Total War: WARHAMMER III

Total War: WARHAMMER III

More Raise Dead for Vampire Coast
11 Comments
Jolc3r  [author] May 20 @ 5:28pm 
Updated regardless, noticed I had replenishment set to 10 for some units which may affect larger sites.
Jolc3r  [author] May 20 @ 4:11pm 
Should note they show up for me but only when there is a large enough battle site (or multiple of them). Even then its a % chance that is fairly low, so you may need to wait.
Jolc3r  [author] May 20 @ 4:01pm 
Tested some more, seems fine on my end. Check your modlist. Worst case, try using the community bug fix mod, might have better luck there. Bear in mind any changes to the pools will not kick in instantly, so you may need to start a new campaign.
Jolc3r  [author] May 20 @ 3:26pm 
Tested for a bit, I can see syreens but not depth guard. Seems like a vanilla issue. I'll try to fix it
silly goose May 15 @ 4:33am 
any update about Woodward''s claim, dear author?
ZuluRed Dec 25, 2024 @ 11:19am 
does this need an update for 6.0 ?
Jolc3r  [author] Aug 20, 2024 @ 7:43am 
Huh, I'll look into that. They should still be there.
Woodward May 8, 2024 @ 10:56am 
Nice mod very helpfull during my last epic campaign !!! But we lost syreens, depth guard and depth guard (polearms) in raise pool.Maybe because this mod was not updated. But ty for this it save my luthor campaign during ultimate crisis!
PIXY_UNICORN Apr 14, 2024 @ 5:34am 
Thank you so much! The first one worked!
Some units are in "wh_main_vmp_province_pool" AND "wh_main_vmp_vampire_merc_pool".
So I had to switch them both to the empty pool. But it works!
Jolc3r  [author] Apr 13, 2024 @ 7:12pm 
You sure can, dont think you need a script. Couple ideas you could try. Could add an empty merc pool in mecenary_pools_tables and replace all those relevant units with a merc/province merc group with the empty pool in the mercenary_pool_to_groups_junctions_tables.

Could also change the max count/replenish and max replenish per turn in the mercenary_unit_groups_tables and make all of those 0 so they never show up.

Would need to test that battle sites isn't somehow hardcoded though.
PIXY_UNICORN Apr 13, 2024 @ 10:43am 
Nice mod!
I wonder if it is possible to do the inverse. I.E. remove units from the raise dead pool.
I presume that would be script based too?