Total War: WARHAMMER III

Total War: WARHAMMER III

Artefacts of Legends
505 Comments
TOOTHBRUSHDUCK  [author] May 11 @ 2:27am 
Very strange, all I can really offer is best of luck getting it to work, even if it's not clear how
MushMami May 10 @ 7:24pm 
ok I believe every thing I'm trying to use should be pretty friendly especially The Eye's mod that he made for this.
TOOTHBRUSHDUCK  [author] May 10 @ 6:02pm 
That's weird. I normally play with ~50 mods without issue, but certain mods do cause far more problems than others, particularly multiple more invasive mods that are not specifically made to work together
MushMami May 10 @ 5:28am 
After some testing it seems to really hate other mods. I was even able to get it to start but going back and turning on the 2x army size mod it gave the error. Other times it would just crash without error. Could it be that this game just hates getting mod heavy and only allows a couple at a time?
MushMami May 10 @ 5:08am 
I have just unsubscribed a couple of time now while also restarting my pc while unsubscribed. After doing this a couple times there's still no change.
TOOTHBRUSHDUCK  [author] May 10 @ 2:12am 
That is strange, have not gotten the error myself, and not owning dlcs should not cause that to my knowledge. I'll have a look over the mods files to see if something is up, but might just not have downloaded correctly, so can try unsubscribing and resubscribing?
MushMami May 9 @ 7:45pm 
I keep getting an error when I start up the game with this mod. "the first invalid database record is wh3_main_ancillary_sky_lord_skroltoothduck_enable_mastery_boost in table ancillary_set_effect_junctions_tables and pack file toothduck_artfacts_of_legend.pack" this thing is causing it to crash. I don't have any dlc's so maybe that's the problem but there's nothing saying you need so so to play this mod. please help
TOOTHBRUSHDUCK  [author] May 7 @ 3:42am 
Woohoo!
TOOTHBRUSHDUCK  [author] May 7 @ 2:39am 
Well, as before, let me know when you post it and I can include a link!
TOOTHBRUSHDUCK  [author] May 7 @ 2:37am 
Oh interesting
The Eye May 6 @ 6:36pm 
It was not a remake, I only made it so SFO wouldn't overwrite your stuff, the mod is good to go. I just finished adding everything I could find in today.
TOOTHBRUSHDUCK  [author] May 6 @ 1:55am 
Feel free! If it's a remake of the mod, just list this as a pre-req, and I will then add a link to it :)
The Eye May 5 @ 6:02pm 
I figured out how to make them work, would it be alright with you if I posted a submod to make the two work together ?
TOOTHBRUSHDUCK  [author] May 5 @ 3:26pm 
My guess would be needing to adjust item identifiers to whatever SFO calls them?
The Eye May 5 @ 9:19am 
Anyone know how I might be able to make this mod work with SFO ?
Nööt Nöt Apr 20 @ 6:50am 
Thanks a lot for the reply and your work! :)))
TOOTHBRUSHDUCK  [author] Mar 26 @ 7:46am 
They have announced hotfix plans, which is nice. Nws, was fortunately not much for this mod, just a few pngs and one table
Sagittarius A Mar 26 @ 6:22am 
Yes, they broke too many mods, unfortunatelly. Thank you, by the way :)
TOOTHBRUSHDUCK  [author] Mar 26 @ 2:32am 
CA has made iit so any capitals in the file structure break it, amazing. Fix uploading!
TOOTHBRUSHDUCK  [author] Mar 26 @ 2:21am 
Oh boy, lemme see why
Sagittarius A Mar 25 @ 11:05pm 
Causes crush on startup because 6.1
TOOTHBRUSHDUCK  [author] Mar 13 @ 5:05pm 
SFO is the likely culprit, I've heard it has issues. If you use the wh3 mod manager, it has a compatibility checker that can let you know if something else if adjusting the same files, thought that should still leave some of my changes unless they are changing the base items themselves
Nööt Nöt Mar 13 @ 7:43am 
Lads, I´ve been enjoying this mod for ages already. For some months some other mod seems to override this one. I have absolutely no idea which one and beieve to have checked any compat issues. Does anyone here have a suggestion for me? MAybe change load orders? Or sudden compat issues with SFO, that i use? Btw, I´m aso using Kaedrins MM.
Thanks a lot on advance! <3
TOOTHBRUSHDUCK  [author] Mar 3 @ 2:18pm 
Glad you've been enjoying it!
yahaha Mar 2 @ 5:48am 
thank you for the mod! been a subscriber from 2023
TOOTHBRUSHDUCK  [author] Feb 21 @ 10:57pm 
Alas, a follow on from vampire coast not really being a faction of note in lore for the most part. I don't create sets where there were none, just boost their effects
孟老二 Feb 21 @ 9:36pm 
The Vampire Coast faction Legendary Lord's artifact is far worse than the other factions, and it doesn't have an artifact set effect
TOOTHBRUSHDUCK  [author] Feb 13 @ 3:56am 
<3
Always happy to read feedback, whether I do (or even can) act upon it!
Senator Gorbstrong Feb 12 @ 9:29pm 
you're all fine! I love this mod a lot since it makes LL feel legendary with their items, if I ever find anything else odd, ill let you know
TOOTHBRUSHDUCK  [author] Feb 12 @ 4:28pm 
If I had done it any differently than every other HP from set bonus effect, I would change it, but it's just a random different effect!
At least, no-ones mentioned it on every Lizardmen LL.
Senator Gorbstrong Feb 12 @ 11:36am 
it is odd, sadly my warlock engineer cant heal without a skalm XD, if you ever figure it out, id be grateful but it is fortunate that all the important ones can heal, ghoritch usually doesnt fully heal but if i can get his hp above his campaign value then at least he technically ends the battle at full hp XD
TOOTHBRUSHDUCK  [author] Feb 12 @ 2:33am 
Interesting. Not sure how CA hooked up things to manage that xD
At least he has ways to heal, and more healing cap
Senator Gorbstrong Feb 11 @ 3:23pm 
it is different yes, i just checked, throt has less hp in the campaign map while in combat, him and his heroes get the boost on the battlefield map. I currently have throt at 9595 hp max in campaign and in the battlemap his hp max is 11580, same applies to his heroes. Ghoritch has 9635 campaign hp and 11948 battle hp but starts the fight at 9635
TOOTHBRUSHDUCK  [author] Feb 11 @ 2:23pm 
Hmmm, do you recall if the actual HP value is different from campaign map to battle, and just maximum increased?
Senator Gorbstrong Feb 11 @ 12:28pm 
yeah, its weird, him and his heroes just start every fight missing a good chunk of hp, which is weird, maybe its just increasing the health values after you load it without giving the hp? Idk, not a modder but it seems that way to me
TOOTHBRUSHDUCK  [author] Feb 11 @ 2:14am 
That random one has appeared again? So strange
Senator Gorbstrong Feb 10 @ 7:01pm 
something i noticed while playing as ol throty thoty, his set bonus you gave him kinda makes him lose a chunk of hp for both him and his heroes at the start of a fight, usually isnt a big deal when using packmasters and cause throt has regen but thought id let you know! Cheers mate, hope your year has been goin well btw!
TOOTHBRUSHDUCK  [author] Jan 31 @ 12:26am 
Archaon still has the fire rain!

And Luthors (single) item may be part of his returning mind progression wise, but it is not what actually gives it to him from memory of his campaign, and it's actual benefits come from the trait he gets - the item is mostly just there
Nebotee Jan 30 @ 10:10am 
Does this still have the raining fire thing that archaon has? Or is that only for the old standalone version?
Thrakerzod Jan 30 @ 4:24am 
if it just straight up gives him spells (which would kinda fit his lore, I remember reading somewhere that due to his own inability to use magic he uses artefacts instead to raise the dead and that's why his zombies are smart enough to use guns) that would be a big buff to the item itself, if it just boost's Luthor's existing magical abilities then it'll encourage the player to take the other step to fix his mind in order to actually get the benefits.
Thrakerzod Jan 30 @ 4:24am 
isn't Luthor's item meant to be one of the 2 important parts of getting his magic back? whether it's random gold or not it can't be denied that getting it and completing The Awakening's landmark fix his mind and grant him the Lore of the Deep

maybe play into that more, give the item some powerful boons to help with magic (on the weaker side I'd suggest buffs to reserves. on the stronger side I'd suggest it giving him extra magical lores (Death and/or Vampires (the coast version where the Raise Dead spell brings out Deckhand/Gunnery Mob) would probably be the most fitting, lore attributes included) and/or the Death cataclysm spell).
TOOTHBRUSHDUCK  [author] Jan 29 @ 5:16pm 
Alas for Luthor, he has a whole one item and it's not even something remarkable. Especially when it's specifically, like, not particularly special gold, but just him being delusional to have it
luthor harkon needs some love :(
TOOTHBRUSHDUCK  [author] Jan 15 @ 6:07am 
Haha, no worries. I've done a fair few adjustments over the mods lifespan to make some of the mod stacking madness less so, for example I don't increase spell cost reductions much anymore, but instead give ways to generate reserves. Was really common people were hitting -100%, and the spells stopped being spells
SWINIA! Jan 15 @ 4:44am 
I was using a mod for more unique items so thats why he was double OP so sorry for the last post, wasnt your mods fault.
TOOTHBRUSHDUCK  [author] Jan 14 @ 5:16pm 
I've nerfed him a few times, and gotten far more complaints about the nerfs than about the actual buffs. Be sure to not use this alongside my archaon items mod, it uses an older, stronger, version and may override
SWINIA! Jan 14 @ 9:16am 
Archaon is way too buffed, baiscly I always need to army loss when fighting againts him coz he's unkilliable, super high hp, stats so high you barely hit him, barrier, regen, magic, whatever you can think of he got it, and more. I remember killing him once with 3 legendary heroes and Ungrim, and they were all beaten up good. 4 vs 1, thats ridicoulus. And if you want to get him busy with some unit, good luck coz he will spawn bolts of fire every single second 24/7 making sure that unit wont last a minute. I had mighty Karl Franz weilding Ghal Maraz lvl 50, backed with life wizard and good old Toddy also on Gryphon and I took him down to like 65% hp before I had to retreat both heros as they were getting destroyed. This needs nerf, as I didnt found any other legendary lord that much buffed that I literally couldnt do anything but wait. Also I see I'm not the only one complaining about that so something is defienietly off.
TOOTHBRUSHDUCK  [author] Jan 2 @ 4:58am 
Glad you are enjoying it!
Sometimes CAs weird effects can be pains to get working xD
Wimwicket Jan 2 @ 1:41am 
No worries, thanks for looking into it. Also thank you for a fantastic mod, it's a staple in any mod list of mine!