I noticed that most people who make posts about mods will be ones asking what is out there, rather than giving people a list of what ones are good, so I figured I'd step in and try to offer a list with links and brief descriptions to help people out a bit.
Most of these mods will have a sub-mod that makes them compatible with SFO or other mods. I won't be listing them all here but just know that they're there and you may need to look out for them. remember: ALWAYS READ THE MODPAGES IN FULL AND CHECK THE COMMENTS!
Essential Mods for Other Mods.
New Factions (all of the following require either Mixu's or Crynsos faction unlocker)
Elon's Greybeard ProspectorsMain Mod
: https://steamcommunity.com/sharedfiles/filedetails/?id=1572100534Climate Overhaul
Adds the Greybeard Prospectors as a new playable race with unique units, technologies and so on. This is an unloreful but fun mod, that pictures the Greybeards as a long detached Dawi Karak, who have had to adapt to their isolation and change.
As the player, you can choose to adhere to Dwarven Tradition or expand out in the tech tree and borrow tech and abilities from other factions like the Empire or Vampire Coast (unlocking Steam Tanks, explosive ammo and stuff) doing so will make your campaign a little harder and worsen relations with the other Dwarfs but give you fun new toys to play with).
The Climate Overhaul makes Deserts a suitable climate for the Greybeard's which is pretty essential for their start position.
Southern Realms by Cataph Main Mod
This mod adds a new roster of about 27 new units, 8 Legendary Characters, a new lord type, new buildings etc for the Southern Realms. It even has region-specific units for Tilea, Estalia and the Border Princes so each area has their own unique spin on the roster.
Semi-Loreful, but some of the stuff comes more from the fan-made Estalia army book on Issuu than directly from the lore itself.
Kraka Drak by Cataphhttps://steamcommunity.com/sharedfiles/filedetails/?id=1181220751
Another Great faction mod that adds new units, buildings etc, this time for Kraka Drak the long lost northern Dwarf Hold. In their isolation, this hold became even more conservative than the rest of the Karaz Anchor! having no gunpowder units or Gyrocopters or anything like that. The new units include Dwarfs with mining drills and even recruitable Norscan units.
The added units are unloreful but mostly in keeping with what a playable Kraka Drak might look like.
High Elf Sea Patrol by Cataphhttps://steamcommunity.com/sharedfiles/filedetails/?id=1559911311
Adds Clothique as a new High Elf Faction that is lead by Sea Lord Aislinn and functions as a Nomad/settlement builder hybrid, like the Vampire Coast. With this mod, you get a new lord type (Sea Helm) and 9 new units exclusive to the fleets that includes: mariners, Roc riders (like Wood Elf Hawk Riders) and so on.
Faction / General Overhauls
Overhauls the entire game: adding in new mechanics, reworking old ones, adding new units to almost every faction and supposedly making battles longer and harder (though I haven't noticed much difference). something you should dip your toes into at least once to see what all the fuss is about.
Radious Total War ModPart 1
: https://steamcommunity.com/sharedfiles/filedetails/?id=1149634389&searchtext=Part 2
Another Complete overhaul similar to SFO, adds around 330 new units while overhauling the AI, Stats, Garrisons etc.
The Lady is Calling - Bretonnia Overhaulhttps://steamcommunity.com/sharedfiles/filedetails/?id=1523078931
Updated textures for the Bretonnia Legendary Lords, 56 new units with Officers, flag bearers and musicians for all Bretonnian units. Unique crests and colours for each Bretonnian factions "men at arms", adds a Horde ship for Alberic like Vampire Coast with a unique model and buildings along with minor tweaks to some things like port income.
The new units range from Hermit Knights to Truffle Hounds, Battle Pilgrims who fight with weapons that are picked up from their fallen masters, damsel infantry and so much more.
Trolls for the Troll Kinghttps://steamcommunity.com/sharedfiles/filedetails/?id=1442928895
Gives Throg River Trolls, Stone Trolls, Greenskin Trolls and a bunch of RoR.
Cataph and Vandy's: Return of the Lichemaster https://steamcommunity.com/sharedfiles/filedetails/?id=1702423659
This dynamic duo put alot of blood sweat and tears into this insane rework for Heinrich Kemmler and his faction. Adds 3 new Legendary Lords, 4 new hero types, 14 exclusive units, 8 RoR with a whole new resource (Necromantic Power) and his whole faction is now a Horde-settlement Hybrid.
You should honestly just check the page even if, like me, you aren't a fan of Kemmler, these two deserve all the credit they can get.
Adds new units to Mousillon with Bretoninan themed undead units, as well as the Red Duke's living subjects.
Sons of Asuryan High Elf OverhaulFull Mod
: https://steamcommunity.com/sharedfiles/filedetails/?id=1634174122Just the Heroes
The aim of this mod is to try and make every High Elf faction feel unique, with their own lord/hero types based on the region and region-specific units and RoR as well. With this mod you get an Ellyrion Horsemaster, Noble of Yvresse, Dragonship Noble (Clothique) Caledor Dragon Prince Lord and a Chrace Noble, along with about 20 or so new units and Eltherion, Who can be unlocked as a playable faction with Mixu's Unlocker. The Heroes, Lords, and Eltherion are top-notch, with Eltherion having a branching skill tree that allows you to chose "the Blind" or "the Grim" (as it should be) and he also has a dual start in the badlands in Mortal Empires, similar to Malus Darkblades Dual start. The Units, however, are somewhat hit and miss in appearance and unbalanced for Vanilla. Still a work in progress however and a must-have for anyone looking to diversify Ulthuan that little bit more.
Nagarythe Expanded Unit Rosterhttps://steamcommunity.com/sharedfiles/filedetails/?id=1911484910
Adds New unique units for Alith Anar's faction that Look more appropriate for Nagarythe, with the Proper Helmets, regalia, etc. This includes New Cavalry, Swordsmen with Shields, Shadowhawk Riders and a shadow Phoenix, along with a new Building chain to accommodate them. The Mod Author is currently working on adding some unique heroes to the roster as well so it might be good to keep an eye on this one.
New Maps and Settlement Models
Diplomacy and Confederation
Diplomatic Options - Vassal, Liberate & ConfederateConfederations
: https://steamcommunity.com/sharedfiles/filedetails/?id=1163869410No Confederations
: https://steamcommunity.com/sharedfiles/filedetails/?id=1159028779Liberate All Factions
Gives you the option to resurrect all dead factions (so long as they aren't hordes) by taking one of their original settlements once they've been destroyed (just like it was in Total War Attila and prior games).Vassal All Factions
Brings back the Option to Create Vassals.
All in One: https://steamcommunity.com/sharedfiles/filedetails/?id=1155808469
An extensive mod that's focused on giving you as many customization options as possible for confederations. At the beginning of your campaigns, you will be faced with a menu where you can decide which factions should get vanilla confederations, free confederations or no confederations. You can turn them all off for everyone except you and so on.
A better option than "diplomatic Options" for confederation, if you want more control and nuance than just turning it off for everyone.
Allows you to automatically confederate other Legendary Lords from your faction on turn 1 without taking their territory and removing their faction. On turn 1 you will be faced with a menu where you can choose which Legendary Lords from your faction you do and don't want. Also has an option to take their land as well on turn 1 or an option that makes every faction in the game auto confederate on turn 1 so you get right into fighting against massive foes if you so wish. (Warning: If you're using a mod that restricts Confederation, turn it off before using this, then one you have the lords you want, save, quit and reactivate it).
No Great Power Penaltyhttps://steamcommunity.com/sharedfiles/filedetails/?id=1158672728&searchtext=no+great+power
Removes the diplomatic penalty for getting stronger.
Gives the Greenskins the Norscan Style of confederation, where you can confederate another faction of your own race if you defeat their lord in battle.
Region TradingRestricted Version
: https://steamcommunity.com/sharedfiles/filedetails/?id=1376337924Unrestricted Version
Allows you to trade Regions with other factions so you can peacefully complete your provinces, save allies by offering them new land etc.
The restricted version makes it so you can't trade settlements with factions you're at war with and you cant buy regions from factions unless you own a settlement in that province and have 50+ relations with them (restrictions may have changed recently).
Reskins / New Textures
Immersive Battle Bannershttps://steamcommunity.com/sharedfiles/filedetails/?id=1159967423
Changes all the banners for Units, Lords and armies from being really gamey and dull, to looking more like actual banners with more intricate and varied logos from the lore. A little mod but one I can't live without.
Had to just link the modders page because they're so many.
Mod Packs for every races units, lords and heroes that are meant to subtly reskin them by adding more variation within the units themselves, making their models of a higher quality and Updating their faction colours and race look overall.
I've had mixed results with these mods but they're worth a try and there will no doubt be one pack that takes you even if others don't.
Hag Graef Recolourhttps://steamcommunity.com/sharedfiles/filedetails/?id=1968002571
The Dark Elves have a wide variety of faction colours, ranging from green to red, purple and black. Unfortunately, most of the more colourful ones aren't playable yet and Malus, Morathi and Malekith all share the same relative colour scheme. This mod Changes Hag Graef's colour scheme to black and gold with a touch of red and purple.
Darker and Deeper Seahttps://steamcommunity.com/sharedfiles/filedetails/?id=1158833078
Makes deeper parts of the ocean appear much darker, which contrasts well with the lighter shorelines of the tropical areas. Also makes the sea around Norsca have a pink/red tint to it, like its flowing with corruption and foul magic.
Vlad von Carstein Restoredhttps://steamcommunity.com/sharedfiles/filedetails/?id=1182672976&searchtext=vlad+von+carstein
Makes Vlad look alive again.
Morathi ReskinMore Makeup
: https://steamcommunity.com/sharedfiles/filedetails/?id=1164042818&searchtext=morathiLess Makeup
Gives her a healthier skin tone, reduces the makeup, dirt and chaos corruption look of her model. I personally think this is all she needed.
Improves Hellebron's armour, Gives Her red eyes and makes her look young. Both are great reskins so I thought I'd put both on.
Alith Anar ReskinReborn
: https://steamcommunity.com/sharedfiles/filedetails/?id=1408688486&searchtext=Shadow King Reskin
Both give him white hair, but one makes him Alith the Grey and the other makes him Alith the White.
No More Hungry Horses (Dark Elves)Bretonnian Horses
: https://steamcommunity.com/sharedfiles/filedetails/?id=1415600828&searchtext=dark+elf+horsesDemonic Horses
Replaces all of the anemic and beaten Horses in the Dark Elf roster with the Bretonnian Model, for a far more healthy and TT friendly look. There is also a similar mod that Makes them look Healthier, but retains a more demonic appearance.
True High Elf Womanhttps://steamcommunity.com/sharedfiles/filedetails/?id=1888579058
Improves some of the Textures for Sisters of Avelorn, adds a new mage variant and 2 new Handmaiden models (so they don't all look the same).
Sisters of Slaughter Full HelmetsComplete Helmet
: https://steamcommunity.com/sharedfiles/filedetails/?id=1404093021Hair and body Change
Completes their Helmets at the back so they aren't all bald. There is another that removes the scars on their body, lightens their skin tone and Gives them hair and ponytails instead of simply adding a back to the helmet. Up to you which you prefer.
Varied Monsters Compilationhttps://steamcommunity.com/sharedfiles/filedetails/?id=1740776861
A Compilation of A bunch of Mods that adds new Variety to the creatures in Warhammer 2 (each Reskin should have its own sub-mod if you want some but not others).
Creatures affected: Kharibdyss, War Hydra, Moon/Sun Dragon, Every creature for the Lizardmen, Demigryph, Griffins, Hippogryph, Wyverns and Mammoths all get 3-6 new variants.
Time Savers / Movement Bonus
Quality of Life Improvements
Better Battle Camerahttps://steamcommunity.com/sharedfiles/filedetails/?id=1143181517
Lets the camera zoom in closer and out further in battles.
Better Campaign Camerahttps://steamcommunity.com/sharedfiles/filedetails/?id=1160430667&searchtext=camera
Lets the camera zoom in closer and out further on the Campaign map.
All in One UIhttps://steamcommunity.com/sharedfiles/filedetails/?id=1160969742&searchtext=Ui
Gives every race their own Coloured UI and adds some new set dressing that really makes it pop.
No Extra Upkeephttps://steamcommunity.com/sharedfiles/filedetails/?id=1156354073
This mod removes the extra money you have to pay every time you create a new army. The AI gets as many armies as they want, so why not?
Weapons Teams on Wallshttps://steamcommunity.com/sharedfiles/filedetails/?id=1715167299
Allows you to put Weapons teams on settlement walls.
New Empire RoR in Custom Gameshttps://steamcommunity.com/sharedfiles/filedetails/?id=1860298626
Modders laugh in the face of our CAos Gods! They said it couldn't be done, yet here it is: the new State troops units like Knights of Morr unlocked for Custom Battles.
Pick Any Unit for Lord for Battle Testinghttps://steamcommunity.com/sharedfiles/filedetails/?id=1157974347
Allows you to finally be able to just take units into custom battles on their own for legitimate testing.
Empire Forts Can't (mostly) be Under-passedhttps://steamcommunity.com/sharedfiles/filedetails/?id=1869935542
Stops armies from using the Underway's within the same province as your forts. Enemies can still take different routes or Jump completely over the Fort region in some cases, but for the most part, this should make forts better protect against Underway factions.
Improved Arrow Trailshttps://steamcommunity.com/sharedfiles/filedetails/?id=1164592788&searchtext=
Makes the arrow trails of your missiles less visible and cartoonish.
Max Level 60https://steamcommunity.com/sharedfiles/filedetails/?id=1235889438
Raises the level cap to 60.
No Procrastinator / Lazy Traithttps://steamcommunity.com/sharedfiles/filedetails/?id=1448034347&searchtext=no+procrastinator
Removes these traits from the game.
Less Rebel Rebels by Cataphhttps://steamcommunity.com/sharedfiles/filedetails/?id=1297058993&searchtext=cataph
Changes rebellions in the game, so they don't generate half an army of endgame units like Carnosaurs. Also changes their scripting a bit, so that the rebellion is more thematic (Clar Karond will get Hydra's and other beasts in their rebellions for example).
Fight to the Death - Unbreakable Siege DefendersMain Mod
: https://steamcommunity.com/sharedfiles/filedetails/?id=1682570645&searchtext=siege+defenderlite version
its really frustrating and silly that your garrison would mass route with half their number still alive, when if they lose, they all die anyway. The Main Mod makes it so that garrisons are unbreakable, while the lite version means they wont route until on about 10% HP.
This is something I've wanted for a long time, but its not perfect in its implementation. I'd prefer it if the Capture Points gave the Leadership buff and if the Buff wasn't totally unbreakable. Someone mentioned this to the modder and they said they'd take another look at it, really hope they do, but for now its still great.
Adds a size difference among Lords, Heroes and within units, so that there are some short and some tall. Makes Lords and Heroes about the same height as average units and makes Monstrous infantry and Large units way bigger.