Total War: WARHAMMER III

Total War: WARHAMMER III

More Fun for the Grim
183 Comments
Jerry May 3 @ 8:01am 
I really like this mod!
One change suggestion i have is, it would be nice, if there weren't so many active abilites. They become quite overwhelming. I suggest weaker always-on passives or selfactivating passives, belakors passive for example could activate itself when charging.
猫耳小龙 Apr 30 @ 3:59pm 
This mod doesn't seem to work in multiplayer campaigns. When two people use this mod, the game versions are inconsistent. Is there any solution?
fa21  [author] Apr 27 @ 7:07am 
@GeeCeeJr: Nothing, I hope! The only purpose of the update was to have people stop asking for an update when there should be nothing wrong with the mod, as far as I'm aware... If there are any bugs, please tell me!
GeeCeeJr Apr 26 @ 11:30pm 
what did the new update change?
StormWarriors2 Apr 20 @ 10:37pm 
my biggest problem is there are no support mods for Teclis, Elitharion, or high elves besides the Phoenix Court mod.
forever_Skx Apr 15 @ 4:42am 
still work?:steamhappy:
규동 Mar 31 @ 1:53pm 
would you please update this wonderful mod?
Ragnar0c Jan 12 @ 6:32pm 
@alpharion You can do that with the console commands mod
Alpharion Dec 23, 2024 @ 10:29pm 
Is there a mod that maybe moves Eltharion back to Ulthuan before heading for the Badlands?
fa21  [author] Nov 3, 2024 @ 1:01am 
@一杯浊酒一份孤独, @Laic, @buliuaite: Everything still works, as far as I can tell. If the interrogation buffs aren't permanent for you, you might have another mod overriding the Eltharion script. Maybe play around with the load order to ensure this mod is loaded last
一杯浊酒一份孤独 Nov 1, 2024 @ 3:18pm 
Is it applicable to 5.3?
Laic Oct 28, 2024 @ 1:26pm 
Not sure if it is me, but at the very least the Less Forgetful Eltharion part of the mod is not working. Warden's cage tweaks appears to be working however. Playing on patch 5.2
buliuaite Oct 21, 2024 @ 4:17am 
I don't know if it's because of the 5.0 update? but after the interrogation, the prisoners were released or the interrogation buff was killed, the mod effect disappeared?
=[NK]= Col. Jack O'Neil Jul 7, 2024 @ 6:11am 
Thank you! The conversation I had with Rhox is on the second page of comments https://steamcommunity.com/sharedfiles/filedetails/?id=3134922105&searchtext=Ovn+grudge
fa21  [author] Jul 7, 2024 @ 3:09am 
@=[NK]= Col. Jack O'Neil
Thanks, I wasn't aware of that potential incompatibility! I guess there's no reason not to set these variables to global in my mod as well. It shouldn't be necessary usually, but as it will increase compatibility without causing any other issues (hopefully), I updated my mod accordingly. However, OvN is still overwriting the Eltharion script - so:

@EVERYONE: If you play with one of the OvN Mods, make sure to adjust the load order so my mod is loaded last or use =[NK]= Col. Jack O'Neil's compatibility mod (see below)
=[NK]= Col. Jack O'Neil Jun 25, 2024 @ 10:26pm 
Hey guys, if you're using any OVN mods, please sub to my script copmatibility mod. I've reached out to Rhox to find out what his changes actually do
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3275653029
fa21  [author] May 29, 2024 @ 9:03am 
@Briar_Black: I also use the Phoenix Court mod and it works fine with mine. Still, I checked the mod files in the Pheonix Court mod, but it doesn't change the Eltharion script. There's no overlap between the two mods, they're fully compatible. If my mod doesn't work for you, there has to be another culprit. Maybe play around with the load order to ensure the Eltharion script won't get overwritten
Wulfhram May 26, 2024 @ 8:35pm 
@Briar_Black I am running The Phoenix Court mod as well as this one, and when I execute a prisoner after interrogating them I keep the buff at the top of the screen.
Briar_Black May 18, 2024 @ 5:33am 
would it possible to add compat to The Pheonix Court mod?
It adds a mechanic that works like the Conclave Influence for the Chorfs, and I think the edit that it makes to Ladrielles Blessings is over-writing the "less forgetful eltharion" portion of the mod.
fa21  [author] May 6, 2024 @ 2:08pm 
@Nighthawk8799: Thanks for the feedback and for the helpful tip! Happy to hear that everything works again :)
Nighthawk8799 May 6, 2024 @ 11:45am 
Tested the Cage in the opening battle after seeing you updated the mod, and it is applying Unbreakable again. Thanks for the update!
Nighthawk8799 May 3, 2024 @ 10:54am 
The cage doesn't seem to be adding the Unbreakable effect to the target, but everything else seems to be working so far that I could see (i.e., the cage doesn't expire during battle and multiple interrogations still apply). Saw it mentioned in another mod that used Unbreakable on a modded ability:

"Think you need to add it to special_ability_phase_attribute_effects_tables. It was removed from special_ability_phases_tables in 5.0" -Rauri

Hopefully that helps narrow down the issue, and thanks for the mod!
fa21  [author] Apr 26, 2024 @ 2:17pm 
@Azure: The abilities are permanent effects and I disabled the trigger to delete them when the prisoner is lost. I don't see how they could stay first but then get deleted sometime later. There's nothing in the code that could result in that. Certainly nothing in my mod.
Azure Apr 23, 2024 @ 8:39pm 
it seems that some of the abilities from the prisoners are gone when I have more that 8 of them,is there any thing i can do?
fa21  [author] Mar 6, 2024 @ 10:45pm 
Everyone can edit and re-upload the mod with any changes they like, but I won't maintain several different versions of it
Aethel Mar 5, 2024 @ 4:38am 
Greetings

Having used this mod in the past, I would like to know if some changed have been made since, because some of the features I just didnt like them
1) Can we now remove interrogation buffs? I find it funnier to cycle around 2 buffs rather than getting every buff possible.
2) Can we have this mod without the cage tweaks ? Making the enemy lord an unbreakable powerhouse isnt exactly fun.
fa21  [author] Feb 23, 2024 @ 11:37am 
@大半球 : There's nothing in the patch notes that should affect this mod. It shouldn't need an update. I'll still update soon so the mod shows up as up to date in the mod launcher
大半球 Feb 23, 2024 @ 1:55am 
now 4.2 does it need update?
vlad0910 Oct 23, 2023 @ 5:47am 
hi, my dungeon only works once, then you try and fail to capture anyone, the enemies are simply considered dead, why could this be?
真瑞 Oct 11, 2023 @ 12:35pm 
Most of them are excellent. But compared to the original version, the changes to the cage are very uncomfortable, and I think this mod is perfect if it can preserve the immovable function.
fa21  [author] Oct 6, 2023 @ 7:04am 
@*OMEN: Keeping one ability would be doable, you'd have to alter the script to delete all mirror abilities right before adding a new one after a new interrogation (instead of deleting them when the prisoner is lost). Then there'd always be one active. You'd still have to alter the line in the script a bit for it to work for all races. Still, doable. However, keeping *two* abilities in the same way would become very difficult. I've already discussed this in the chat just a bit further below

@Gwyned: There would be many ways to do that. For example, maybe the easiest solution, there are mods that give influence from high elve buildings (embassies in the mod, but the same could be done for any other buildings)
*OMEN Oct 5, 2023 @ 1:44pm 
@fa21 HI!
Is it possible to keep just 1 mirror ability ? i mean after kill prisoners or destroy faction.
Cause keep all ability is to OP for me.
Gwyned Sep 27, 2023 @ 4:04pm 
would u be able to make mod that add more warden supplies/ and Influence to elves ?
Pyrodysseus Sep 23, 2023 @ 1:04pm 
much appreciated, and thank you for talking through it with me!
fa21  [author] Sep 23, 2023 @ 11:39am 
@pyromaniac7777: Sure, feel free to use any parts of the mod you'd like :)
Pyrodysseus Sep 15, 2023 @ 4:59pm 
oh yeah, that's a great way to do it. Would be relatively balanced, especially if each ability increased Mistwalker upkeep by say, 5%. My mod is going to have a bit of extra tech for Mistwalkers and with the 4 abilities I'll compensate with 25% higher recruit and upkeep. Btw do you mind if I use the extra mirror abilities you've added and credit you?
fa21  [author] Sep 15, 2023 @ 2:20pm 
@pyromaniac7777: If I knew how to implement a new UI, I'd do the balancing like this: I'd change the interrogation mechanic to not give Mistwalker abilities directly, but instead unlock the respective Mistwalker ability to be activated via a new UI. Said UI would display all the possible Mistwalker abilities, which you could unlock over the course of the game, but you could only activate four abilities at the same time. Activating or switching the active abilities could maybe cost some gold or influence. I think that'd be a very neat solution. Unfortunately, it would require quite a few additions to both tables and script (still doable), and of course also a new UI (impossible for me)
Pyrodysseus Sep 14, 2023 @ 5:45pm 
hmm, that's very helpful thank you! I thought of a few non-script options, ex. giving Eltharion 2 groups of skills that contain all the Mistwalker traits, and in each group picking one disables all the others. Thus, you could have the usual 2 plus 2 permanent choices, and could also add a bit of balance by having all the weaker choices in 1 group at say, lvl 18, and all the stronger choices in group 2 at lvl 30
fa21  [author] Sep 14, 2023 @ 4:48pm 
@pyromaniac7777: Hmm, I don't see a quick workaround there. Well, theoretically, you could do a check in the script if more than 4 Mistwalker effects are active, though it would be a very messy if-then-else clause, and then delete one if necessary. Even then, I don't know if it would be possible to delete a specific one (i.e. the one acquired the furthest back) without a new UI interface...
However, it would likely be an easier UI than the altercation to the Athel Tamarha UI. You could edit the script to check if four Mistwalker abilities are active whenever a new ability is added. If there are four active abilities already, you could have an UI pop up where you can select one ability to be deleted. Or you could maybe randomly delete one in the script. You could use my script as a base for that, but it would still require extensive additions. And you'd have to do the UI from scratch. I believe there are some tools to help with that, though I don't really know anything about that...
Pyrodysseus Sep 13, 2023 @ 5:03pm 
I was thinking the prisoner slots wouldn't need to be doubled, since I'm only looking for the effects to stick around. Do you think that's doable? I guess the issue then would be that you would have to use commands to remove the 2 slots not in UI
Pyrodysseus Sep 13, 2023 @ 5:01pm 
Ah, that makes sense. I tried really hard recently to port the entire prison mechanic to Imrik and I got everything working except the prisoner slots. I gave up on that and made altering the original mechanic my next project so it's deeply ironic that it's the same exact issue lol
fa21  [author] Sep 13, 2023 @ 2:23pm 
@pyromaniac7777: The edits in the script to do that should be quickly done with some ctrl+C ctrl+V. The hard part will be the changes to the Athel Tamarha UI to double the prisoner slots. Unfortunately, I have no idea how to do that. I haven't learned how to mod the UI
Pyrodysseus Sep 12, 2023 @ 2:52pm 
love this mod, but I find that I'd like to play with the vanilla mechanic but just double, so 4 Mistwalker effects. I've been trying to do it myself, but can't figure it out. Any pointers?
fa21  [author] Sep 12, 2023 @ 9:05am 
@kyriotetes.l: Hi there, the mod is still working for me! The last game update didn't really change anything for the Eltharion mechanic. So it might be a mod compatibility issue at your end? Any overhaul, ai or bug fixing mods that touch the Eltharion script? Maybe try playing around with the load order a bit...
kyriotetes.l Sep 12, 2023 @ 5:36am 
应该是CA更新的版本,导致MOD失效
It should be an updated version of CA, causing MOD to become invalid
kyriotetes.l Sep 11, 2023 @ 10:10am 
你好作者,审问可以获得的技能,但无法永久保留,只要释放或者斩首,获得技能就消失不见。

Hello author, the skills that can be obtained through interrogation cannot be permanently retained. As long as they are released or beheaded, the acquired skills will disappear.
fa21  [author] Aug 5, 2023 @ 3:11am 
@Utopiaone Dunno, everything's still working fine for me. Maybe you have another mod running that overwrites the Eltharion script?
Utopiaone Aug 4, 2023 @ 4:30am 
For some reason it now deletes the prison buffs, less forgetful eltharion not working anymore
fa21  [author] Jul 13, 2023 @ 10:56pm 
@=[NK]= Col. Jack O'Neil Oh, nice! What's the part you need help with?
=[NK]= Col. Jack O'Neil Jul 9, 2023 @ 7:14pm 
Hey!

I've made an SFO submod. Mostly just a small rebalance for the some the abilities (I wasn't able to link up all the abilities though, are you able to help me out there?). I had to remove the Eltharion changes to the warden's cage as SFO already changes it.

A bunch of your tables need updating, but I don't think it was anything relevant :)

https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3001962558