Total War: WARHAMMER III

Total War: WARHAMMER III

Lily's Repanse the Peasant Queen: Definitive Edition
65 Comments
Zaylidin  [author] Nov 13, 2024 @ 2:46am 
I didnt make the SFO mods, that was CYLMT Riven
FullAutoAttack Nov 12, 2024 @ 5:21pm 
Can you make this compatible with your "Lily's Bretonnia Overhaul - SFO" version?
Zaylidin  [author] Oct 2, 2024 @ 7:01am 
@Zero Cool
Something like that would be cool but it isn't within my capabilities, sorry.
I'll ask around and see if anyone knows how a mechanic similar to the Greenskin Waaagh mechanic or the Empire's Expedition could be added for bretonnia.
Zero Cool Oct 2, 2024 @ 6:19am 
Is there any possibility of a submod that would still allow her to recruit Knights? I know it goes against the point of the mod but I feel at a higher level knights would join her crusade of their own volition whether she requested them or not. Maybe it unlocks when she hits level 35-50?
Zaylidin  [author] Sep 25, 2024 @ 2:59am 
@jimmymenNL
All-in-one contains this mod, so no, you dont need this installed or active, in fact its better to have it turned off when running All-in-one
jimmymenNL Sep 25, 2024 @ 1:16am 
Do i still need to sub to the requierment mod i already subbed to the all in one edition?
Zaylidin  [author] Jun 17, 2024 @ 3:50pm 
@Cookiesnm1lk
Yes, make sure to read the rules and follow the instructions.
Cookiesnm1lk Jun 17, 2024 @ 7:04am 
hey is your discord server still available to join?
Boy132 ™ Mar 24, 2024 @ 7:53am 
Hey, I really love your Bretonnia mods! Can you add support for the Warband upgrade mod please?
mikelangelo70 Mar 14, 2024 @ 9:23am 
@★Lily doesn't work with Grimhammer beta the game does not start
mikelangelo70 Mar 12, 2024 @ 9:46am 
doesn't work with Grimhammer beta
Zaylidin  [author] Mar 5, 2024 @ 3:05am 
@The Mightiest Pocket Square
She gains access to those knights because they are from my separate unit pack, which I do not necessarily condone the use of with this mod, however I have created seperate mods that disable those units. They are on my profile, look for the Unit Pack + Peasant Queen compatibility mod, or if you are also using my RoR pack, look for the Unit Pack + Peasant Queen + RoR version.

Zero cavalry units that are not peasants are meant to be used with this mod. Please don't try to get me to change that.

Bohemond and Unique Damsels are not a part of my mods. You are in the wrong place to ask about this.
The Mightiest Pocket Square Mar 4, 2024 @ 5:48pm 
Also I saw that Bohemond got his hands on a different kind of looking Damsel. Is there a certain criteria for them to show up? I LOVED how she looked, but dismissed her because I didn't like her trait, thinking I could recruit another. However all I get are standard Damsels. Sorry if this is the wrong section, I have most of your mods so I'm not 100% sure where to ask this one and figured I'd ask here because I am playing as Repanse right now.
The Mightiest Pocket Square Mar 4, 2024 @ 4:09pm 
I've noticed that in the provided vanilla building section, Repanse still has access to exactly two kinds of knights: Knights of the Realm (swords) and Royal Grail Knights. I know it goes against the spirit of the mod a touch, but I don't suppose you would be willing to let us recruit these at a reduced price, but put a unit cap on them instead? Like the building chain only gives you 1 Royal and 1 Realm (starting at 0)? Seems fair given Royals get 3-4 per chain, they'd still be the mainstay and we get a limited amount of heavy cav.
Zaylidin  [author] Feb 5, 2024 @ 9:47am 
@Johau
No, they are unique to this mod and unique to Repanse.
Johau Feb 5, 2024 @ 9:43am 
Are the crossbows included in any of your other packs?
Zaylidin  [author] Feb 5, 2024 @ 4:34am 
It would require a separate mod. You are free to create it yourself. :luv:
Archimtiros Feb 4, 2024 @ 9:31pm 
Mixu's Legendary Lords adds Sir John Tyreweld, and more importantly for the purposes of this mod, a unique Battle Pilgrim RoR: Sir John's Battle Brothers, which are classified as Knights and therefore subject to Repanse' inflated upkeep costs.

Considering that they are dismounted knights analogous to your own Foot Grail Knights, I wonder if it might be possible to give them an upkeep exception?
Zaylidin  [author] Jan 25, 2024 @ 8:21pm 
Announcement:
With the creation of two new Royal Men-at-Arms units, as well as the rework that combines the unit caps for the many variants of these infantry units, I have made the decision to "delete" the special variant of Royal Men-at-Arms (skirmishers) that Repanse could recruit. As a result, the ones you may have recruited in your campaign as Repanse are now missing bonuses from effects. I recommend disbanding them and recruiting new ones.

This update is save game compatible however, so atleast you wont experience Crashes. Hopefully.
[GWD]Dean Jan 25, 2024 @ 11:00am 
I think the Rangers could use either, when they are out hunting in the forest looking for game they'd use normal arrows (i'm sure they don't want to poison/burn lunch!)

So during wartime they could be tasked with using either, I suppose poison is more "hide in the forest" :D

I remembered the mod that had such a changed Kemmler that they made a second Kemmler on the start screen as not to change all of the vampire count starts too much.

"Cataph and Vandy's: Return of the Lichemaster" Definitely in TW:Warhammer2 but i think wasn't updated to the lastest version or ported.

I just thought it was interesting academically that you "could" completely change all of Repanse from start to finish without harming any other playthrough, not that anyone should try it unless they wanted too. Seems it was so big they split it into two people,

I remember they even had the campaign load up INTO a battle so that changes to the campaign map could be made in the background via a script.
Zaylidin  [author] Jan 24, 2024 @ 12:10pm 
I'm glad to hear you're enjoying the mod in the old world.
Regarding the Rangers, I am contemplating if they should have fire arrows instead as that might fit better as a unique unit for Repanse, but im not committing to that yet. I might change the card, I might not.
[GWD]Dean Jan 24, 2024 @ 11:14am 
1/3
really loved the campaign (so far!) really enjoying it on chaos robbies the old world, and there seems to be really good compatability.
I'll see if i can spot the cow on the unit frame, if I do see it and love it I say don't cover it up! :D

That reminds me, I really like the peasant bowmen that have master ambusher or sniper?, but don't have stealth, I think the peasants are suppose to appear as good woodsmen but no special ability to "be invisible" so it makes some really good sense that if you can find forest they can ambush, but really aren't magical or anything. I just thought it was neat. Maybe they can have the poison mark below their icon? I think they did poison shots.

I saw a few more bugs with the other packs units, but i'll put them on their page as not to be in the way of a project you are more interesting in right now!
[GWD]Dean Jan 24, 2024 @ 11:11am 
2/3 I think one of the ways a Khemler Mod was done by Cataph and someone else (woops forgot the name) as not to affect the other vampire counts was to make a duplicate Khelmler on the start screen for the player to select. might be a warhammer 2 only mod? but by selecting this duplicate khemler i guess it replaces the starting position of the origional. i'll find the mod later if i can.

I don't think any other quests are broken but i'll keep my eye out, slowing playing through a coop with no mods with a friend right now as I think we figured out what was causing his desyncs (running on linux) and we were trying to do as vanilla as possible!
[GWD]Dean Jan 24, 2024 @ 11:08am 
3/3
Hello Lily! I hope today find you well. :steamhappy: I kinda was worried you were annoyed with me spamming up the page, but i did see immediately when you changed Repanse's Dominion of Leonesse and really liked it, i was supprised it was in the definitive edition where she could still technically get the knights, but I think it was because of submods and which mod to slot it in again?

It's awesome that you dabbled in quests to make it possible to get the banner, I do one day hope to see what you might do with a second quest item if you feel like delving deeper! I think Boris Ursan already has a quests that completes by just gaining level 8 as a condition, I wonder if it can be adapted to make a quest for Repanse without needing to make a whole quest battle?
Zaylidin  [author] Jan 18, 2024 @ 4:35am 
@[GWD]Dean part 2/2
Again the recruit rank for knights in the chivalry bar is base game data, to remove that would cause big issues with other mods. I could add an extra effect that makes wanting to get higher chivalry more worth while but I'm not able to limit it to just repanse, so it could benefit other factions potentially, which isn't something I particularly want to do with my overhaul at the moment but i'm open to ideas.

Cow Trebuchet does have a separate unit card, there is a cow I drew at the base of the treb. I didn't want to cover that up with the poison icon but you are right it isn't clear either. It was a tricky decision to make and again that unit is in the unit pack that I'm not really working on anymore. I'm not saying i'm content to leave it as it is but I'm not interested in that mod so I likely won't touch it for a while.
Zaylidin  [author] Jan 18, 2024 @ 4:31am 
@[GWD]Dean part 1/2
Apologies for never getting back to you on these follow up comments, for some reason I didn't get notifications. As you may have noticed, I just managed to fix the issues with the banner quest, thank you for alerting me to that :luv: If there are any other quests that need fixing please let me know!

I could create a submod that fixes the issue of recruiting knights as Repanse in this mod, this only problem is that there are other mods that create new knight units and I can't/won't account for all of them, only my own, and the one mod I have in WHIII that does add units is honestly the one mod I have for WHIII that I am unhappy with. To be honest, I see it as a dumping ground for units that I made (with lots of hard work on the unit cards, mind you, at least for the grail pilgrims and the knights with swords) but I was unsatisfied with using them and didn't want to deprive the community of those units. I am just not inspired to work on them more honestly.
[GWD]Dean Jan 6, 2024 @ 4:11pm 
part 1/3
Thanks for reading all that :steamhappy:
I'm quite surprised to learn that you cannot add a restriction to units from a submod without a submod, what happens when just this mod itself contains "do not allow recruitment of mod units" without being separated into another submod of it's own? :O

If modifying the quest is a bit of a hassle, how about removing the removed ability to hire the quest knights, but keep the massive upkeep penalties, I think the player will able to complete the banner quest and figure out knights are expensive and disband them?
[GWD]Dean Jan 6, 2024 @ 4:11pm 
part 2/3
Research - "Hallowed Shrines" does not cover unit Grail Pilgrim Champions when you mouse over it, but it seems like it should with the unit size, frenzy, name and stats indicating they are Battle Pilgrims in different gear. Next to this research is "Sacred Texts" which does include this unit.

Chivaly Bar - You added in +12 unit capapacity for royal grail knights at max rank which is awesome and shows this is an editable thing right? could "Recruit Rank +4 for Bretonnian Knight Units" be replaces/added to, to include something for Repanse whilst the Repanse Mod is running? I think +4 Recruit Rank "something else/anything" would be the quickest edit/add
[GWD]Dean Jan 6, 2024 @ 4:11pm 
part 3/3
Trebuchet Cow Projectile seems to be missing the poison icon over the unit card to easily differentiate it from regular treb

Repanse - second quest item, If you feel like taking a try at making a quest then I think Sulemans Barding is a good idea for a magic item, it's unlikely to cause any lore discrepancies, but i think Repanse could do with at least 2 magic item quests. Something like +5% movement in battle +5 Melee Defence +10% Missile Resist +15% movement after raising a town (Skarbrand/Valkia) to show the Crusade Element of Repanse and it's a Chivalry gaining option post town battle.
Zaylidin  [author] Jan 6, 2024 @ 5:50am 
@[GWD]Dean
I appreciate the time you have taken to give me this feedback. Issues only arise when factoring in compatibility, I can only remove recruitment for knights of the realm (swords) and royal grail knights if I can assume they are also using that mod, which I can't do unless I make it required. This would basically require a submod, which is totally plausible and I hadn't considered until now!

I havn't modified Quests before, so I can't promise I'll be able to change anything.

For the Skills, I'd be happy to change Dominion of Lyonesse, but with the choice between Bureaucrat vs Logistician they were balanced around the other factions. I could attempt to fix this for the sake of this overhaul, but I would rather keep them as they are. I think its fine if Logistician is the only viable choice for this mod, that said the +2 peasants from Noble Steward might tempt some players away from it.
[GWD]Dean Jan 5, 2024 @ 8:26pm 
Part 1/6
Hello again! I think last time i posted on the version 1 of the Repanse Mod (cow launcher can't attack towers, can still recruit submod units against the spirit) Going to preface saying I'm not running just your mod, so if something doesn't sound right then feel free to ignore it, but i'm pretty confident you're the only Bretonian modifications i'm running! - The Old World (Map), Bretonnia peasant compatibility mod 2, bretonia overhaul unit pack submod, Peasant Regiments of Renown, Overhaul Definitive Edition, Foot Grail Knights Unit Pack, Repanse the peasant Queen Definitive Edition, Land of Chivalry grail Beasts, Bretonnia Texture Bugfix Mod, Caravans of the Old world.
[GWD]Dean Jan 5, 2024 @ 8:26pm 
Part 2/6
Starting Quest: Gain and maintain 5 Questing Knights is still there, but is impossible to recruit yourself, and incredibly expensive if you try and hold and collect ones from confederation, including saying yourself that keeping the starting ones isn't a good idea for your economy in the instructions and you might not even be able to get enough. As your mod is probably the only overhaul people should be running I think you are safe to either:
1. modify the quest
2. add in a duplicate quest with the same reward with units you can recruit, so the uncompleted quest is there for compatibility but can just be unpinned.
3. allow the recruitment of Questing Knights with all the penalties still intact so people can recruit them but waste 1+ turns just for this
3a. add questing knights as a repanse mod specific ROR with a quantity of 5, so people can recruit them WITHOUT wasting a turn, finish the quest and delete all 5 once they have the money to cover the cost.
[GWD]Dean Jan 5, 2024 @ 8:26pm 
Part 3/6
Repanse Skill Tree, Dominion of Lyonesse gives like +5 leadership to Men at Arms and then +8% weapon strength to the (unavailable) Questing Knights. I think you're safe to change this too as you're probably the only Repanse Mod a person should be running and you can't get the questing knights, I don't think the point is worth it for the +5 leadership half.

Royal Mustering was a bit tame for 1 point used, I think it could do with being +2 or +3 ranks to recruited Royal Units for that lord, as the first level (or first two levels if you also have blue skill line "baliff" are very quick level ups, and I don't think the faction has any other +starting rank bonuses, so when you compared what you can get from vanilla unmodded Greasus Goldtooth you can get something like units that start at rank 7,8,9 where each adative rank you get starts to make more and more of a compounded difference, +2 levels or +3 levels isn't too strong.
[GWD]Dean Jan 5, 2024 @ 8:26pm 
Part 4/6

Noble Steward/Bureaucrat I know the bonuses to Peasant Commander/Logistician are completely different, but I think it's strange on the area they do overlap gold saving/money earned/economy that the the combat line saves you more money than the town line, I think -12% upkeep is going to be better than -8% upkeep and +10% from the settlement building only, I think Dutchy Capitol level 5 is 120gold before research ect. If it was more like the dwarf hero ect "boost income" so for all buildings you could atleast sometimes place the lord in a way that brings great value, at the moment I just take the combat and fire 'n' forget bonuses of -12% upkeep as the better choice even on a lord that i create to guard a castle, even if the other rewards of Noble Steward/Bureacrat still have great gameplay use!
[GWD]Dean Jan 5, 2024 @ 8:25pm 
Part 5/6
Other Lily Submods: I think just like my other post on the old Repanse overhaul you can pick up some things that should be disabled in the spirit of your description, I think Knights of the Realm with Swords (mounted) (Royal Stables Building) and Royal Grail Knights (Mounted) (Menagerie building) and various RoR Knights

Description skill - The skill "Bane of the Dead" for the RoR Mallobaude's Bane (Peasant Bowmen) still reads that the undead are scared when they see "Harry" i guess this can still make complete sense if one of the peasants is called Harry haha, saves making a new custom skill entry to the mod? :D
[GWD]Dean Jan 5, 2024 @ 8:25pm 
Part 6/6
Other mod compatibility maybe - I wasn't even going to write this as it's out of scope but: strangely Repanse's "Halo of Maidenly Wrath" is Red instead of Gold? I suspect it's "The Old World Map" and "Mixu's Mixer" (I don't have Mixus Mousilon which i assumed this was coming from) and in the same vein the description for everyone's Hippogryph mount reads - "Skeletal Hippogryph Revenant" again i thought this would be Mixu's Mousilon but I don't have it turned on

I really enjoyed completing the game (short victory) on The Old World Map with this, normally I consider Mounted Yeomen "that unit that I never recruit and I have to mass delete off my confederated allies", this was the first time I ever used this unit and it was fun! I'm continuing to play my campaign through the other victory conditions as i'm enjoying this so much.
Zaylidin  [author] Nov 22, 2023 @ 1:07pm 
This mod still works post update.
mikelangelo70 Nov 22, 2023 @ 12:55pm 
update please
Zaylidin  [author] Sep 27, 2023 @ 2:48pm 
I'm glad you like it :luv:
I think the faction is fine without it, but I think this is fairly fitting as well. I'm a peasant-spamming fanatic so I needed to make this mod for her
ukee49 Sep 27, 2023 @ 10:11am 
Thanks for adding to this faction! It needs some love so glad to see people modding it :) I love Repanse and this mod is cool cause it makes her play a lot different!
Zaylidin  [author] Sep 25, 2023 @ 10:51am 
You're welcome!! I hope you enjoy your campaign with it :8bitheart:
Artfactial Sep 25, 2023 @ 10:45am 
I love her voice.<3
Thank you for another awesome module for your overhaul!
Zaylidin  [author] Sep 24, 2023 @ 3:29pm 
Sorry, I cant do anything about that
BladeofSharpness Sep 24, 2023 @ 11:34am 
The one thing I dislike about Repanse in general is the horrible voice that she has.
MarineCARMINE Sep 24, 2023 @ 10:26am 
You want to do that for all your sub mods btw(the ones that require another mod to work). It allows the mod manager to place them properly. Glad I was able to help.
Zaylidin  [author] Sep 24, 2023 @ 9:45am 
@Autarch Kayleth :luv::luv::luv:
I hope you have a lot of fun with this!!!
Autarch Kayleth Sep 24, 2023 @ 9:28am 
I'm excited to play a peasant focused repanse game! Their my favorite unit because they can have low self esteem like me and seeing them win will make me happy!! Plus I love repanse too with her cute bob!!
Zaylidin  [author] Sep 24, 2023 @ 2:55am 
@MarineCARMINE Ah okay! That's a great idea! thank you so much for taking the time to mention it to me. In many ways im still a novice modder :8bitheart:
MarineCARMINE Sep 23, 2023 @ 8:31pm 
You should add your Lily's Bretonnia Overhaul: Definitive Edition - Immortal Empires mod as a dependency so people don't have to mess with moving the mod around the load order. You right click then open the dependency manager the paste !Zayli_BretonniaOverhaul_DE.pack (.pack must be there as well) save and your done. I did it to this mod and everything seems to be working fine for me so far.
Zaylidin  [author] Sep 23, 2023 @ 5:11pm 
I managed to get to short victory as well, campaigns feel satisfactory up to that point for sure!
Cool army, glad to hear you were using men at arms and trebuchets :D :treb::Halb: