Total War: WARHAMMER III

Total War: WARHAMMER III

Marks of the Wild - Unit Upgrades for the Beastmen
102 Comments
El Hombre Nihilista Sep 25 @ 4:02am 
alright thanks, great mod
Dirty Dan  [author] Sep 25 @ 3:34am 
@El Hombre Nihilista there is no reason to click or hover the unit card to look for an upgrade button as this no longer works since 6.0 so I don't consider this an issue. Use the army panel button
El Hombre Nihilista Sep 25 @ 3:29am 
https://imgur.com/a/EubYD3m
there is a small cross when clicking or hovering the upgrade button, no window showing upgrades to choose. same thing with other similar mods, no difference whether there are other mods or it is enabled by itself
Dirty Dan  [author] Aug 18 @ 4:10am 
@Athexmor what about it isn't working anymore for you?
Athexmor Aug 17 @ 7:15am 
Please update this mod, it was so good
Krankhar Jul 7 @ 10:18am 
Ok thank you.
Dirty Dan  [author] Jul 7 @ 3:10am 
@Krankhar this should do the trick. Maybe you need to start a new game for it to work. If the problem persists deactivate all submods related to this and try again. Since I didn't make them myself I cant' guarantee that someone copied the base entries into them for some reason
Krankhar Jul 6 @ 5:53pm 
I was trying to modify the mod so that the upgrades would be non-exclusive but I can't manage it. I unchecked all the boxes that said "exclusive" in db/unit_purchasable_effect_sets_tables/dd_bst_upgrades. But it's still exclusive once in game...
Dirty Dan  [author] Jun 21 @ 11:12am 
@满嘴跑火车 yes, you need to add an entry there for every single upgrade a unit should receive. I recommend you to do this in a separate packfile that only contains this table, so your work doesn't get overwritten when this mod gets updated
满嘴跑火车 Jun 21 @ 6:44am 
Hi, how do I add a unit so that it can be upgraded?
unit_purchasable_effect_sets_tables
Is it adding the unit name inside this table?:winter2019happybulb:
Baltsaros Jun 6 @ 12:17pm 
Seems to work fine. Thanks for the mod!
Baltsaros Jun 6 @ 1:51am 
I will try then and tell later about the result :D
Dirty Dan  [author] Jun 6 @ 1:40am 
@Baltsaros maybe, but didn't test it
Baltsaros Jun 6 @ 12:22am 
Is it possible to load the mod mid game?
chubbyninja89 (TNB) May 8 @ 9:44am 
I don't think the melee defense was the problem, just that with all the other stuff it had, perfect vigor in particular, that it just felt like there was far more reason to only use that.

But I'm glad to see that you're adding to it so that all the options feel like they have worth.
Dirty Dan  [author] May 8 @ 8:57am 
@chubbyninja89 (TNB) I slightly reduced the melee defence mark of aptness is providing and added unbreakable to the mark of ferocity, this should hopefully make it feel more valuable for some units
Dirty Dan  [author] May 8 @ 8:25am 
@chubbyninja89 (TNB) I agree that the mark of ferocity feels lacking, though I wouldn't call the mark of aptness objectively the best in all scenarios since large monstrous units benefit highly from regeneration
chubbyninja89 (TNB) May 8 @ 6:27am 
Honestly, I think that while this mod is decent enough, I do feel like it's really lacking real impact and variety.

I mean, the Mark of Aptness is quite obviously the objectively best mark, as it gives a nice buff to a unit's combat stats as well as perfect vigor, so it really makes the other ones look not nearly as useful in comparison.

Honestly, I think that, at least for the chaos races, you should probably have just made it the standard, but effective, Marks of Khorne, Tzeentch, Nurgle, and Slaanesh, each with appropriate buffs.
SorInvictus Apr 27 @ 8:38am 
Thanks for your reply! I figured this would have to be rather complicated and possibly not worth the effort, but it never hurts to ask, and if anyone had any chance of achieving it, that would be you. Still it is good to know that you are aware of the issue and hopefully CA might some day make it easier to do something like that.
WaterFlames Apr 27 @ 8:37am 
nice:steamthumbsup:
Dirty Dan  [author] Apr 27 @ 5:33am 
@SorInvictus I considered this for all of my mods with allied recruitment and caravan units in mind but quickly dismissed this idea, since I would have to prohibit every new treasury upgrade for every single faction that has access to the normal version and ideally every faction resource upgrade to every other faction in the game (yes factions, not entire races). That's almost 300 entries for every single upgrade. If they ever add a method to prohibit entire races or cultures from upgrades, I would probably make this
SorInvictus Apr 27 @ 2:31am 
First off, I love your mods!
Would you consider making a version of this mod that uses treasury instead of dread?
I'd love to play Beastmen but I find their Herdstone mechanic rather irritating, but I found a workaround by using Peacehammer and Recruit Any legendary Lord mods so I could play as someone else while having Beastmen lords and units in the mix, and in this context your mod is essential to balance the lack of tech for them... but upgrades require dread, which other factions don't have...
I tried fiddling around with your mod but I was in over my head.
kvakva))) Mar 26 @ 10:37am 
@Dirty Dan you are right. Action "unsubscribe mode - subscribe mode" helps me. Thanks for fast answer)
Dirty Dan  [author] Mar 26 @ 10:29am 
@kvakva))) no, all of them work now. Try verifying your game files if the problem persists
kvakva))) Mar 26 @ 10:22am 
First of all thanks for your work. Upgrades still do not work (game start fails), Upgrades for dwarfs, empire, elves(both), kislev, bretonia, vampires work with 6.1. Lizardmen, beasts, cathay, norsca fail on start.
Ökenvandring Feb 17 @ 6:14am 
Love the mod, but could it be done to remove the restriction for only one of the upgrades? since dread is a valuable resource it is still a challenge how to spend it, but I love the thought of really stack some favourite units.
Dirty Dan  [author] Dec 20, 2024 @ 7:40am 
UPDATE: The Scrap Upgrade UI Framework mod is no longer needed as of today
Dirty Dan  [author] Dec 17, 2024 @ 3:41am 
@omletinaomletina deactivate all submods you are using for this and try again. There are no db errors in my mods
Canadian Leaves Dec 16, 2024 @ 5:31pm 
Dont work, first invalide record in db and etc, same as brettonian ones
OsamaBinDrinkin Dec 14, 2024 @ 6:48pm 
Working again! Thanks for the quick fix.
Dirty Dan  [author] Dec 14, 2024 @ 4:55am 
@OsamaBinDrinkin yes, currently looking for a fix but CA made that system more restrictive
OsamaBinDrinkin Dec 14, 2024 @ 4:49am 
Not seeing the unit upgrade option since 6.0 released?
Dirty Dan  [author] Jun 24, 2024 @ 5:32am 
@FullAutoAttack yes I was planning on adding nurgle themed upgrades to this one similar to the tzeentch units but I didn't find the time so far
FullAutoAttack Jun 24, 2024 @ 12:24am 
Hi Dan,

There is a base unit that was added in DLC 25 that is not in your mod:

wh3_dlc25_bst_inf_pestigors
Dax May 9, 2024 @ 2:43pm 
Dirty Dan, you absolute legend! Confirmed working again for me now.
Dirty Dan  [author] May 9, 2024 @ 12:34pm 
@Gingusa thanks, I will remove rampage from that upgrade then
Gingusa May 9, 2024 @ 12:24pm 
any modded units with rampage or modded buffs that add a version of rampage need to have the hp threshholds added in and possibly a duration and cooldown because ca is dumb af
Dax May 8, 2024 @ 3:31pm 
Actually, anyone with the mark is just in a constant state of rampage. Help my beastmen are very angry!!
Dax May 8, 2024 @ 3:13pm 
Hello! I think this is a bug worthy of reporting but giving a Feral Manticore the Mark of Khorne leaves the unit in a constant state of rampage at the start of the battle.

Wondering if anyone else has experienced this? I'll try and confirm with some more battles.
Kregantis May 3, 2024 @ 10:53am 
No skavens?
Behrzerker Mar 2, 2024 @ 11:44am 
And centigors with throwing axes, maybe ?
Perhaps should you try just giving all 4 options to every unit, maybe that would definitely solve the problem in a fairly simple manner.
Dirty Dan  [author] Mar 2, 2024 @ 3:10am 
@Behrzerker the only 3 units that get the upgrade are ungor raiders, cygor and the cygor RoR as beastmen don't have other ranged options. For any modded units please refer to the creators of the respective submods as the assertion is made in those
Behrzerker Mar 2, 2024 @ 1:29am 
I've got the same problem as Tanyu, where the mark of tzeentch never appear for ranged units and is instead replaced by the mark of khorne as for any melee unit. I probably have the same mod that conflicts with yours, though good luck finding which one it can be.
Dirty Dan  [author] Feb 1, 2024 @ 10:08am 
@jwoolman0 yeah, AI doesn't use unit upgrades mechanics in this game. CA does this with the greenskins with a script that randomly applies an effect to a unit every couple of turns. Still unsure if I'm going to add this behaviour to my mods. Currently only the Kislev mod has a script that acts similarly
SavageCrow Feb 1, 2024 @ 1:51am 
Assuming AI does not use this?
AI-Man Jan 29, 2024 @ 5:48am 
Awesome! i hope you can find the time and motivation to mod again, your mods completely fulfill my dream fantasy armies
Dirty Dan  [author] Jan 29, 2024 @ 5:35am 
@AI-Man hi, I was working on a Cathay upgrade mod and a Dark Elf one, but since I currently barely play the game anymore I am also not modding it actively. I usually play one campaign every major patch to see if everything still works. Maybe I'll get into it again when the next DLC drops
AI-Man Jan 28, 2024 @ 12:26pm 
hey, i really enjoy your mods, is it possible for you to create unit upgrade mods for the rest of the factions? are you already planing this, or maybe you're done modding for now
Winny Jan 11, 2024 @ 11:15am 
thank you for this mod, very usefull
Ar_An Oct 14, 2023 @ 4:15am 
Hi, bonuses is OP