Total War: WARHAMMER III

Total War: WARHAMMER III

177 ratings
Agent Hero Forever - The Green Knight
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Tags: mod
File Size
Posted
Updated
1.712 MB
Mar 13, 2024 @ 10:09pm
Mar 25 @ 11:39pm
35 Change Notes ( view )

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Agent Hero Forever - The Green Knight

Description
The Green Knight of Bretonnia is now become agent of hero forever.

They grow level up, acquire items, recover after being injured and return to the battlefield.

In addition, adjusted the Chivalry points threshold in campaign.
Now meet great guardian of Bretonnia in a convenient way.


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I made this mod for fun to play Bretonnia Faction.
And change Chivalry points threshold for easy way.

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Acquired Faction
-Only Bretonnia


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Save
- Even if you've already summoned green knight, it will works without any problems.


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Attention
-Please don't disband them. it can not turning back.


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Added Automatic Vow Progression.

Now, vows will automatically progress to the next stage once their conditions are met, without requiring any extra attention.

Knight Vow: If no vow is selected, it will automatically progress to the level-up vow.
Questing Vow: Even if no vow is chosen or any of the three options are fulfilled, the vow will be completed.
Grail Vow: If no vow is selected, it will automatically choose the defeating enemy lord vow


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Compatibility
-Can not response for the results when using the other green knight mod or vow mod.
-The Chivalry meter of the Bretonnia faction could be changed by different mod.
27 Comments
死都出不去的小黑屋 Mar 30 @ 10:32am 
This is a good mod, I like it. But the oath of the Green Knight did not upgrade properly, is this a bug?
Backmechuisa  [author] Mar 29 @ 10:53pm 
@Vargas
thanks. that's my intention. screw all tat green skins and belakor.
Vargas Mar 28 @ 2:51pm 
This mod makes the Green Knight brokenly OP. Jesus, dude can solo entire armies of chaff
quinntonleemiller123 Feb 13 @ 2:10am 
Ok, I've started a new campaign and upon summoning him in, the green knight DID have the weapon. With this, i think I've figured out why i'm missing the blade on my main save. My best guess is the process of adding the weapon to your inventory only takes place when you first summon him in, and I added this mod about 3 turns AFTER i had already summoned him.

so basically, if anyone adds this mod to an existing save, where the knight is already present on the map, he wont get the sword.

It may be worth changing it so the knight does not have the skill "dolorous blade" at level 1, and instead make it like the skill "nature's embrace", where you need to select it upon level up. that should keep people from missing out on his sword and skill.
Backmechuisa  [author] Feb 12 @ 8:22pm 
@quinntonleemiller123
If you start a new campaign and summon the Green Knight to test it, does the same issue occur?
If so, it is likely an error caused by a mod conflict.
Additionally, unfortunately, if the Green Knight's weapon does not exist in the current campaign save, there is no way to obtain it.
quinntonleemiller123 Feb 12 @ 10:19am 
sorry i think i didn't explain properly. What i'm trying to say is that the exclusive weapon never appeared in my inventory.
Backmechuisa  [author] Feb 11 @ 7:09pm 
@quinntonleemiller123
This mod transfers the Green Knight's 'Dolorous Blade' ability to his exclusive weapon.
As a result, if the Green Knight unequips the Dolorous Blade, also ability disappears, which is an intentional and natural mechanic of the mod.
Although the Green Knight can no longer equip other weapons(cause can not use ability), this is also an intended design choice of the mod, so it is not a bug, and you can play without concern.
quinntonleemiller123 Feb 11 @ 7:07am 
ran into a bit of an issue, i never got the dolorous blade, i think its because i equipped a weapon on him. i thought re-speccing would fix it (doing so did give me a second nature's endurance) but that didnt work. Any ideas on how i could fix it? id hate to lose out on that ability
DickHardly Jan 3 @ 7:43am 
When I recruit the green knight, I get a bunch of blank pop ups where traits should be, 3/10 are actually filled with trait information. Not sure if a problem with other mods i'm running or a known issue. Will update with no mods running soon
Backmechuisa  [author] Oct 31, 2024 @ 10:38am 
@Masane
apologize for the delay in replying.
I fixed the old script code along with the version update and the pledge issue would have been fixed. but I haven't tested it completely yet.
please report it If you find error.
thank you.