Total War: WARHAMMER III

Total War: WARHAMMER III

Tomb Kings Extended SFO Submod
88 Comments
ZombiePenguin Jul 19 @ 6:43pm 
Is this mod ever gonna get an update?
Iggy Jul 10 @ 3:01pm 
It keeps saying WARNING: Using TKE alongside SFO requires a submod and remains at your own risk.
Grim Harvest Jun 26 @ 12:59pm 
can you update this please, something happened in the latest update and now its crashing
Amyntas May 10 @ 9:20am 
thanks for updating! Can't wait to try it again
Thamas Rugin May 6 @ 11:11am 
Nice!
Brushboss Apr 26 @ 2:38pm 
6.1 pls
无止息风 Apr 19 @ 6:08am 
please update
Pooch Apr 6 @ 9:57pm 
pls update <3
Emperor of Mankind Apr 4 @ 1:44pm 
please update :)
Jy crois pas Mar 10 @ 2:18pm 
I have the same problem as Mavet, crash with the submod
Verontrix Mar 9 @ 8:55pm 
experiencesa segmetnation fault on linux.
Naxelas Mar 5 @ 8:11pm 
Question about Settra specifically: how do you get access to the special SFO legions that the other lords access? Normally they are accessed through the pyramids or settlement buildings, but this mod seems to overwrite that. Instead, I see them in the Mortuary Cult Legions of Legend, but when I unlocked one (in this case, the Bright Shields), I could not find where to recruit the unit anywhere.

Anyway thanks for the mod! It's a great rework of the Agemouk's mod.
溥天之下小灵通 Feb 26 @ 4:52am 
感谢分享
Keir Starmer Feb 23 @ 1:56am 
So yes it does give the TKE Popup about SFO, but it works just fine. Works with new AI Beta as well for whoever is wondering.
Mavet Feb 12 @ 12:29am 
Because TKE has a script that detects SFO and shows this message if it detects it.
nilmarkaze Feb 11 @ 11:24am 
Why is there a tke submod warning for sfo?
Mavet Feb 11 @ 3:22am 
Hi so i have this weird problem, mind you I am using GeforceNow so I understand if it is not fixable but one can hope.

Well the problem is an error on start: Microsoft Visual C++ Runtime Library, Runtime Error! The application has requested the Runtime to terminate it in an unusal way.

So as for my load order i tested it this way:

1. (without sfo and submod) - Unlocker, TKE, MCT - working
2. (with sfo and without subomod) - Unlocker, TKE, MCT, SFO - working but obviously it will be problematic if i start campaign
3. TKE:SFO, Unlocker, TKE, MCT, SFO - above crash

I could not replicate it on my own pc (it worked) but well it is hardly good enough to play TWWH3 so I use GFN.

Dunno the reason (some script?) but if there is slightest chance for fix I would pronounce your glory through all of the Nehekara.
846651173 Feb 6 @ 7:00pm 
on main menu its showing TKE needs sub mod for SFO ?
steelgamercd147 Jan 31 @ 5:10am 
on main menu its showing TKE needs sub mod for SFO ?
cryohellinc Jan 25 @ 7:50am 
Thank you for the update!
Saiphos Nov 17, 2024 @ 5:28am 
Thank you so much for this mod and SFO submod! YOU GUYS ROCK! <3
I really hope you will keep this mod up to date. TK is one of my favorite factions and i have wanted to play with this mod forever, but only play SFO. So many thanks!
i am pro at total war Nov 6, 2024 @ 6:52am 
please update
LimeUser Sep 25, 2024 @ 5:28am 
That's fair but Ushabti can get perfect vigor from the great desert of araby landmark.
If they're meant to be elite units they should have more hp per entity rather than just less hp overall.
Like having less hp isn't the problem with them, it's that their entities still have the same hp as normal Ushabti.
Simply put, they lose combat power just as quickly, are meant to be line breakers and they're healed less due to their lower health.
Sundered armour does make them more valuable but tomb kings are not lacking in AP damage.
GabeSky  [author] Sep 25, 2024 @ 5:12am 
The Ushabti Ancients are more a high damage with lower HP to balance. They have slightly better melee attack. A much higher charge bonus. They have Monstrous Charge which means they only lose 1/2 their charge bonus vs braced. They have perfect vigor and never lose stats due to fatigue. They also have Sundered Armour effect which reduces armour of anything you are fighting by -30.

They are balanced by having less HP and being more rare and harder to obtain then normal Ushabti.
GabeSky  [author] Sep 25, 2024 @ 5:07am 
@TorgueUser
If a tomb king is leading a garrison then they will earn a title.

Sand Snakes will not have the unit set changed to benefit from ancient stone. Dune rider works. The effect even states it benefits Sepulchral Stalkers

Armour: %+n for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}

Melee attack: %+n for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}

Physical resistance: %n% for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}

I will take a look at Ushabti Ancients. They are not simple Ushabti with Great Weapons.
GabeSky  [author] Sep 25, 2024 @ 4:56am 
Nexus there will always be a warning message. Before there was a message that said there was no mod that worked with TKE. In WH2 someone made a bad submod for TKE without permission, so there is a script to detect SFO.
Nexus Sep 15, 2024 @ 1:08pm 
i have also the warning message that i should use a sfo submod but i use this mod here :D
LimeUser Sep 8, 2024 @ 2:46pm 
Fun fact: Garrison commanders (the first unit in the top left) can apparently get titles.
You can't actually activate it but you can get it.
LimeUser Sep 8, 2024 @ 9:38am 
And should the sand snakes get the ancient stone skill bonus instead of dune rider like normal sepulchral stalkers?
Feels like a worse choice for them since they're melee and get more use out of dune rider bonuses.
LimeUser Sep 8, 2024 @ 9:17am 
Quick thing, Ushabti ancients have less entities than normal melee Ushabti, regular having 16 and ancients 12.
If they're meant to have less entities then could you atleast buff their hp to be above the bow version?
Broly The Legendary Super Saiyan Sep 4, 2024 @ 5:53pm 
the main mod got a big update with Underground pyramid buildings etc but the Submod still works so idk if update is needed
Smaug Sep 3, 2024 @ 11:27am 
The required DLC links are dead, I guess CA changed the names or something?
Feniks Aug 30, 2024 @ 8:07am 
I have this mod, the submod and all requirements, and I still get this WARNING message every time i go the main menu
=[NK]= Col. Jack O'Neil  [author] Aug 23, 2024 @ 8:39pm 
Are you sure it needs an update? Maybe just try with this mod and required mods? And then try a few more time.
大半球 Aug 23, 2024 @ 8:34pm 
need update
Buffalo Aug 10, 2024 @ 3:43am 
Can you fix the main menu message "using TKE along SFO blablabla..." please, it appear even with the SFO submod
GabeSky  [author] Jul 22, 2024 @ 4:02am 
@Randolph Carter

That message is on purpose.

Try researching the tech that is listed on the building.
Randolph Carter Jul 14, 2024 @ 5:26am 
Also in the start screen, it has a warning : using TKE alongside SFO requires a submod and remains at your own risk, although your mod is enabled. I am using prop joe MM
Randolph Carter Jul 14, 2024 @ 5:02am 
Hello and thank you for this great addition! I cannot recruit skeleton warrior dual axes, basteshi and spearmen javelins. Construct additional buildings to increase the capacity. I have factionwide and army caps enabled , but I didnt recruit any of them. I have sufficients buildings in order to recruit them. Any idea?
GabeSky  [author] Jul 12, 2024 @ 6:33pm 
Sadly I had to change a script to undo the SFO and TKE merger system so that probably caused some funk in save games. People had a hard time with a two point system on unlocking things.
malkoram Jul 11, 2024 @ 9:14am 
now i cannot recruit SFO RoR in any way, do i have to start a new campaing?
GabeSky  [author] Jul 8, 2024 @ 5:40pm 
Removed the combination way of recruiting Legions of Legend. Instead went with the Tomb King Extended way instead of how SFO did things. You can now craft the Legions in the Mortuary Cult. Except for Khatep, he still researches them as he does in SFO!
Velykos Jun 26, 2024 @ 7:20am 
Massive respect
GabeSky  [author] Jun 21, 2024 @ 6:07am 
@Jy crois pas

Unsub to the mod. Wait for steam to update. Then resub.
传奇打胶王奥利给 Jun 21, 2024 @ 4:33am 
you are the heroes,men
Jy crois pas Jun 21, 2024 @ 2:33am 
It still crash on my part with a runtime error pop up from microsoft c++ run time library :/
GabeSky  [author] Jun 20, 2024 @ 3:51pm 
Skills that buffs units are typically tied to a unit set for instance if we take a look at Embodiement of Asaph.
wh2_dlc09_effect_force_stat_melee_attack_stalker_necropolis_knight
is tied to the unit set
wh2_dlc09_tmb_stalker_necropolis_knight
That will effect any unit with that unit set. Even units from other mods that are outside TKE/SFO.

Some RORs do not have all the upgrades because some of the upgrades add an ability and those RORs have that ability already.

King Lahmizzash's skill tree is correct. This is how it is in SFO. For reference:
https://totalwarhammerplanner.com/planner/sfo3/tmb_tomb_kings/wh2_dlc09_skill_node_set_tmb_tomb_king_lahmizzash
GabeSky  [author] Jun 20, 2024 @ 3:51pm 
Hey, Alan some of these issues are related to the Tomb King SFO Submod.

I will correct the Heirotitan (Colossus Bow) to tier 5.

Ushtabi Ancients are found under the Estate building chain under infrastructure. You should see a effect that references the technology "Clothed in the Divine" that increases Ushabti Ancients cap by 1. I just loaded in with TKE + SFO + Submod only to confirm ingame.
=[NK]= Col. Jack O'Neil  [author] Jun 17, 2024 @ 11:12pm 
Probably best asking someone who mods radious mods.
2B Jun 17, 2024 @ 10:54pm 
are there any chances we could get a radious TKE submod?