Total War: WARHAMMER III

Total War: WARHAMMER III

Ghost Knights for Bretonnia and Vampire Factions
24 Comments
Tweazle Sep 26 @ 1:06pm 
Would it be possible for other Vampire Coast factions to recruit these units? Have confederated Cylostra playing Nicky Nocky Noo but am unable to recruit these (other than using summons in battle)
Professor Boondoggle Mar 29 @ 6:11am 
I built totems as the vampire coast, and Grail buildings as Bretonnia and even with no other mods... this doesn't seem to work.
Necrolyte Feb 24 @ 11:46pm 
No need to update?
HavocAndZeal Jul 24, 2024 @ 2:32pm 
Is there any plan to update this mod? I think it's conflicting with SFO.
Pwner1  [author] Aug 8, 2023 @ 9:27am 
Counts as hexwraiths.
Nobody Aug 8, 2023 @ 8:29am 
ghost knight seems not gain the buff from redline when playing vampire count
🐰Futrzaczek ⁧⁧🐰 Jul 8, 2023 @ 3:44pm 
Cool mod. Can you add Damned Paladin to be recruitable too?
Daverin2112 Jun 8, 2023 @ 11:05am 
Any chance you can add a submod making this work with Mixus Mousillon? currently it seems to not take any modded units for VC or Bret.
Millor May 6, 2023 @ 3:43pm 
damn I really like this mod but making them benefit from so many techs becomes way too OP. You can get 90% phys resist on vcoast
Ciaphas Cain Mar 5, 2023 @ 10:36am 
Any chance of adding mod compatibility to the Campaign Configuration Mod so we can change it to only allow Bretonnia/Vamp Pirates??
Pwner1  [author] Nov 12, 2022 @ 4:46pm 
By default they have wh3_default_land_monsters_flanking_strong value of 10, but I don't know if bretonnian AI algoritm dabbles in monsters.
Marteinn Jón Þórarinsson Nov 12, 2022 @ 1:56pm 
Hey thanks for the mod in the first place. My question is, will the AI also create those knights if possible?
Pwner1  [author] Nov 2, 2022 @ 11:12pm 
They count as wh2_dlc11_cst_all_monster_ultility
wh2_dlc11_cst_all_monsters
wh2_dlc11_cst_army_chain_set_monster
wh2_dlc11_cst_inf_syreens
wh2_dlc11_cst_infantry_melee
wh2_dlc11_cst_rite_vanguard_monsters
wh2_dlc11_cst_syreen_mournguls
wh2_dlc11_cst_inf_all_zombie_deckhands_mobs
wh2_dlc11_cst_prometheans_leviathon_colossus
wh2_dlc11_cst_terrorgheist_scurvy_dogs_syreen
Void Nov 2, 2022 @ 4:38pm 
I was looking for a mod like this for vampire coast for ages, so huge thanks! Just out of curiosity are they buffed by any coast tech? :)
Pwner1  [author] Oct 27, 2022 @ 12:55am 
Of course it is intentional. Whoever wanted units that did not get bonuses?
세랖랖 Oct 26, 2022 @ 7:40pm 
I'm not sure if you intended this, but are these ghost knights supposed to get benefits from bretonnian skills&techtrees? I am currently playing as the enchantress and I found out that all of the buffs they give to their knights are being applied to these ghost knights too. If you intended this, great job!
Masterdelta41 Oct 20, 2022 @ 7:35am 
This is perfect thank you man I appreciate it.
Pwner1  [author] Oct 20, 2022 @ 1:44am 
Coast and Counts included.
Pwner1  [author] Oct 20, 2022 @ 12:47am 
Should I expand this?
Masterdelta41 Oct 20, 2022 @ 12:27am 
@Jordanzeeg I would like it if you could post that mod on the workshop, cause I want them for the vamp coast too.
Jordanzeeg Oct 19, 2022 @ 3:49pm 
Just wanted to thank you for doing this. I wanted this kind of mod in vampire coast for the longest time, and by referring to how you did it I was able to make it happen. Great mod and great work. :steamthumbsup:
Masterdelta41 Oct 15, 2022 @ 12:21am 
Checked it everything is working fine now thanks.
Pwner1  [author] Oct 14, 2022 @ 8:50pm 
How strange. Maybe I didn't save. Remember that if another mod modifies data__ land_units_to_abilities or copies the whole list in there they will unbind. Using No summon degrading mod will help. I have now fixed this.
Masterdelta41 Oct 14, 2022 @ 7:44pm 
All versions of the ghost knights still are on 90 second timer, and can you also make a mod version of this for the vampire coast? Thanks for making this mod though these units always felt underused for how cool they are.