Total War: WARHAMMER III

Total War: WARHAMMER III

Lustria Rises - Lizardmen Overhaul
985 Comments
AFGHAN PSYCHO Jul 27 @ 3:07am 
For those who want to remove it themselves, open in rpfm> click db dropdown> click battle_context_unit_junctions_tables drop down> click on the single file there> type dread in the search box, then right click one and click delete filtered out row or just delete row for the three. Only issue I've run into so far is banners are such on the campaign map not showing properly if you do this in an existing save. Reloading might work but I just started a new campaign and loaded into the existing campaign to fix it.
Conflagration  [author] Jul 27 @ 2:21am 
Or you could progress your tech tree. Use Cold-Blooded. Use Focus Instincts. Use healing.
AFGHAN PSYCHO Jul 27 @ 1:12am 
Can someone make a submod to remove Dreadful Hunger from Dread Saurians? it's pretty dumb that the ability makes a late game unit suicide into cheap anti large all the time and just die. Would there be any issues if I removed it myself with pfm? Haven't done enough testing yet.
Conflagration  [author] Jul 26 @ 4:38pm 
Prophet and the Warlock, Hunter and the Beast and Silence and the Fury; all the Lizardmen DLCs.
Walt The Why Jul 26 @ 3:45pm 
It's say i need somes dlcs but i dont them on the steam page they bland, could you tell me which ones i needs?
Conflagration  [author] Jul 22 @ 7:08pm 
Unfortunate for you, I guess?
Seeker Jul 22 @ 1:42pm 
i have some skill tree mods and gor rocks second yellow line is missing and there is now cut from the rest Born tactition and relentless avenger. after this there is deadly onslaught what i cant lern bec you need 4 skill points in the second tree but after foe seeker there are only your skills
Conflagration  [author] Jul 19 @ 9:48pm 
Slann skill, Geomantic building and 1 random dilemma. Nothing else.
That issue is a known one, not sure of the cause or fix.
cuchurrumincito23 Jul 19 @ 9:24pm 
hello, i like this mod a lot and have been playing with it since a few weeks backs but i wanted to know if you could list all the ways to obtain geomantic energy, also when opening the geomantic reservoir page the sacrificial offerings appear as with the icon of the geomantic energy
Conflagration  [author] Jul 17 @ 1:07am 
Great. Thanks for the report, hope you enjoy your campaign and do let me know if anything else pops up that may need my attention.
King Pineapple Jul 17 @ 1:04am 
That did it! Even compatible with the save game i was running, triggered over the end turn!
Conflagration  [author] Jul 17 @ 12:48am 
Okay so I've looked into it and I see the issue, and see the problem. I've put out a fix, so unsubscribe and resubscribe to get that update. It should grant the mission on a new start, let me know if it doesn't but I'm pretty sure it will.
King Pineapple Jul 17 @ 12:38am 
if my previous comment turns out to be the case, where would i find the item ids? (Side note, dude you're awesome for being so dedicated to the project)
Conflagration  [author] Jul 17 @ 12:23am 
I'm still doing some testing but yes, you can do that pretty easily. Lemme just see what's what.
King Pineapple Jul 17 @ 12:21am 
If this means my save is "broken" would it be possible to add the item into the save via the console using its ID?
Conflagration  [author] Jul 17 @ 12:15am 
Lemme look at that, I recently did some script stuff that may have broken it.
King Pineapple Jul 17 @ 12:01am 
Ok last time i hope. Having a blast, but the mission to get the Plaques of Tepec and Xoloc does not trigger when reaching rank 10. I tried having Maz not garrisoned over the end turn and the usual troubleshooting. Any ideas here?
Conflagration  [author] Jul 16 @ 3:39pm 
Yeah, I don't know why that is to be honest.
King Pineapple Jul 16 @ 3:34pm 
Sick! Thank you for the quick reply! Encountering an issue where the geomantic energy resource isn't displaying consistently on the top bar. At points it gets replaced with the Sacrificial offerings so only the sacrificial offerings end up displaying. Is this a known issue? Reloading does fix it, seems to happen after obtaining sacrificial offerings after a battle.
Conflagration  [author] Jul 16 @ 3:09pm 
Yes.
King Pineapple Jul 16 @ 2:58pm 
Is this mod compatible with the Victory Conditions Overhaul?
Conflagration  [author] Jul 16 @ 3:24am 
While I have had complaints about it in the past, I guess nobody actually cared enough to do so. You're not exactly lacking for spellcasters anyway.
AFGHAN PSYCHO Jul 16 @ 2:22am 
Hadn't touched warhammer 3 for 2 years and spent like a few hours trouble shooting why my skink oracles dont have spells. Kek. Surprised there isn't a submod to address it yet. At least I didn't find one with a quick look.
bless up
Conflagration  [author] Jul 10 @ 5:13pm 
Well, I'm glad you're enjoying it and appreciate the report.
it really doesnt affect the campaign that much i just wont use that feature too much
ty for ur mod
Conflagration  [author] Jul 10 @ 5:02pm 
I don't expect there to be any conflicts on this front. If it's working in a new campaign but not the old one, that's kind of weird but there might not be anything I can do regardless.

Unfortunately the issue is that one of CA's script commands is bugged, and it's the one relating to adding new units to the blessed pool. I've been trying to do stuff relating to that a lot lately and have had basically no success despite spending days working at it. Much harder to mod these units in the way that I wanted than I expected.
its working in new campaign mod is updated i may have a mod conflict
Conflagration  [author] Jul 10 @ 4:39pm 
Try unsubscribing and resubscribing, then get back to me.
im still getting new ones every turn maybe a mod conflict then
Conflagration  [author] Jul 10 @ 3:53pm 
It won't remove existing Blessed Spawns from save games, if that's what you're asking, but they should no longer be constantly generating in save games.
does new update apply to save game specially the blessed unit fix?
Aegis Jul 10 @ 7:05am 
based. lizardmen forever
Conflagration  [author] Jul 9 @ 10:20pm 
No? I don't care about Skaven.
Any chance of you overhauling Clan Pestilens? They're one of my favorite clans but got left in the dust
Conflagration  [author] Jul 9 @ 7:42pm 
Alright, thanks. Glad you're enjoying it.
gramnd paul Jul 9 @ 7:20pm 
ah well, it's not a real crippling issue. i'll get back if anything changes, but this is still an amazing mod. keep up the good work!
Conflagration  [author] Jul 9 @ 6:35pm 
Confederating via the Reservoir does impart a 10 turn global cooldown to it, but confederating normally won't.
gramnd paul Jul 9 @ 6:13pm 
the only notable event that could be related is that I had confederated Kroq-Gar's faction with diplomacy, and then before the confed effect was over I confederated Tehenhauin's faction.
gramnd paul Jul 9 @ 6:09pm 
it's gotta be, used it against skulltaker's faction and they've been dead for more than 20 turns now. gonna keep messing around with it, i just used another one so maybe when that one comes off cooldown it'll fix it.
Conflagration  [author] Jul 9 @ 6:06pm 
I doubt it, unless you have another mod that adds content to the Mortuary Cult for Lizardmen. You sure it's been 20 turns?
gramnd paul Jul 9 @ 5:59pm 
hm, maybe another mod is interfering with it. thanks for confirming!
Conflagration  [author] Jul 9 @ 5:55pm 
No, they're on an 8 turn individual cooldown plus a three turn global cooldown.
gramnd paul Jul 9 @ 5:49pm 
absolutely love this mod, actually made me realize the lack of campaign mechanics for vanilla lizardmen factions. there is one question i have though. are the cataclysmic spell invokations a once per campaign deal? it's been 20-some turns since i used the ashes and dust invoke and it still just has a green checkmark next to it.
bless
Conflagration  [author] Jul 9 @ 5:19pm 
Yeah that's not meant to be happening at all. I'll look into that.
one of every kind every turn
Conflagration  [author] Jul 9 @ 5:17pm 
One of every kind, or one of a random type, or what?
im getting 1 every blessed units every turn
Conflagration  [author] Jul 9 @ 4:54pm 
When you say blessed units every turn, explain a bit more please.