Total War: WARHAMMER III

Total War: WARHAMMER III

Zoat Elder - Generic Lord + Hero for Wood Elves
130 Comments
Ubermorgen  [author] Oct 14 @ 9:18am 
@Frank The Duck: thanks for the bug report! It Should be fixed now
Frank The Duck Oct 14 @ 8:16am 
Small bug I noticed with the Zoat Warden, the prerequisite for Arcane Conduit is Evasion instead of the grouping of traits before it, so as soon as you get Evasion you can skip straight to Arcane Conduit.
Ubermorgen  [author] Oct 12 @ 6:25am 
@unless specifically stated: Should be available for all factions with wood elf subculture. I don't think drycha has her own subculture. The hero won't spawn retroactively for forest regions already captured, but should be available when taking new ones.
unless specifically stated Oct 12 @ 5:35am 
Hi! The hero isn't available for Drycha, at least in the ongoing campaign.
Ubermorgen  [author] Oct 12 @ 3:52am 
mod update:
- new generic hero: Zoat Warden available for recruitment
- added new MCT setting to allow recruitment of lord only, hero only or both
- small changes to lord
KneeDeep Oct 9 @ 9:53pm 
Ever Wonder by a generic Hero ngl looking forward to since the whole shaggoth hero
Thamas Rugin Oct 5 @ 10:16am 
Beautiful character! :sealdeal:

Does the SFO submod need updating as well?
unless specifically stated Sep 30 @ 6:34am 
It works now, thanks mate!
Ubermorgen  [author] Sep 29 @ 2:18pm 
@unless specifically stated: looks like the region is called sartorn. I added it to the script as well. Hopefully it will spawn the lord to your recruitment pool with the next FactionTurnStart
unless specifically stated Sep 29 @ 12:57pm 
Weird, I used IEE MCT option to start in the Khuresh forest, but I have no zoats available
Ubermorgen  [author] Sep 29 @ 12:30pm 
@unless specifically stated: I added "Fort Dolganyeir" from IEE a couple of days ago. Maybe I used the wrong region_key. Gonna check that one tomorrow.
unless specifically stated Sep 29 @ 11:00am 
IEE adds new magical forests and I think those don't count for the script to unlock new Zoat Elders.
Ubermorgen  [author] Sep 3 @ 2:48am 
updated for 6.3
Ubermorgen  [author] Jul 8 @ 8:16am 
@Walt The Why: yes, you need either the wood elf faction dlc or the twisted & the twilight lord pack to be able to play as a wood elf faction. Without one of these dlc the zoat lord can only be recruited by AI wood elf factions.
Walt The Why Jul 8 @ 8:03am 
Do i need a dlc for this?
Lizardman2340 Jun 24 @ 12:13pm 
@Ubermorgen thats what i need thank you very much cheers.
Ubermorgen  [author] Jun 24 @ 11:21am 
@Lizardman2340: not 100% sure what you mean by "lord id" but I guess you need the agent_subtype_key which is "roy_zoat_lord"
Lizardman2340 Jun 23 @ 9:39am 
@Ubermorgen just wondering if you would be able to give me the lord ID so i would be able to spawn the zoat lord for another faction if that is okay cheers.
Ubermorgen  [author] Jun 18 @ 6:15am 
updated for 6.2
Samonasuke Jun 15 @ 7:10pm 
Good day! I dont know if this has been reported yet, but the Zoat Elder lords havent been repopulating the lord recruit window when trying to delete lords for a better trait
Lobotomy Thunda Jun 3 @ 5:40pm 
i like this but where are the zoat units?
miniaaar May 21 @ 6:00am 
Thanks for the quick reply. This is already really good and I didn't expect much more than this.

I hope the modding break is not too long, I really like your straight to the point mods (like the Shaggoth Lord one as well). :steamthumbsup:
Ubermorgen  [author] May 20 @ 8:48am 
@miniaaar: Hey, thanks for the feedback! I just pushed a small update, adding +6 MA for the units you mentioned to the first of the unique zoat skills and also added them to the upkeep decrease effect of the second blue line skill.
It's not much but as I am sort of on a modding break it's all you'll get for now :vlambeerFish:
miniaaar May 19 @ 11:56pm 
Hi Ubermorgen.

I have been playing a co-op Elf-less campaign as Durthu/Drycha and we are using the mod which is great and gives us an additional generic lord choice that fits the theme. I also appreciate the limited recruitment which I think is fair. Thanks for the mod. I also works great in a combo with Animals for wood Elves in my opinion.

I would have a quick request: I saw that the Zoat Elders have special skills buffing Zoats.
Would you consider adding Drycha's woodlands creatures (Bats, Bears, Wolves, Spiders, Hawks) to the units buffed by the Zoat Elder? And potentially make it compatible with the animals for Wood Elves additions (Elks, Stags, Boars, Wildcats)?

In Drycha's court, there is the "Speaker of the Wild" slot which I think would be great if occupied by a Zoat Elder and in general I think that building an army of Zoats and woodlands creatures would be very thematic as a distinct army option for Wood Elves.
Moutshoot Mar 31 @ 1:48pm 
ah, ok, thanks
After so many years, I thought Steam had solved this problem...
Ubermorgen  [author] Mar 30 @ 11:51am 
@Moutshoot: The mod is working! Looks like steam botched your download. Make sure to force a proper redownload by unsubscribing, restarting steam and resubscribing.
Moutshoot Mar 29 @ 10:36am 
Crash report

×

The following mods cause a crash to the Database:
!uber_zoat_lord.pack

The first invalid database record is
wh3_default_land_charactersroy_zoat_lord in table
cdir_military_generator_unit_qualities_tables
and pack file !uber_zoat_lord.pack

The application will terminate now.
Ubermorgen  [author] Mar 25 @ 3:30pm 
updated for 6.1
Dimquinox Mar 5 @ 11:24am 
awww :(
ok, thanks for the reply tho :)
Ubermorgen  [author] Mar 5 @ 11:01am 
@Dimquinox: It's not as simple as you might think, I'd have to make a completely new hero for that which requires quite a bit of effort and I currently have other things to focus on, so probably not going to happen sorry
Dimquinox Mar 5 @ 10:13am 
hi, can you please make it compatible with "Lord Hero Swap" mod ?
Ubermorgen  [author] Feb 8 @ 8:56am 
update:
- skill "Power of the Deepwood": cooldown for lore of life spells -10%; miscast base chance -10%
- skill "Defender of the Forest": added +2 recruit rank bonus for Zoats
- added vanilla skill: "Mentor"
- added vanilla skill "Colossal Strike"
- ability: "Master of the Vengeful Forest": range -5; added description
- replaced "Deadly Onslaught" with "Colossal Strike" in custom battle
SauronAster Jan 13 @ 6:56am 
Thx! No pressure at all, I only thought it could be nice. God speed!
Ubermorgen  [author] Jan 13 @ 3:01am 
@SauronAster: That is a very interesting idea! I'll add it to my list of potential things to work on but no promises it will ever get done as I am not able to spend as much time modding as I used to.
SauronAster Jan 12 @ 7:46am 
May I ask if you have never consider to do a Zoat LL with his special faction? I could see it as the leader of the distant Wood Elves in the Jungles of Chi'An or as an Horde in search for vengeance after his forest got burned down.
As far as I know there is no named Zoat neither in fantasy nor in the 40K universe, but you could use the blood bowl one, Zolcath!
Green Ramirez Dec 15, 2024 @ 3:28pm 
Wow, thanks!
Ubermorgen  [author] Dec 15, 2024 @ 10:54am 
update:
- added compatibility to the mod "Variant Selector" by Marthenil
- new unit cards for all 3 variants
- minor text adjustments
Ubermorgen  [author] Dec 12, 2024 @ 3:17pm 
updated for 6.0
=[NK]= Col. Jack O'Neil Nov 2, 2024 @ 4:41am 
😂 No, I just wasn't sure if I had to look at the files to update the submod 😂
Ubermorgen  [author] Nov 2, 2024 @ 4:06am 
@=[NK]= Col. Jack O'Neil: Any suggestions for changes? :)
=[NK]= Col. Jack O'Neil Nov 1, 2024 @ 9:12am 
Any changes? :)
Ubermorgen  [author] Nov 1, 2024 @ 3:41am 
updated for 5.3
Ubermorgen  [author] Sep 1, 2024 @ 11:34am 
@Green Ramirez: Nice, thanks for confirming! Let me know if any problems arise
Green Ramirez Sep 1, 2024 @ 11:32am 
Awesome! I can confirm that it works retroactively - I passed the turn and got the Zoat lords at the beginning of the next turn.
Ubermorgen  [author] Sep 1, 2024 @ 7:34am 
update:
- added compatibility for mod "The Old World" by ChaosRobie
- the 2 new forest regions from "Immortal Empire Expanded" by ChaosRobie now also count when the script determines if it has to spawn a new Zoat Elder
- slightly adjusted level unlock requirements for a couple of skills
Ubermorgen  [author] Aug 31, 2024 @ 3:50pm 
@Green Ramirez: Thanks for the info, would've been surprised if it worked out of the box tbh as the old world mod has different region keys. I'll try to add compatibility soon, should not be too much effort.
Green Ramirez Aug 31, 2024 @ 3:31pm 
Hello, I love this mod, and I just wanted to say that it might not be compatible with The Old World. At least, in my game, I already have a ton of magical forests, already completed multiple Rituals of Rebirth, but neither me nor the AI can recruit the Zoat lords.

However, I'm running around 50 mods, which could be interfering, who knows.

I'm not asking for compatibility, just informing.
Ubermorgen  [author] Aug 20, 2024 @ 9:19am 
updated for 5.2
Ubermorgen  [author] Jun 27, 2024 @ 8:41am 
updated for 5.1
Tesrali Jun 7, 2024 @ 10:27am 
Hell ya brother. Am super hyped to try this.