're the spearhead of TW3-Warscape Map modding up until now that really made their campaignmap mod a reality. Modding at such ambitious scale pretty much alone is a great feat.
And I love the equipmentmodels, really, I do. I love the Klewang scabbards, and do I see Keris? The Mongolian Maces are cool touches.
The Klewang and Kriss were originally made for my M2TW mod Eras Total Conquest but they were such high quality that I was able to use them in this mod.
GENERAL
Spoiler Alert, click show to read:
Naval custom battles using mainland ships always crashes
I still see Jeju Island trade slot on the map.
The swapped factions still have their old clan traits (e.g. Joseon have Chosokabe's Trait; Ming have Uesugi Trait; Yuan have Mori's Trait, etc.)
The swapped factions still have their old clan units (e.g Aisin Gioro have Takeda units, Joseon have Chosokabe units, etc.)
The swapped factions still have their old clan name and trait (Shibata, Saika, and Akechi still use Hattori, Ikko-Ikki, and Otomo text on Faction Selection respectively)
Jurchen and Mongol unitcards are too short, they wrap around themselves.
Victory Condition still become Shogun?
Composite Bows still doesn't look right at full draw
Korean, Ming, Mongolian, Jurchen special arrows ability doesn't work at all, meaning all of their archers can't use flaming arrows.
Korean, Ming, Mongolian, Jurchen arrows always shoot vertically to the skies, almost at 90 degrees,, no matter the range or the actual position of their targets (when I checked the projectile tables, the trajectory says 'high'. Is this a deliberate decision that doesn't work as intended?)
What do you mean by 'mainland' ships?
Ieju's trade slot is there because I couldn't make it a playable region.
Despite removing these traits from these factions and renaming them they still appear in game. I believe that this may be hardcoded.
I'll have to see if there's a may I can change the size of these unit cards without stretching them.
I'm not entirely sure how to change the name of the goals. I suspect that every faction has the same one so I won't be able to make them unique.
I don't know how to edit the bow strings.
I'll have to check the flaming arrows.
I modified the arrows so that the unit would be able to shoot over friendly units.
MING
Spoiler Alert, click show to read:
Baichu Folangzi uses FoTS Parrott Gun model?
The heir of Ming and one of the brother have FoTS general portrait
Fire Lancers shooting animation like hand mortars, kneeling and planting the butt on the ground at 45 degrees, rather than aiming the lances at the enemy.
I don't have new models for any of the artillery so I just used what was available.
Not sure why the right portraits aren't being used. I'll have to check the units.
This unit was originally a modified hand mortar unit. I'll have to see if I can use another animation.
You also missed the problems with most Ming ports, which I'm trying to fix by moving them nearer the sea.
JOSEON
Spoiler Alert, click show to read:
Tiger Hunters use Samurai Armor (missing something in the uniforms)
Handgonnes shooting animation like hand mortars, kneeling and planting the butt on the ground at 45 degrees, rather than aiming the handgonnes at the enemy.
Fire Bomb Throwers classified as Archers
There is a headless general named "Sakura"
Many Korean Generals and Captains still have Japanese names.
I removed the old model for the Tiger hunters but forgot to add the new model.
I'll test whether the matchlock animation looks better.
The Fire Bomb Throwers were in the wrong multiplayer category.
I'll have to play as Korea to find out why this is happening. I think this game has problems with new names.
SOUTHEAST ASIAN UNITS
Spoiler Alert, click show to read:
Burmese Lancers can't let loose arrows even when dismounted (Do you meant them to be only able to use bows when on foot? Sadly its still bugged) The melee also uses sword animation rather than spear, and when charging it went into crucified-Jesus missing animation.
Thai Sabres have white texture? (the handle are great, but the blade itself is white)
Archers' bows disappear when drawing.
The Burmese Lancers have the animations for a spearman instead of an archer, this is why they're not attacking correctly. I can easily fix this.
The texture for the Thai sabres is a pale grey. Though I gave some officers the more ornate version.
Not sure why the bows are disappearing as they're using the same bows as all the non-Japanese factions.
SUGGESTIONS
Spoiler Alert, click show to read:
I know you haven't got proper artillery models, so how about using these as placeholders?:
limber_model as hwacha
6lb naval cannon as folangzi (most folangzi are small naval cannons. They are not the big Red Haired Barbarian Cannons, that resembles the usual European Field Cannons on 2-wheeled carriages)
Ming Mounted Rockets are too powerful - their rockets surely should be much smaller than ones launched from a Hwacha.
Korean Handgonne projectiles have too far effective range. It should have the same range as a Ming Trigun
Hwacha reloads too quickly
Crossbows have too short range to have any use at all. At least give it 135-145m range.
All Ranged Weapons in general are too inaccurate to have real effectivity at all. Reduce the spread values at least by half.
How about making all non-japanese just silence, rather than having to hear Korean, Chinese, Tibetan, Manchu speaks Japanese?
For a Main Faction, Joseon Armours doesn't look good - Even Tusi and Mongolian Armours look better than theirs. How about using Ming Textures as samples for Joseon Armour? No, not making Joseon use Ming Armour, but make the Joseon Armour Textures use Ming Armour Texture as a base.
I'll try changing the models and see how the new cannons look.
The Ming mounted rocket fires 3 projectiles per attack, the Hwacha fires 20. Though the Hwacha has a higher spread.
The handgun has two ammo types; the arrow and the bullet. If I give the bullet the same range as the trigun then the arrow's range will be similar to the crossbow.
There aren't many reload animation for siege weapons. I tried using other ones but the hwacha became useless because each one would fire 20 rockets, then need to be reloaded. Having it fire all its rockets at once worked better.
I have no idea how 135-145m would translate into distance in game. The crossbow currently has a range of 85, the trigun 100, Japanese archer 125, and musket 150. Which best reflects the crossbow's distance?
The spread varies from 4-9 for arrows and is 6 for matchlocks so I'm unsure how effective reducing it will be. I recommend comparing the accuracy of an ashigaru (9), a samurai (6), and a hero (4) to see if the spread is causing problems.
Unsure if you can make silent units.
The Korean armour does use the Ming textures as a base. Though I can try remaking these textures.
Thanks for the bug report and suggestions.
Last edited by uanime5; August 16, 2015 at 03:06 PM.
Whenever I play naval battle with Joseon or Ming, it crashes
Originally Posted by uanime5
I modified the arrows so that the unit would be able to shoot over friendly units.
I don't think making the trajectory "high" is even necessary.
Normally, arrows have "low" trajectory sight and 88 degrees max elevation.
In vanilla unmodded game, the archers were always been able to let loose arrows over obstacles such as friendly units, given that the friendly unit aren't too close to the archer, and the target aren't too close too to the friendly unit. Give or take about 40m between them.
Also, the archers know when to let loose in low or high trajectory. If the target is right in front of them, without obstacle, they would aim directly below 45 degrees. However, If they are aiming at enemies inside castle from outside, they would aim high over 45 degrees, even though it says "low" on the projectile's trajectory sight.
My conclusion is, the "high" trajectory isn't even needed. The Archers already know when to aim high, when to aim low.
Originally Posted by uanime5
You also missed the problems with most Ming ports, which I'm trying to fix by moving them nearer the sea.
Ahahahah, I'm more surprised with the sheer vastness of the mainland itself.
Originally Posted by uanime5
The texture for the Thai sabres is a pale grey. Though I gave some officers the more ornate version.
The Officers blades are absolutely beautiful though, like tiger-striped damascene blade.
Originally Posted by uanime5
The Ming mounted rocket fires 3 projectiles per attack, the Hwacha fires 20. Though the Hwacha has a higher spread.
Maybe make a new small rocket projectile? My problem isn't the number, but the explosions radius and effects as well.
Looking at the size, it looks like a fire arrow propelled by a bottle rocket. It should have much smaller pop rather than a boom compared to bigger rockets launched from a cart.
Originally Posted by uanime5
There aren't many reload animation for siege weapons. I tried using other ones but the hwacha became useless because each one would fire 20 rockets, then need to be reloaded. Having it fire all its rockets at once worked better
How about even more rockets launched simultaneously, like 40, but with even longer reload time?
Originally Posted by uanime5
The handgun has two ammo types; the arrow and the bullet. If I give the bullet the same range as the trigun then the arrow's range will be similar to the crossbow.
I have no idea how 135-145m would translate into distance in game. The crossbow currently has a range of 85, the trigun 100, Japanese archer 125, and musket 150. Which best reflects the crossbow's distance?
Isn't the game use metric?
Hmmm, for Crossbow, how about 110-120? So farther than early handgonnes, stronger than normal arrows but lack the punch of bullets. However, they'll still outranged by Japanese Half-Bows.
Repeater Crossbows are very short ranged, yes, so the range is already okay. Maybe make it shoots 3 arrows at once to simulate the repeating?
Handgonne bullets should have short range but very powerful AP punch. Isn't Ming Triguns are essentially 3-barreled Handgonnes? Yes, make the arrow rather similar to the crossbow, but a bit more powerful.
Originally Posted by uanime5
The spread varies from 4-9 for arrows and is 6 for matchlocks so I'm unsure how effective reducing it will be. I recommend comparing the accuracy of an ashigaru (9), a samurai (6), and a hero (4) to see if the spread is causing problems.
The number of men that get shot both when my unit charges into a matchlock ashigaru line in a unit on a volley, or an elite Korean archer loosing arrows at ashigaru can be counted by hand.
Perhaps slashing a third of the spread? Except for inherently inaccurate projectiles like flaming and whistling arrows, rockets, donderbuss, and the like - they are already just right.
Originally Posted by uanime5
Unsure if you can make silent units.
If I'm not mistaken in unit_stats there are audio_selected. It can use "silent" like cinematic units. Agents too.
Thank you for your fast response! you must have some big things to tend of instead of some smaller issues such as these.
Congrats on the release, really impressive mod here!
I just want to also report that starting the campaign as Tokugawa makes settlements that you start with invisible from the very beginning.
Edit: I tried some other Japanese clans with similar results. Tokugawa, Date, Shibata, and Hojo all have the same issue. For the Akechi, some settlements are visible and others are not. It looks like all the Japanese settlements East of Kyoto start invisible.
Last edited by GatorMarine1833; August 18, 2015 at 01:02 PM.
Great effort. At some stage is there a chance of making a version with only the vanilla number of japanese provinces and clans. ? Would improve the performance I think.
uanime5 and team this is bloody magnificent! . Great work. Easy to install, seems stable and loving it already and looking forward to any further polishing. Somehow despite the more factions and provinces the turn times seem faster than version 1. How did you manage that?
PS it should be featured on the Home page of this site as major news !
Whenever I play naval battle with Joseon or Ming, it crashes
It's due to the Korean ships. For some reason only the heavy pankosan doesn't crash. I'm currently investigating but have no idea why this is happening.
I don't think making the trajectory "high" is even necessary.
Normally, arrows have "low" trajectory sight and 88 degrees max elevation.
In vanilla unmodded game, the archers were always been able to let loose arrows over obstacles such as friendly units, given that the friendly unit aren't too close to the archer, and the target aren't too close too to the friendly unit. Give or take about 40m between them.
Also, the archers know when to let loose in low or high trajectory. If the target is right in front of them, without obstacle, they would aim directly below 45 degrees. However, If they are aiming at enemies inside castle from outside, they would aim high over 45 degrees, even though it says "low" on the projectile's trajectory sight.
My conclusion is, the "high" trajectory isn't even needed. The Archers already know when to aim high, when to aim low.
I tested this and found with the vanilla settings if you put a unit of archers behind another unit they can't fire because their line of site is blocked. However with the high elevation they can fire no matter how close they are to another unit. Though this does reduce the number of deaths, possible because the arrows have to travel further. This will require more balancing.
UPDATE: it seems that archers with low the setting can fire if not too close to other units.
Maybe make a new small rocket projectile? My problem isn't the number, but the explosions radius and effects as well.
They're firing arrows with explosives attached to them, so they do a lot of damage. I could reduce the number of times they could reload.
How about even more rockets launched simultaneously, like 40, but with even longer reload time?
Reload times are determined by the animations, so unless I give it different animation it won't reload slower.
Also the limber model isn't working correctly. Do you know what animation I need to give it.
Regarding whistling and flaming arrows abilities they have to use a specific projectile and each projectile has to have a specific range. As a result if I cannot add new abilities I will have to modify the existing abilities to best reflect that some units have can fire a greater distance than others. This will result in lower level units not having flaming arrows and hero units having shorter ranges when using these abilities.
Also I tried modifying the Korean textures and making them look more like the units from the Korean Admiral Roaring Currents movie.
Spoiler Alert, click show to read:
Last edited by uanime5; August 22, 2015 at 11:54 AM.
HI just downloaded and am playing the game as Koreans. Why are they neo-confucianism as main religion but their monasteries spread seon buddhism. how do i change the faction religion to seon buddhism? i want all regions to be 100% seon buddhist
HI just downloaded and am playing the game as Koreans. Why are they neo-confucianism as main religion but their monasteries spread seon buddhism. how do i change the faction religion to seon buddhism? i want all regions to be 100% seon buddhist
At this time the Korean elite were neo-confucians and were repressing the Buddhists, which is why Buddhism isn't Korea's state religion. However the Buddhist monks helped fight against the Japanese so I couldn't remove them.
If you want to change the religion of Korea you need to edit the startpos.esf entry for this faction. If you want to change the religion of each region you'll need to edit the entry for each of them in the startpos.esf. I recommend using the pack file manager.