Total War: WARHAMMER III

Total War: WARHAMMER III

Better Slaughter and Carnage
41 Comments
TOOTHBRUSHDUCK  [author] Apr 16 @ 5:53pm 
Is something not working? Since the capital fix, should be unchanged
Atheon484 Apr 16 @ 7:23am 
please update
dragonfable211 Jul 24, 2024 @ 7:23am 
this what i looking for. thanks mate
TOOTHBRUSHDUCK  [author] Mar 12, 2024 @ 11:37pm 
No idea, I do not use SFO, and don't know how deep it's changes run
Stranger-Come-Knocking Mar 12, 2024 @ 9:42pm 
I'm using it with SFO and Skarbrand gets tempered rage but the AP and melee attack values are still the same. I had it both overriding and being overridden by SFO and it's still the same. Is there any fix for this
TOOTHBRUSHDUCK  [author] Jan 26, 2023 @ 7:15pm 
Alas, not much can be done with overhauls (particularly those I don't use) without making it reliant on them
lupus Jan 26, 2023 @ 6:56am 
it is the same for sfo the bonus is up to 100% but not higher
TOOTHBRUSHDUCK  [author] Jan 22, 2023 @ 4:06am 
Glad you like it :)

And yeah, big mods like that will always be annoying for compatibility
***Fro$T*** Jan 22, 2023 @ 1:45am 
I set the priority higher and lower, but your mod does not work completely. But the fact that it partially works is already excellent. Anyway, thanks for this mod!
TOOTHBRUSHDUCK  [author] Jan 22, 2023 @ 1:09am 
Looks like it is overriding almost everything, interesting. Seems like in whatever load order you have atm it's either totally overridden, or Radious completely swaps it out for a different item. If you tried having it above in loard order, maybe try below, or vice versa. Else I don't think there is much I could do without making it totally dependant on radious
***Fro$T*** Jan 22, 2023 @ 12:11am 
turned off your mod to write what bonuses are in the mod radio: income from trophies after the battle 10%, khorne filth +6, recruitment cost -5%, melee attack +5, weapon damage through armor +100. Massacre and Carnage: base weapon damage 0-60%, damage through armor 0-60% and that's it. The weapon is too weak for the radious mod, I wrote to the developers but there is no answer. Your mod would be indispensable as a radious submod and I think it would be popular, since the radious mod itself is very popular.
***Fro$T*** Jan 21, 2023 @ 11:43pm 
I am writing all the bonuses that I currently have working with a radio mod, and you compare with your mod, it will be easier: income from trophies after the battle is 10%, filth of khorne +6, recruitment cost -5%, melee attack + 5, weapon damage through armor +100, save 10%, frenzy (works well!)
Massacre and Carnage : AoE Attack Power +100%, Base Weapon Damage 60% (should be 300% like in your mod), Damage Through Armor 60%, Containment Effort (works +20%)
TOOTHBRUSHDUCK  [author] Jan 21, 2023 @ 11:25pm 
Interesting, but the base stats of the weapon are working fine?
***Fro$T*** Jan 21, 2023 @ 11:13pm 
base weapon damage (in the radious it is set to 60%, but it should be like in your mod 300% but does not work) and weapon damage through armor (60%) Perhaps somewhere else the values ​​​​of your mod do not correspond, but what I wrote above immediately noticeable.
Sorry if there are mistakes somewhere (I write through a translator)
TOOTHBRUSHDUCK  [author] Jan 21, 2023 @ 6:18pm 
What aspect isn't working with Radious?
***Fro$T*** Jan 21, 2023 @ 10:08am 
Changed priorities, does not help (
TOOTHBRUSHDUCK  [author] Jan 21, 2023 @ 6:59am 
I have never used the radious mod so have no idea what does/doesn't worth with it, best solution I can offer is moving it higher than Radious in the load order (or after, can never remember which takes priority)
***Fro$T*** Jan 21, 2023 @ 6:40am 
Good afternoon. Can you somehow make your mod fully work with the radious mod? Your mod works but partially ((
Sin Oct 20, 2022 @ 11:41pm 
I knew u would change this! Great job
TOOTHBRUSHDUCK  [author] Sep 17, 2022 @ 6:27pm 
I have a big mod, Artefacts of Legends, which is linked at the bottom of this mod, which focuses on doing just that!
ArchAnge1LT Sep 17, 2022 @ 11:15am 
Thank you so much. Can you please revisit more items if you can, like Teclis and Malekith.
TOOTHBRUSHDUCK  [author] Sep 4, 2022 @ 3:00pm 
Probably a conflict with legendary lord artefacts, ai should get the full benefits of this
Keep calm Sep 4, 2022 @ 2:28am 
Why AI don't get this weapons? This is intended or it's a some conflict with legendary lord artefacts mod?
IIFriggII Aug 30, 2022 @ 11:20am 
this is Awesome :D ty
honestly i don't get why this wasn't the sword +- from the start.
seriously these two axes should at bare minimum rival khain (which at least now it's a good choice for most situation, but that clear 900ap, 20wards save and unbreakable can't be contestet easily :P )

you really should add unbreakable, like khain etc; skarbrand shouldn't be able to "break" ^^
TOOTHBRUSHDUCK  [author] Aug 25, 2022 @ 3:11am 
I haven't tested removing it though, but since it's just table changes it shouldn't cause trouble
TOOTHBRUSHDUCK  [author] Aug 25, 2022 @ 3:10am 
Should work fine with save games, and should also be fine to remove
marc.on.pluto514 Aug 25, 2022 @ 2:05am 
saved game comp?
Sin Aug 22, 2022 @ 6:02pm 
10 4, copy that
TOOTHBRUSHDUCK  [author] Aug 21, 2022 @ 6:45pm 
Shouldn't need an update, but I'll make sure to update the version :)
Sin Aug 21, 2022 @ 9:16am 
Will this need to be updated for IME DLC release or un-necessary? This mod is STILL A MUST HAVE for my boi GIGA CHAD Skarbrando
TOOTHBRUSHDUCK  [author] Jul 30, 2022 @ 2:50am 
Updated the version, shouldn't have the wrong version warning again for now. Lemme know if it actually breaks
Sin Jul 30, 2022 @ 1:28am 
Update?
Aurelius3K May 18, 2022 @ 1:15pm 
Update Please
TOOTHBRUSHDUCK  [author] Apr 24, 2022 @ 12:18am 
No plan atm, but I can have a look and see. Normally as long as it's unique I don't mind it being a bit weaker, but slaughter and carnage were a case where they were outright worse at the same gimmick as the chainsword
Altus Aquila Apr 22, 2022 @ 8:48pm 
Thank you. Do you planing to rework witstealer sword too?
Sin Apr 21, 2022 @ 5:18pm 
ahh I see
TOOTHBRUSHDUCK  [author] Apr 21, 2022 @ 4:49pm 
I should have removed the false unending flock of doom passive, but the slaughter and carnage passive will still show, I don't know how to remove that without starting to edit the quest screen which would cause more trouble than it's worth
Sin Apr 21, 2022 @ 7:23am 
+Like n Fave

I assume the bug below mentioned will be fixed too?
TOOTHBRUSHDUCK  [author] Apr 6, 2022 @ 8:20pm 
The quest screen is bugged I believe, since both of those abilities are specifically disabled in the actual table. slaughter and carnage to remove the double up, and it seems I left unending flock of doom in from testing
Sky Apr 6, 2022 @ 12:20pm 
Hey, cool mod. In the quest screen it says, the items also grants unending flock of doom and both the chainblade and "slaughter and carnage" passive.
Wolfskralle Apr 6, 2022 @ 7:59am 
good shit ty