Total War: WARHAMMER III

Total War: WARHAMMER III

Permanent Summons
176 Comments
Commisar Jon Fuklaw  [author] Jun 5 @ 5:26pm 
I could, but I won't. It's not within the scope of the mod.
Louie04k Jun 4 @ 7:37pm 
are you able to add debuffs to spawned units to make them more balanced similar to MB's Permanent Summons? youres is supported way better
Óðinn Alföðr May 22 @ 8:54am 
Ugh... pervert. You get erect about the old Vatican fart))):WH3_greasus_rofl::WH3_greasus_rofl::WH3_greasus_rofl:
Commisar Jon Fuklaw  [author] May 22 @ 8:42am 
Sarcasm only makes me more erect.
Óðinn Alföðr May 22 @ 8:38am 
Seriously??? I thought it was the pope's fault.))):WH3_greasus_rofl::WH3_greasus_rofl::WH3_greasus_rofl:
Commisar Jon Fuklaw  [author] May 22 @ 7:20am 
That's a mod conflict. Not my problem.
Óðinn Alföðr May 22 @ 4:23am 
And when I connected about 40 modifications and this particular mod, the crashes started. Without it, the aforementioned mods work without crashes.
Óðinn Alföðr May 22 @ 4:22am 
Maybe that's the way it is. I have not tested this in IE campaign. I'm currently sorting mods that can cause crashes.
Commisar Jon Fuklaw  [author] May 22 @ 4:16am 
Extremely unlikely. Zero errors and the tables used would cause a crash in all campaigns if there were a fault.
Óðinn Alföðr May 22 @ 2:09am 
This particular mod crashes in the Realm of Chaos campaign (I personally checked)
Captain Hater Apr 8 @ 10:57am 
Alright buddy! and thanks for the good work ^^
Commisar Jon Fuklaw  [author] Apr 8 @ 10:23am 
Doesn't bother me none. Have fun.
Captain Hater Apr 8 @ 10:22am 
Hi Commisar I made a version of your mod making the summons decay over time, if u want me to remove it from the workshop just say it that's why I tried to add you to ask first.
Commisar Jon Fuklaw  [author] Apr 3 @ 11:39pm 
Can now guarantee it is a conflict or similar issue, as expected.
Commisar Jon Fuklaw  [author] Apr 3 @ 11:31pm 
Almost certainly a conflict, then. All vanilla summon effects are completely disabled by this. I would look first at major overhauls like SFO or Radious, as they use their own unbinding effects.
Cactopus Apr 3 @ 11:27pm 
I'm using the external mod manager. I'm curious that there is no passive countdown timer showing for summons, but they still die after a couple of minutes (tried a couple of summons from different sources). Could be mod conflicts, but it was working fine for me before.
Commisar Jon Fuklaw  [author] Apr 3 @ 10:57pm 
You need to re-enable your mods when there is a patch.
optimusrhyme Feb 16 @ 1:22pm 
keep up the good work :)
☠✠endtimesmate✠☠ Feb 15 @ 2:52am 
du u use RPFM (Rusted PackFile Manager) ? when yes, which stats i must edit for the menace below clanrats? cause i want that other magically summoned units like bloodletters stay untouched.
marc.on.pluto514 Nov 17, 2024 @ 7:22pm 
update pls
Commisar Jon Fuklaw  [author] Oct 14, 2024 @ 12:03pm 
For Total War, all mods are, so long as all parties have the same mods.
Realhollow Oct 14, 2024 @ 4:28am 
just checking as you never know with mods :P
Commisar Jon Fuklaw  [author] Oct 13, 2024 @ 10:08pm 
Of course.
Realhollow Oct 13, 2024 @ 8:14pm 
is this mp compatable?
Realhollow Oct 10, 2024 @ 1:05pm 
true haha
Commisar Jon Fuklaw  [author] Oct 10, 2024 @ 8:57am 
People whine just to whine. It's the way of the world.
Realhollow Oct 10, 2024 @ 8:54am 
i dont get why people are whineing about the Spirt it becomes permanent after the 2nd upgrade anyway and the AI gets it around turn 40 ish either way
89055908509 Aug 28, 2024 @ 4:51am 
Please update, thanks for this wonderful mod!!!
artem.rybalko Aug 22, 2024 @ 2:54am 
Please update, thanks for this wonderful mod!!!
Human72 Aug 11, 2024 @ 9:11pm 
or they can be routed off the map for the unit summons. like the skaven clan rats summon etc they route off the map etc.
bing_crosby Jun 16, 2024 @ 3:30pm 
For the folks who want to disable this for Malakai - it's super easy to go into RPFM and just delete the tables for the Spirit of Grungni. There's seven entries across the two tables.

Shit's still op tho haha.
Anvil Jun 11, 2024 @ 8:24pm 
+1 to removing it for Malakai
zanoroun Jun 2, 2024 @ 12:22pm 
i say keep in the spirit of grugni so i have time to shoot that rat bastard's balloon down as many times as i want
PIXY_UNICORN May 29, 2024 @ 8:58am 
+1 to removing spirit of grugni. Just trivialises Malakai's campaign.
Mistersander May 23, 2024 @ 2:09am 
Hi, I'm gonna add my voice to the request to leave the Spirit of Grugni out of this mod, it's simply too OP and forces me to not use this mod. Thanks
Flagelllant May 11, 2024 @ 11:55am 
I still play with this mod since it's a must in my opinion, but permanent Spirit of Grugni has completely trivialized Malakai's campaign. Unlimited access to the strongest unit in the game from turn 1 and without even paying upkeep for it is too much.
Михал Пихалыч May 8, 2024 @ 3:39pm 
does not work(( update plz
GLaDOS_cz May 2, 2024 @ 2:14pm 
Does this affect Spirit of Grugni? I mean, that thing is bassicaly god mode with almost unlimited ammo.
ForrestFox Apr 30, 2024 @ 10:01am 
Friendly reminder to have an update :)
pretty please :D
TimTheGamEnchanter Apr 26, 2024 @ 8:29am 
Well hence I said “will support” !!
Commisar Jon Fuklaw  [author] Apr 25, 2024 @ 11:50am 
No mod "supports" content that isn't currently out. Don't be ridiculous.
TimTheGamEnchanter Apr 25, 2024 @ 11:49am 
Will this support Malakai's ship? the spirit of Grungni?
i_luzer Feb 16, 2024 @ 10:09am 
посоветуйте мод с аналогичным функционалом который работает с модом radious
recommend a mod with similar functionality that works with the mod radious
Malnux the Restless Jan 6, 2024 @ 6:10am 
i know this is pertaining to a separate mod, but in the nagash mod where there are a large amount of summons, none of the summons seem to be permanent with this mod.
Zeradus Nov 25, 2023 @ 7:41pm 
Using the changeling lord my summons don't stick around.
Commisar Jon Fuklaw  [author] Nov 25, 2023 @ 6:52pm 
Likely doesn't need one. Non-character models rarely get deprecated.
Zeradus Nov 25, 2023 @ 4:14pm 
Any chance of an update?
game8breaker Nov 17, 2023 @ 5:20am 
is their a way to overlap the 2x unit size so the units dont just pop out of existance
J/\S0|\|R0S Sep 5, 2023 @ 12:38pm 
Fanatstic mod. A+. Confirmed working 4.0.1. Adds so much realism and immersion. WH3 is hardly the best contendor for a competitive esport so CA's intent to "balance" for MP seems pretty misguided from the jump. That's before we get into the ratios of SP vs MP playtime; why would any company choose to "balance" for the less popular method of play? It's insane.

Thank you so much, author.
Anima Aug 31, 2023 @ 8:55pm 
Thats fast .Thx for the patch and take care.