Total War: WARHAMMER III

Total War: WARHAMMER III

Nanu's Pirates of Sartosa Overhaul
880 Comments
Kytheros Nov 27 @ 2:46pm 
@Ikrani just as that'd be a total re-work of vanilla Sartosa, it'd require a total rework of this mod, I'd imagine
Ikrani Nov 27 @ 11:41am 
Hey, Nanu, I'm curious: what would happen to this mod if CA were to turn Sartosa from a Vampirate faction to a Dogs of War faction? How much does you mod rely upon Sartosa having Vampire Coast mechanics and coding?
Coach Awesome Nov 26 @ 8:50pm 
@Apsinth
As gets said every time someone suggests that, there's no way to remove the undead units from the roster without completely and utterly breaking compatibility for pretty much every mod.

If you wanted to remove abilities, you could always fire up the mod tools and make that change yourself.
Apsinth Nov 26 @ 6:11pm 
A great mod. Unfortunately, the way it is right now, i feels very bloated. The roster of living units is already huge, and having a roster of undead on top as well makes it kind of too much. I think undead units should be more limited, like maybe you could get vampire admirals with shipbuilding by doing certain actions (research/quest reward), and these campire admirals could recruit an undead crew. Another thing is that new heroes tend to have way too many abilities. I think the sartosan captain has, like, 5? That's just way too many.
NigelTheDude Nov 18 @ 11:57am 
@Kytheros you could upload the modified .pack file so we can use that while Nanu implements your fix
thefightintitan Nov 10 @ 8:02am 
Seconding the request for Old World support! I'm so inept at scripting I can't even figure it out with the guide from Kytheros below.
Ikrani Nov 1 @ 4:11pm 
@Tien Main Square
Definitely feels more like a Sartosa experience than the original DLC. Sartosa's a mercenary/pirate stronghold with occasional Vampire stuff, not a Vampire stronghold with occasional mercenary/pirate stuff.
Tien Main Square Nov 1 @ 10:46am 
theres still no real way of removing corruption, is there
still better than the vanilla sartossa experience
DiViNe NeKO Oct 19 @ 2:33pm 
The Cathay artillery are not loading on battle map, the cannons are invisible only the crew appears this needs a update
Bob dit l'âne Oct 6 @ 7:53am 
@Kytheros I thought it was obsolete since it's tagged " under construction " i did not even dare to use it witht he current patch , i ll try it . thx
Kytheros Oct 6 @ 6:48am 
@Bob dit l'âne
You need a submod
"Nanu's Dynamic RoRs for Pirates of Sartosa Overhaul"
Bob dit l'âne Oct 6 @ 2:25am 
Another great mod ! Thanks a lot but i have a question , is this working with your dynamic ror mod since the sub mod is under construction ? Is the submod inluded in your main mod now ? I had this impressoin but i tried a campaign and did not get any sartosa ror.

Thanks again , you spoiled us with your great mod !
Vice Sep 15 @ 2:52pm 
Does this need an update?
BioVolck Sep 15 @ 2:07pm 
please update
Fengxian0830 Sep 15 @ 4:06am 
More factions across the map is always fun I like to make these kind of factions into my vassals :3
Ikrani Sep 13 @ 11:27am 
I'd love to see more Sartosa factions with their own legendary lords. Also would love to see more members of the Grand Alliance, possibly as their own faction. Red Brokk has a model in the "Bad Legendary Characters" mod and the Grand Magus has a model in the OvN Araby mod, if you want to borrow the models for your own versions of the characters. Red Brokk could buff the Dwarf Buccaneer units and the Grand Magus, being a secret sorcerer of Tzeentch, could provide Chaos-flavored buffs to Norscan units. Quite the motley crew they'd all make together.

There's also an elf member of the Grand Alliance named Yrellian, but no one's made a model for him and you don't run Elf units in the overhaul anyway.
Kytheros Sep 8 @ 10:58am 
Hey, Nanu!
Could I trouble you for a small edit for Old World support? The campaign start script breaks on #133, which causes the Sartosa settlement buildings to break, RoR don't get assigned to the faction, army doesn't get switched around, and probably more.

I replaced `script/campaign/mod/nanu_sartosa_overhaul_script.lua` #133 with
```
local region_key_by_campaign = {
cr_oldworld = "cr_oldworld_region_sartosa",
cr_oldworldclassic = "cr_oldworld_region_sartosa",
default = "wh3_main_combi_region_sartosa"
}

local campaign = cm:get_campaign_name()
local region_key = region_key_by_campaign[campaign] or region_key_by_campaign.default
local region = cm:model():world():region_manager():region_by_key(region_key)
```
and it appears to have fixed all the issues, seems it was just the one region selection.
Nanu  [author] Sep 1 @ 4:16pm 
RoRs no, I have no intentions of making other coast factions have access, but if I have time and don’t get burnt out in Dynamic RoRs I do want to make the custom Legendary Lords into their own factions which would be confederatable
Maikkeli Sep 1 @ 4:05pm 
Similar question to the one below, any chance of making it possible for other vampire coast factions to be able to get the vampire legendary lords you can unlock trough research tree and RoR's
Karl Franz Aug 14 @ 2:01pm 
Any chance of Making it possible for the other vampire coast factions to recruit these units if they conquer sartosa? (or atleast noctilus since the dreadfleet is a combination of Living and undead pirates, Including chaos dwarves in the lore.)
titandestroyer52 Aug 12 @ 4:41pm 
best mod
pheonix89 Aug 5 @ 8:43am 
This is a minor UI issue but there are two empty Ship Guns lores in the spell browser and the Lore Of The Seas the Priest of Mannan uses doesn't appear in the spell browser
Manann Mac Lir Jul 24 @ 2:21am 
Hay nanu , i know you have given permission in your description but making a very light sartosa mod for sfo adding new units . can i use your models and a assets ? will give you full credit
SFH Jul 23 @ 6:03am 
Bonkfire Jul 2 @ 8:15pm 
will this be updated to 6.0?
Twyt Jun 11 @ 12:56am 
Hey, Im noticing strange animation stuttering on the promethian models (I think they are new, a "living" alternative for the "rotting" version). When in combat, they seem to get stuck, gitter and animation cancel, and have difficulty moving, starting attack animations, etc.This also applies to the mounts of the priest of Manaan and others. What could be the cause of this?
Nanu  [author] Jun 6 @ 2:15pm 
@tibkir Ah yeah sorry I have no passion for SFO and it keeps changing every few months which is just a ton of work to keep up with on top of the regular CA patches.
tibkir Jun 6 @ 2:03pm 
I assume sfo version is not happening at this point?
YenchOG Jun 5 @ 5:09am 
** The Old World Campaign mod fix **

posted it in the thread :) have fun friends
comisaryarrick Jun 4 @ 9:05am 
Hello! Please update the mod.
Nanu  [author] May 22 @ 1:51pm 
@Swinky I would love to but I have a lot going on in my life right now that I can’t devote as much time to mods as I’d like to.

I’d be happy to work with other modders or even hand off the mod to one dedicated enough to bring Jaego Roth and the other LLs added in this mod to life in their own factions, but for now my focus is on getting Dynamic RoRs ready for the next DLC
ZeButcher888 May 22 @ 10:47am 
@Swinky +1
SuperPogue May 19 @ 3:46am 
@leoman93 thanks, that worked. I used console commands to give Sartosa to the Vulture Fleet you start at war with & retook it turn 2. That fixed it. Now to plunder rhe old world!
Swinky May 18 @ 7:30am 
do you still have plans to make them their own mortal faction? Similar to manann's blades in mixus mod, i'd love to retake sartosa as human pirates and start the big ol pirate armada
leoman93 May 9 @ 11:04pm 
The Sartosa settlement gets fixed in the old world mod if it gets captured and then you take it back.
SuperPogue May 3 @ 7:59pm 
Just a heads up for anyone wondering, but this mod currently doesn't seem to work well w The Old World. Sartosa settlement is bugged. Someone will probably have to make a compatibility submod.

Also, if you read this thanks for all the hard work on this & other mods Nanu ! You're consistently one of the best modders in this game & the last, always putting out damned impressive work
OwL_PaRTy May 3 @ 1:56am 
Not that its important, but you added Armored Giants in the desc twice. :WH3_horror_Blegh:
UPtownFunk Apr 19 @ 3:36am 
Is it possible to make it where sartosa is able to fight during the day. Maybe as a submod for those who do not want that? Since they are a living faction it makes since that at least some of the maps they fight on will be daytime not cloudy and such.
✙Старийꑭ Apr 17 @ 3:49pm 
Great mod, thank you, but there is some problems with Cathay artillery units (both) - there are no textures for them.
Gameshian Apr 15 @ 8:28am 
is the sfo version still planned? :)
Mumm-Ra Apr 10 @ 3:10pm 
is there a SCM Marienburg submod?
Hackepetersilie Apr 10 @ 9:37am 
Ahoy Nanu!

I love your mods and have been using the Sartosa Overhaul since Warhammer 2. I'm stoked to hear, that this old beauty is getting a visual update in the near future.

Would you consider reintroducing mixed units for Sartosan Pirates? I remember, that in your version for Warhammer 2, both male and female Pirate models were present in the standard Sartosan units.

Thank you for these amazing mods and keep up the great work!
DarknessWrath Apr 4 @ 2:51pm 
The only thing that might not work is an incomptability (i think) that make Aranessa disappear from the game as a lord lmao
Nanu  [author] Apr 4 @ 1:42pm 
@ryan_dooley2 What do you mean? It works fine with the latest patch
ryan_dooley2 Apr 4 @ 1:00pm 
Are you ever going to up date this? It's fine if you don't, I just want to know if I should stop checking on this mod.
GenWargrey Mar 28 @ 9:02pm 
looking forward to that visual update you mentioned. looks like a great mod! <3
Nanu  [author] Mar 27 @ 5:26am 
@Caiuz This mod works with the new update
Caiuz Mar 27 @ 5:09am 
I hope this gets updated, at least once the whole upper-/lowercase bug in 6.1 is resolved.
noblewarriorsf Mar 8 @ 9:51pm 
pirates life for me :D
KarlFooknTanner Mar 6 @ 8:30am 
That's wonderful news, thank you very much