Total War: WARHAMMER III

Total War: WARHAMMER III

Lost and the Damned 3
96 Comments
Karl Franz Sep 5 @ 2:04pm 
Fair enough. I'll consider it in the future, Stuck in a bottomless pit myself making rome 2 mods at the moment
Crux2  [author] Sep 5 @ 4:45am 
Updated the mod after latest patch. As usual let me know about any bugs etc

Franz & Fulgrim, I'm not maintaining different versions of the mod because that's a bottomless pit of endless requests (& updates after every new patch lol) but if you check out the 'Mod Customisation' thread I've added a new bit that should cover what you want to do - it's quite easy to do once you've got over the initial hump of setting the tools up & I'll be happy to answer any questions you have if you run into trouble. Good Luck and happy modding.
Fulgrim6524 Aug 15 @ 4:19pm 
Is it possible to get a version without the skull masks? It clips with the helmets and hats. Or at least make it so skull masks don't appear with helmets.
Karl Franz Aug 14 @ 9:41pm 
Can you make the Sartosan units available to Other vampire coast lords if they control sartosa? I mean i get denying Luthor harkon mortal units, But in the lore count noctilus literally has living pirates (including some chaos dwarves) in the dreadfleet under his employ.
eduacicab70 May 18 @ 1:59am 
ok, thanks.
Crux2  [author] May 17 @ 8:40am 
Yep, it's easy to do - check the 'Mod Customisation' discussion thread.

Remove stuff from the following tables in RPFM:
building_units_allowed - prevents unit being recruited into armies via buildings
armed_citizenry_units_to_unit_groups_junctions - prevents units from appearing in garrisons
faction_rebellion_units_junctions - prevents units appearing in rebel armies
units_custom_battle_permissions - prevents units appearing in custom battles
eduacicab70 May 17 @ 8:17am 
is there any way to disable some units? i only want the sartosa and sylvania ones. great mod btw.
KarlFooknTanner May 4 @ 6:22am 
Excellent, glad to see things worked out in the end
Crux2  [author] May 4 @ 3:55am 
Within minutes of posting about an 'unsolvable problem' that has stumped me all morning I figured out what the issue was and I've properly dealt with it this time.

If that doesn't summarise my experience modding this game I don't know what does.
Crux2  [author] May 4 @ 3:12am 
I think I've fixed the stump bug - unfortunately that lead down a rabbit hole of other fixes and I've been left with an unsolvable problem. For some reason the leg texture of the Empire Knights wont work at all when used on infantry. It's frustrating but I've edited around it for now.
KarlFooknTanner May 3 @ 10:16am 
@Crux2,

Hello, this time I am writing of Sartosan Pirate visual bug. You can actually see it in one of your screenshots. The units seem to have some odd texture/growth visual bugt on their necks/chins which looks a little bit between an untextured beard or some such. Or a stump. Is it possible to fix this ?
Perhaps its some kind of extra model file thats clashing ? I'm just guessing here tho, but the visual bug is only on your units of Sartosa. Sartosan/bretonnian looking units are not affected, just the ones that don't have covered faces.
Crux2  [author] Apr 29 @ 11:13pm 
When limited to database editing it's a hard line between human horse or undead so I chose one that looks at a glance more vampy to set them apart from the regular knights. Now that I'm screwing about with assets I might be able to knock up an empire horse with the appropriate iconography.
KarlFooknTanner Apr 29 @ 2:07pm 
By the way, I noticed a couple of things:
Thrall Horse Guards, despite being human servants/warriors under vampire command - sit on undead skeleton horses. Perhaps this could be changed to some normal horses, or maybe even a bit mutated horses like what the dark elves use? Since Vampire controlled lands affect all living beings and cause subtle mutations ala Mousillon etc.

All in all I can prolly go into rpfm and change them to use Empire Knights steeds. I think. I never edited lines to change what kind of steeds a unit uses, but this is just for reference perhaps for future updates to make note.
KarlFooknTanner Apr 29 @ 1:41pm 
It's awesome that you updated this little gem! I been waiting for this one.
ThrobbingforMorbius Apr 29 @ 2:50am 
legend
Zetsuji Apr 29 @ 2:28am 
You're the best
Crux2  [author] Apr 29 @ 1:45am 
Having been overwhelmed by the shame of procrastination I have taken the liberty of updating the mod. It's just a fix for the recent table changes that are probably causing the crashes - new WIP visual updates are still WIP.
ThrobbingforMorbius Apr 28 @ 11:59pm 
pretty pretty please update? i need my mortal servants to bulk up my armies since skeletons have started a union
jamie_van Apr 20 @ 8:38pm 
broken and won't work
RexJayden Mar 9 @ 4:33pm 
:sadpanda:
Roque the Rogue Mar 9 @ 3:33pm 
This mod doesnt work any longer?
Zetsuji Feb 12 @ 8:32am 
can't wait +1
crocodominator Jan 29 @ 1:06pm 
Hell yeah, can't wait for the update
KarlFooknTanner Dec 15, 2024 @ 1:41am 
Seems like WIP shows cultist types, pretty cool
Crux2  [author] Dec 14, 2024 @ 11:39pm 
TW3 is set to be one of, if not my actual favourite game of all time so I fully expect to dip in and out of it for years to come. I'm busy at the moment with other things but I'll be back to modding eventually, probs in the new year after the holidays are done and post DLC patches have settled down.

I've actually learned to directly edit models in the asset editor while away so check out the WIP picture for a hint at whats cooking behind the scenes.
KarlFooknTanner Dec 14, 2024 @ 2:42pm 
Been quite a while since the last update for this wonderful mod.

I just recently purchased warhammer 3 and been trying to hunt down all the wonderful mods that had been ported from the 2nd game. This being one of them that I stumbled upon.

I loved it in WH2. But since CA is spitting out patches constantly and breaking mods, I was wondering if this is even playable currently?

Hoping for an update to the 6.0 WH3 version. Thank you.
Pfleger Von Yggdrasill Oct 22, 2024 @ 12:28pm 
Yes it crashed. Almost certain it's because of the famous 5.2.x fix.
martybell34 Sep 27, 2024 @ 1:36am 
so good you not forgotten , as this mod is totally awesome. and i need cannon fodder sorry followers
Crux2  [author] Sep 18, 2024 @ 1:53pm 
Not forgotten this, I'll get around to it soon as I can
Mr. Wright Aug 31, 2024 @ 7:15pm 
I'm having the same problem too something about unit data
Crux2  [author] Aug 31, 2024 @ 3:08am 
Is it actually bust or is it just the launcher saying its out of date?
位面旅行者G Aug 31, 2024 @ 1:35am 
need update
sigmars_disciple Jun 13, 2024 @ 2:05pm 
Very cool! Thanks so much, @Crux2! <3
RexJayden Jun 3, 2024 @ 12:26pm 
Great news, Crux2! :steamthumbsup::steamhappy::steamthumbsup:
Crux2  [author] Jun 3, 2024 @ 11:54am 
Updated - took longer than I was hoping but things should be fully updated now. Pretty much given up on getting the cultists to work with the WoC warband recruitment system after having wasted another afternoon trying to investigate the issue. Any bugs/problems etc let me know.
cynical175 May 27, 2024 @ 7:57am 
Causes a crash when playing as Vlad and trying to build anything. Happens when its the only mod enabled.
JediLordNathan May 8, 2024 @ 2:32pm 
Needs updated for said rework
RexJayden Mar 1, 2024 @ 10:05am 
It's good to hear from you, Crux2! Take care, and I look forward to your return to modding. :Monokuma2_DGR::TheDivineRedCrown::TheRedCrown::TheRedCrownEvil:
Crux2  [author] Mar 1, 2024 @ 12:16am 
Thanks, it's not 'dead' BTW, in case anyone was worrying. I'm on extended leave from TW after all the recent drama but I'll get dragged back in at some point, possibly after the Empire rework has had time to release and be patched up to standard.
RexJayden Feb 29, 2024 @ 8:52pm 
This is such an underappreciated mod. :steamsad::WH3_horror_Blegh:
MINOS Oct 14, 2023 @ 9:40am 
wh3_default_land_ranged_infantry_main_heavy_short_range latd_cst_ogre 49

49 could also lead to Problems, though i dont know what this Unit is.
MINOS Oct 14, 2023 @ 9:39am 
Khorne Chaos AI recruits fullstacks only with Cult Brethren and Cult Zealots !

In:
db/cdir_military_generator_unit_qualities_tables

wh3_default_land_melee_infantry_trash latd_chs_cultmob 11
wh3_default_land_melee_infantry_main_flanking latd_chs_cultzeal 6

11 is WAY too high for a trashmob, others only get put a 1

Please do a Rework of these Numbers.

I would suggest Cultzeal to 4 , maybe 5

And Cultmob please to 1 !
Crux2  [author] Oct 8, 2023 @ 4:31am 
I'm sure it's still possible to mix and match as before - see mods like Cataphs Southern Realms - but it used to be something any shmuck who can open a text file could change in an instant, now I'm guessing it involves cracking open a whole bunch of model/texture tools. Too rich for my blood unfortunately.
MINOS Oct 8, 2023 @ 4:26am 
@ Crux2 :

This was quickly fixed, nice, thx!

I guess CA uses different Teams than before, or they scrapped old Stuff/Software.
Crux2  [author] Oct 8, 2023 @ 2:59am 
Fixed.

Well, I say fixed. If anyone's interested CA has merged the Bretonnian 'torso' and 'leg' models to be one thing now - so you can't, for example, put a battle pilgrim torso on peasant legs for variety anymore.

No idea why this needed to be changed. One of the many little decisions that feel borderline hostile to the modding community - like having the Kislev/Cathay pieces be needlessly different and incompatible with the existing human-scale content.
MINOS Oct 7, 2023 @ 5:39pm 
Numasian Units are missing Models in Battle on the Mounts ...
RexJayden Oct 1, 2023 @ 10:57am 
Thanks! (Superstar) :spacewolves:
Crux2  [author] Oct 1, 2023 @ 2:32am 
Model bug should now be fixed. Fortunately it *seems* like it was confined to Bretonnian pieces so it didn't take as long as I'd feared to fix. There's more stuff to look into later when I have more time but let me know if any further issues arise.
RexJayden Sep 28, 2023 @ 11:24pm 
I'm so sorry to hear that so much work will be involved. Take your time, and thank you for your modding efforts. For me, for now, I am pretending that the weapons are animated by powerful magics. :Monokuma2_DGR:
Crux2  [author] Sep 28, 2023 @ 12:47pm 
I've taken a cursory look at the model issue and while it is 'easy' to fix it's going involve going through line after line of variantmesh files to look for discrepancies. I'll try and get it fixed over the weekend.