Total War: WARHAMMER III

Total War: WARHAMMER III

Lustria Rises - Lizardmen Overhaul
1,116 Comments
Conflagration  [author] Oct 28 @ 1:49am 
Which? All of them? Who are you playing as? What spell casters? Give me whatever details you can.
AFGHAN PSYCHO Oct 28 @ 1:46am 
Spells in the same school are separated into their own categories or not even accessible at all sometimes. Spell casting sometimes gets wonky and you have to re-click a spell that can be cast on the ground to apply it properly.
Conflagration  [author] Oct 27 @ 11:27pm 
Elaborate.
AFGHAN PSYCHO Oct 27 @ 7:37pm 
Not sure what you changed but this is messing with magic UIs and is making magic casting behave weird sometimes. Tested alone with just mixu's and mod config tool after redownloading.
Conflagration  [author] Oct 18 @ 4:32pm 
There's no way for me to know that, but this mod does have its own innate tech tree rework that entirely replaces the tech tree and probably isn't very compatible with another tech tree mod.
Flashcrash Oct 18 @ 3:43pm 
Decky's tech tree perhaps? Is that incompatible?
Flashcrash Oct 18 @ 3:33pm 
Just a shot in the dark here. I have a problem that every time at turn 8 the game crashes when it's Sotek AI turn. Of course I have a bunch of mods. For Lizardman not to much. Just this one and Jurassic, but loads of other mods that impact the general game. Do you have any idea what it could be?
Conflagration  [author] Oct 17 @ 5:23pm 
I'll look into it.
Hexmorr Oct 17 @ 3:27pm 
yes, all my army get it, included non slann army
Conflagration  [author] Oct 17 @ 3:21pm 
Yes, it is. You can teleport with other non-Slann lords?
Hexmorr Oct 17 @ 2:56pm 
isn't the path of the old ones stance supposed to be only for slann ? i can get it with all army
Conflagration  [author] Oct 16 @ 2:01pm 
Uh oh.
萤虫扑月 Oct 16 @ 11:32am 
with this mod, I get nothing when I merge two blue-equipment,
Conflagration  [author] Oct 8 @ 8:12am 
It's complicated as I do several methods to disable skills, and also trying to do so would cause issues with the Saurus Oldblood skills I added to them.
The Botslayer Oct 5 @ 9:56pm 
I am trying to adjust it in RPFM, the question is where and how
TheRexYo Oct 5 @ 12:25am 
Worst case scenario, it doesn't work lol
TheRexYo Oct 5 @ 12:25am 
@The Botslayer If you want to try and make a submod go ahead
The Botslayer Oct 2 @ 4:39am 
I've read you removed the Blessings skills to Saurus lords, is there a way I can re-enable them locally for my game, or would it break the new Marked units and Blessed traits?
Conflagration  [author] Sep 30 @ 11:08am 
Yes? It's not faction specific, all Lizardmen have access to it.
Sylvonos Sep 30 @ 11:03am 
Can the great feral wyrm be recruited after you confederate?
Conflagration  [author] Sep 27 @ 8:50am 
Yes, they have different bonuses based on their Mark. That reminds me, I do need to get rid of his Blessed Spawn starters at some point.
chickens_hh Sep 27 @ 8:38am 
Epic, thanks! Btw, I noticed the blessed spawns generated by this mod have lower stats than the new blessed spawns (like the ones Kroq-Gar starts with). Is that intended?
Conflagration  [author] Sep 27 @ 8:34am 
More than just that broken, it appears, but that's sorted now.
chickens_hh Sep 27 @ 5:56am 
Mazdamundi is starting with his regular unit, not the chotec temple guard or solar engine bastiladon mentioned in his changes
Shinx Sep 23 @ 1:29pm 
Yeah to anyone else having the same problem, you need to verify your game file and it will work
Conflagration  [author] Sep 23 @ 1:14pm 
If you right click on it in your steam library and go to updates you can change when it downloads updates.
Shinx Sep 23 @ 1:06pm 
Hmm you mean 6.3.1 right? I just checked and I'm indeed on 6.3.0, is there a way I can force the game to update?
Conflagration  [author] Sep 23 @ 12:59pm 
To the game itself I mean.
Conflagration  [author] Sep 23 @ 12:59pm 
Are you on the latest update?
Shinx Sep 23 @ 12:53pm 
Got a crash:

The first invalid database record is obsidian_tech_lzd_old_ones_2wh3_main_effect_faction_blessed_capacity_count in table technology_effects_junction_tables and pack file !obsidian_lustria_rises.pak
Conflagration  [author] Sep 22 @ 1:39pm 
Yes that has always been the case, I have no idea why.
COREEENAVIRUS Sep 22 @ 1:31pm 
It is not a conflict with Medallions of Chaqua, and i can't see my landmark mods causing it :)
COREEENAVIRUS Sep 22 @ 1:26pm 
I also noticed Geomantic Reservoir actually shows the amount for sacrificial offerings, but this could be a conflict with medallions of Chaqua
Conflagration  [author] Sep 22 @ 1:21pm 
As it turns out, Mixu is not a fan of making Huinitenuchli a second gen, the issue is that somehow the code in my script ended up duplicated, so he gets given it twice. It'll be fixed for next update.
Conflagration  [author] Sep 22 @ 12:56pm 
I'll look into it.
COREEENAVIRUS Sep 22 @ 12:45pm 
Hey I have a few mods installed and noticed Lord Huinitenuchi has the second generation trait twice so guessing it was updated in the base mod
Conflagration  [author] Sep 18 @ 4:23am 
Well I just loaded into a game of IEE as Mazdamundi with my mod. I'm going to guess it's one of the other myriad mods you're playing as...
мефедроновый Sep 18 @ 3:50am 
I have huge modpack with IEE and don't understand ehy it crashes with your work
Conflagration  [author] Sep 18 @ 3:49am 
As far as I know, yes.
мефедроновый Sep 18 @ 3:46am 
Can I use this mod with IEE?
Wikitiki31 Sep 16 @ 9:33am 
oop, nevermind, just found Oxyotl. He just doesn't have a name picture on the front page, but he is there among the discussion threads
Wikitiki31 Sep 16 @ 9:31am 
I looked around to check that it wasn't already answered so I hope I didn't just miss something

Does this mod do anything with Oxyotl or his faction? I don't see him listed near the other lords and their changes
Conflagration  [author] Sep 15 @ 11:03pm 
The original Blessed Skinks are not recruitable in this mod, so technically yes.
Surristrasz Sep 15 @ 4:12pm 
Is it intended for blessed skinks of the javelin persuasion to lose their sunder armour for poison?
Or does thar only occur for certain blessings?
(I swear I saw it mentioned somewhere but I can't find it again)
Kuroneko Sep 14 @ 2:24pm 
Just wanted to drop in and say thanks for your hard work, My Lizardmen games wouldn't be half as fun without your mod.
Conflagration  [author] Sep 13 @ 6:00pm 
Sorry for late reply, I was away for a few days. It's possible to do, though I don't personally have much interest; Lizardmen have plenty RoRs these days.
TheRexYo Sep 12 @ 6:12pm 
Okay I have a bit of a question/request. Since GW had to approve of the new blessed units, would it be possible to get some of the new vanilla ones as RoRs? To my recollection of how asskit (sorry if that sounds crude it's what the guy who taught me modding called it) works, one can just copy/paste the unit definition, rebrand it as an RoR, and add it to the RoR pool. Would you be able to add this to the mod? If not, I could implement it but would request that you maybe put it in like a list of submods or something.

This specifically came to my mind when I realized that the new shotgun Ancient Salamanders are so hilariously fun that I'd feel bad playing without them. But I realize they're not the typical god-blessed ones as per lore.
Goldberg Sep 12 @ 7:05am 
Thanks a lot for the update and all the work done with it! Huge big up !
Conflagration  [author] Sep 11 @ 1:44pm 
Hm, yeah, that's definitely true. Slipped by me. I'll think of something suitable to replace it.
DerJan Sep 11 @ 1:26pm 
First of all, thank you very much for your hard work in updating this behemoth of a mod.

With the changes to the Second Generation trait, I'm wondering if there isn't something you could (if you want to) do with the Soul of Stone skill in Mazdamundi's yellow skill line. -40 Miscast Chance is kinda redundant if he already gets -100% through his trait, isn't it?