Total War: WARHAMMER III

Total War: WARHAMMER III

The Cult of Slaanesh
120 kommentarer
Lingling  [ophavsmand] 19. maj kl. 2:59 
Thank you. No the skills are unchanged, I only removed the khaine references
Leo 19. maj kl. 2:21 
Does this change Morathi's skill points or magic? Couldn't find anything in the description.
Amazing mod btw ;)
Lingling  [ophavsmand] 6. maj kl. 22:58 
Well there’s no just overwriting the faction. In order to get rid of the khaine units this was the cleanest solution
Roland The Heavy Gunner 6. maj kl. 18:07 
Yep. i added them all to the military group, now most of them are recruitable.
Just curious, but why did you use "wh3_main_def_morathi_modded" instead of just overwriting the faction?
Lingling  [ophavsmand] 5. maj kl. 23:58 
I’ve added none of these units, they must have been added by landmarks of legend. I think they would also need to be added to my custom military group in order to be recruitable
Roland The Heavy Gunner 5. maj kl. 17:34 
I did some research and most/some of those units are "provided" by landmarks of legend mod. I didn't notice recruitment working before. currently testing with other races.
Roland The Heavy Gunner 5. maj kl. 12:47 
On my units roster it shows some wood elf, high elf, beastmen and feral monster/animals. im not sure if your mod added those, but how can i recruit those? Im especially interested in the shadow walkers as I have the shine of Loec.
Lingling  [ophavsmand] 26. apr. kl. 14:58 
Glad to hear it worked
Roland The Heavy Gunner 25. apr. kl. 19:11 
great, that worked. Now I finally have a replacement for Blackguard.
Lingling  [ophavsmand] 25. apr. kl. 2:06 
I gave the Cult of Pleasure a custom military group. The new units have to be added to that group in order to show up as recruitable
Roland The Heavy Gunner 24. apr. kl. 13:42 
Great mod. I'm having an issue with another mod ( Pikes of Slaanesh Reborn, on the nexus) that adds a unit that's recruitable from the cult building. the unit shows up under roster but isn't recuitable form the building. Ive tried add compatibility between the mods but i'm not sure what to do next.
Roque the Rogue 8. apr. kl. 15:23 
It's alright, I've already unsub, just noticed I'm running two other mods that makes changes to khainite assassins, such as establishing hidden cults and that's essential extra mechanics for the faction in order to vassalize others sneakly.

I appreciate the reply.
Lingling  [ophavsmand] 8. apr. kl. 13:08 
I could but the point of this mod is to remove khaine aligned stuff. Simply ignore the missions
Roque the Rogue 8. apr. kl. 12:10 
Hi, can you please restore the khainite hero?

Game keeps asking for it to be recruited via missions its driving me crazy, since you "replaced" them I cannot recruit them to the faction, isn't it simpler to keep them as a option? we get double tabs these days that allows for both to exist at the same tab
Lingling  [ophavsmand] 29. mar. kl. 1:31 
Yeah that happens because the cultist is supposed to be a single entity most likely. I could use witch elves or daemonettes instead maybe
Omnplayer 28. mar. kl. 19:59 
The Devoted of Slaanesh have very weird combat sounds since they use the cultist lines. The all make the same noise when they attack that sorta sounds like a grunt. Would there possibly be another voice set that you could use?
Lingling  [ophavsmand] 10. feb. kl. 23:03 
Perfect. Sounded like that could be the issue
blakhawk12 10. feb. kl. 14:41 
Yup that fixed the issue.
blakhawk12 10. feb. kl. 14:34 
I am but not sure if I had it enabled. Didn't notice it was required. Thanks.
Lingling  [ophavsmand] 9. feb. kl. 16:03 
Are you subscribed to the required mod? Alshuas Cultist of Pleasure reskin?
blakhawk12 9. feb. kl. 7:44 
When I try to recruit a Cultist they have no model and their unit card appears as a goblin unit lol.
Lingling  [ophavsmand] 8. feb. kl. 0:23 
Not that I know of
Evening 7. feb. kl. 23:02 
is there a submod for sfo?
Lingling  [ophavsmand] 20. jan. kl. 13:00 
Have you tried with just the required mods enabled?
Qoga 20. jan. kl. 9:31 
a new conflict has appeared( unsure which mods could cause( the priestess has been replaced in the hire new agent menu as the image for the new greenskin hero (orc shaman?) when selected then proceeds to CTD the game.
Tater 30. dec. 2024 kl. 9:53 
Thank you for the update! One of my "must have" mods!
Lingling  [ophavsmand] 24. dec. 2024 kl. 6:10 
Thank you I’ll update all of my mods asap
Kil'jaeden 23. dec. 2024 kl. 17:30 
Thanks in advance for the update. The mod is great.
Lingling  [ophavsmand] 23. dec. 2024 kl. 14:24 
No not yet
sigmars_disciple 22. dec. 2024 kl. 13:59 
Same question from me - ready for 6.0? Thx <3
Kil'jaeden 21. dec. 2024 kl. 4:13 
Still works or needs an update?
Lingling  [ophavsmand] 7. nov. 2024 kl. 23:40 
That's a tricky one. I'm not sure what VCO does since I don't use it myself but I assume it blocks recruitment of the units via script. That's not my strong suit however. Frankly I don't want to make a fiend clone just for that. I suspect the Fiends will unlock when the victory is achieved and the COP keeper is still available. So at least it works as intended somewhat.
Maal 7. nov. 2024 kl. 18:45 
Spent a few hours, but I've found an incompatibility. Victory Condition Overhaul has a victory path for Morathi that unlocks Fiends and Keepers of slaanesh. Pre-victory I can recruit the one keeper you allow, but the fiend is fully blocked. Not sure how it'll play after reaching that victory condition however, haven't tested that.

I see that the VCO ones are recruited through the vanilla-hidden cult of pleasure building. The fiend could be fixed by doing a COP version like you did for the keeper so we'll be able to recruit it without victory, but I am not sure what to do for the keeper. Is it possible to add a script listener thing that wait to see if you get that victory condition/long victory and just add +99 to the keeper of secret cap or something?

Tho I guess that it ain't that big of an incompatibility, I assume the victory will just let us recruit the fiend, so only the unlimited keeper will be missing.
Lingling  [ophavsmand] 5. nov. 2024 kl. 4:07 
The LOD is quite bad in wh3 I recommend using a mod that increases the LOD distance. I’ll also check if the model is fine
Ionic_Pulsar 4. nov. 2024 kl. 21:59 
Weird bug, the devoted of Slaanesh hair and model get super blocky if you zoom even slightly away. Its very distracting
Lingling  [ophavsmand] 21. sep. 2024 kl. 11:37 
They use the vanilla textures so should be the same color as the Slaanesh cultists
Dogmitry Puplushka 21. sep. 2024 kl. 4:24 
Great mod, just one minor detail I noticed was off for the "Devoted of Slaanesh" unit; the skin color of the body doesn't match the color of the skin on the head model.
Not sure if it's just from me running all graphic settings on maximum, though.
Sigmar 20. sep. 2024 kl. 14:17 
Ah fantastic thank you! I could not tell if it was my end
Lingling  [ophavsmand] 20. sep. 2024 kl. 13:41 
That’s how they’re supposed to look. They are described as having dark ebony skin in the lore and the pink eyes are the ones from the Slaanesh cultist
Sigmar 20. sep. 2024 kl. 13:09 
The annointed seem to have black skin and pink eyes and I can't figure out why, I do have the reskin in required mods
👁 10. sep. 2024 kl. 8:42 
If nothing else the cult of pleasure reskin is awesome.
Lingling  [ophavsmand] 9. sep. 2024 kl. 21:56 
It’s not that simple. As I said it’s possible but just to have a different name at the recruitment menu isn’t worth the hassle. That’s the short version.

Well to me the mod is perfect because it’s exactly how I want it to be ;) If someone wants to make a submod that’s perfectly fine to me
👁 9. sep. 2024 kl. 7:46 
I think you can just copy an existing hero with all of it's animations and stuff and rename it, that's how I understand it working for some other mods with custom heroes and custom LLs, they they take the existing ones and copy everything animations and all and rename them and their reference points to reference the copy, then reskin them. But I'm not an expert and don't have first hand experience modding heroes myself so I'm not sure about all the steps involved.

Would you object to a sub mod re-enabling Khainite recruitment through Black Arks, this is a really cool mod, almost perfect, but the Black Arks lacking Khaine units seems arbitrary and comes with incorrect UI information.
Lingling  [ophavsmand] 9. sep. 2024 kl. 1:21 
I could use a different hero type in the background that the vanilla DE doesn’t use but then I’d have to use the hero actions that type has access to or create custom ones. But that’s a ton of work and additionally I want my heroes to have the same actions as the vanilla ones for balance reasons.

It’s totally possible to give the black ark different recruitment options than the land buildings so it’s no modding limitation. I just don’t want to have khaine units there for Morathi.
👁 8. sep. 2024 kl. 23:10 
Ah unfortunate about the unit names being locked to the entire DE race. I think there's a way around that though if the hero is given a unique ID for the mod and the CoP is redirected to that instead of the default heroes. But I'm not sure about removing the default heroes from a particular faction.

I'm not sure about faction modding limitations but Black Arks are quasi independent of whatever faction they serve, and Khaine and Mathlaan are their top deities, blood and sea central to them. A Black Ark Fleetmaster can even carry a mark of chaos and they'll still keep Khaine and Mathlaan as their top deities.

Megara for example worships Mathlaan then Khaine, Slaanesh is at best a distant third not even having his own altar on her Ark despite giving her the mark that allows her to say exactly what people need to hear to persuade them.
Lingling  [ophavsmand] 8. sep. 2024 kl. 13:30 
Sorry but I have to say no to all your requests. I won’t make a skill dump submod but other mods are free to add my heroes of course. And also no to khaine units. The point of the mod is to remove the khaine elements from the roster.

The heroes showing the names of the vanilla types in the recruitment menu can’t be changed without changing that for every dark elf faction so that detail can’t be changed unfortunately.
And units showing in the effects even though they aren’t available to the faction is something that CA introduced in an earlier patch. Can’t be fixed either.
Traveler123 8. sep. 2024 kl. 3:35 
Could you add in a option for people to still use the Khaine unites?
👁 7. sep. 2024 kl. 21:26 
Compatibility Request: Can we get an Endless Training skill dump at level sub mod that unlocks at level 20 for Assassins and Cultists for those of us that use mods for 2 or more perks per level?

Bug Report: I'm not sure if maybe it's a mod conflict or a bug, but in my game the Assassins are listed as Khaine Assassins before you recruit them, then their name swaps once they're recruited. Same with Cultists, they're listed as Death Hags until recruited.

Some of the buffs and abilities also show units that are no longer available like executioners, and I don't think the Fiends of Slaanesh benefit from leadership upgrades like they should.

Suggestion: I think it would be nice if we could still recruit Khainite units like Executioners and heros from the Black Arks, they would definitely serve Morathi and indulge themselves but they'd never give up Mathlaan and Khaine just because they partied with the Cult of Pleasure.
Lingling  [ophavsmand] 5. sep. 2024 kl. 7:01 
@Udunion So I was able to reproduce the issue but at the same time everything is working as intended. The way the mark of slaanesh is applied only works when a unit is in an army meaning you won't see the mark on the recruitment screen and heroes only get it when embedded in an army. But since the mark has no effect on campaign anyway that's not a gameplay issue.
Lingling  [ophavsmand] 2. sep. 2024 kl. 1:26 
No you don’t see it on the recruitment screen that’s normal. I’ll see if I can reproduce the issue