Total War: WARHAMMER III

Total War: WARHAMMER III

Bruiser Careers
180 Comments
REITERPALLASCH Jun 19 @ 12:08pm 
@shangrila
I can confirm that the two mods overlap and half of the careers are unavailable. Hopefully someone will make a patch
Skullgar Apr 18 @ 9:08am 
Yeah it works 100% fine in multiplayer. Any possible issue would be fixed permanently after a single desync reload too, but shouldn't be an issue.
NorscanWarlord Apr 17 @ 5:55am 
Nice, I'll give it a go then
Calm&NormalTime  [author] Apr 17 @ 1:34am 
The only script is one for swapping out the bruisers unit cards to match the skills they pick, so there should be no desync issues
NorscanWarlord Apr 17 @ 12:09am 
has anyone tested this mod in multiplayer? if so, does it play nice? no crashes etc?
Calm&NormalTime  [author] Apr 15 @ 3:42am 
Its not. Read the description
Skullface0666 Apr 14 @ 7:08pm 
hey bud is it just for Golgfag? if so how does it work?
shangrila Apr 5 @ 4:04pm 
Just a heads up, it looks like this conflicts a bit with maffers' Expanded Hero Skill Trees mod.

I've got Drunkard and Broadsider available as normal, then Bodyguard locked behind a different skill. None of the others are showing up. Guessing it's because you're both using the same row.

Everything seems to work fine for both mods, just looks like they're overlapping.
Skullgar Mar 27 @ 8:58am 
Man, I would pay good money for a full Fomorian ogre faction. Reminds me a lot of the Millwood Knights from Dark Souls 3, who I also loved.
Calm&NormalTime  [author] Feb 26 @ 4:59pm 
thanks for taking the time to make the summary. I'll also add that
Drunkard: lowered armour piercing, gains anti infantry damage, combined with whisky breath specializes in clearing chaff
Smeltergut. Gains armour sundering attacks and higher splash damage max targets
Pit fighter and ironhide gain anti large damage
sellsword, gains magical attacks, anti infantry damage and higher splash damage max targets, making him very good at killing elite demon infantry
Kurobuta, ironhide, pitfighter, and broadsider all get lower splash damage max targets, as they either specialize in taking down large targets, duelling other agents, or ranged attacks
Calm&NormalTime  [author] Feb 26 @ 4:50pm 
wish I could pin this comment
Tremist Feb 26 @ 4:30pm 
Here's a general list of the abilities each career gets because I couldn't find any. All also get Ogre Charge, stat changes are not included.

Drunkard - Whiskey Breath Magic Missle attack
Smeltergut - Weaponsmith Ability, Armorer Passive
Bodyguard - Take a Breather Boss active regen ability and Guardian passive
Merc Captain - Missile attack, with Restock and Lead Pepperer Passive
Pit Fighter - Are you not entertained passive, Charge defense against Large, Immune to psychology
Sellsword - Swift Step active and Whirling Dirvish active
Fomorian - Gold shield, Bulwark active and Charge reflection
Kurobuta - Slippery, devastating flanker, Backstab active, Loner passive, vanguard deployment
Broadsider - Missile attack (1.1k strength, with armor piercing and speed debuff)
Ironhide - Loner and Strider (and presumably a rhinox mount)

Really enjoying the mod!! :D
Calm&NormalTime  [author] Feb 22 @ 4:30pm 
there's no guarantee an empire faction would pick the bodyguard over any other career though, i'd say give this mod a skip unless you're playing ogres yourself
Calm&NormalTime  [author] Feb 22 @ 4:29pm 
pretty sure ai can pick skills added by mods
Axios2002 Feb 22 @ 3:39pm 
Can the AI make use of this? I keep going back and forth on my opinion of a mod that unlocks bruisers for other cultures and would like it more if I could see, say for example, imperials using Bodyguard career ogres rather than the generic one.
Calm&NormalTime  [author] Feb 21 @ 2:21pm 
part of the last dlc
Calm&NormalTime  [author] Feb 21 @ 2:21pm 
they're a vanilla hero
Calm&NormalTime  [author] Feb 21 @ 2:20pm 
hire bruisers?
MAKAVELI Feb 21 @ 11:13am 
Why can't I hire them?
Faust Feb 17 @ 9:59am 
Thank you! I'll give it a try
Calm&NormalTime  [author] Feb 17 @ 9:21am 
Id imagine its compatible. See no reason it wouldnt be
Faust Feb 17 @ 3:00am 
Is this save game compatible or I should start a new campaign?
Teddy Feb 16 @ 10:03pm 
did the ogre Bruisers mercs mod get changed the one that allow other factions to recruit them get changes to this one?
Calm&NormalTime  [author] Feb 15 @ 7:31am 
No list sorry. I kinda forget what some of them do. More a visuals guy than a stats guy
Tremist Feb 14 @ 2:06pm 
Love the mod. Is there a list of what each career gets as features?

As it is I'm just reloading saves to see what each one does. Thanks!
GizzardWizard Feb 4 @ 7:18am 
Does anyone know if there's an sfo submod in the making?
Calm&NormalTime  [author] Feb 4 @ 3:34am 
Ok let me know if you encounter any bugs
Fenrir4life Feb 3 @ 6:17pm 
That's my recollection, but it WAS a while ago. Next ogres campaign, I'll make getting an ironhide a priority to test.

At any rate, amazing mod; thanks for all the awesome ogrework!
Calm&NormalTime  [author] Feb 3 @ 5:40pm 
That would be unintentional,
you mean they're on foot in battle?
Fenrir4life Feb 3 @ 4:56pm 
Unrelated to other ask:
Is it intended that Ironhides be infantry instead of Crushers, now?
Fenrir4life Feb 3 @ 4:52pm 
Since this makes the bruisers functionally Maneaters - roving xenophiles weaponizing foreign cultures - would it be possible to grant "upgraded" bruisers the same Maneater tag that lets Golg equip his contract reward banners on himself?
Calm&NormalTime  [author] Feb 3 @ 6:44am 
Once you pick a career skill the bruiser equips a 'mount' that changes its appearence, animations and stats. It also changes its unit card, porthole and unit name.
Loony Feb 2 @ 11:56pm 
So just for clarification on my side since I might be a bit new to this. Bruisers can take on careers in a campaign later down the line correct? Or is just a skill somewhere in the skilltree
Skullgar Feb 2 @ 6:09pm 
Love when people ask if something is lore accurate. Like brother, Warhammer 3 isn't lore accurate.
ukee49 Feb 2 @ 2:05am 
Nice. These look amazing. Especially like the Broadsider!
Calm&NormalTime  [author] Jan 31 @ 11:29am 
Who care
vargasguerrero113 Jan 31 @ 3:05am 
is this lore accurate????
Vitatious Jan 26 @ 7:36pm 
haha kurobuta black pig lol
Calm&NormalTime  [author] Jan 26 @ 3:55pm 
what give different stats attributes and abilities which can be seen by hovering over the skill, or hoverin g over the mount option in custom battle
Nukular Power Jan 26 @ 1:20pm 
Is there a list somewhere of what these do?
Nixon#1 Jan 25 @ 10:26am 
Arigato.:lunar2019piginablanket:
Calm&NormalTime  [author] Jan 25 @ 9:50am 
there is a compatibility submod on the workshop though
Calm&NormalTime  [author] Jan 25 @ 8:51am 
No it doesnt. That mod will replace several career options with its stat boost skills.
Last i checked anyways
Nixon#1 Jan 25 @ 6:34am 
Good day, sir.
Wanted to ask, does ur mod work with the "Expanded Hero Skill Trees Compilation"?
Thank you for the asnwer beforehead.:blight:
Calm&NormalTime  [author] Jan 25 @ 5:02am 
bruisers were added by the ogre dlc, if you own the dlc you get bruisers. This mod just adds costume/stat build options to the regular CA bruisers
AoffyDosy Jan 25 @ 4:31am 
Does SFO have bruiser already before 6.0? I played ogres and I can't see it
Calm&NormalTime  [author] Jan 25 @ 4:21am 
I think i know whats happening.
Youre using an sfo patch for my older and now abandoned mod that adds bruisers.
Since CA has now added bruisers, this mod just adds parts of the original.
This is likely the cause off the crash
Calm&NormalTime  [author] Jan 25 @ 4:09am 
I dont know why this mod would cause a crash. It only adds some skills so the worst that could happen is the skills dont appear. Have you tried playing without the compatibility patch?
Sorry if the question is inappropriate - I'm trying to figure out what's causing the crash, when I turn on the mod along with SFO and a compatibility patch, it crashes (the game won't load). Is this a mod problem or an SFO problem?
Sureboid Jan 24 @ 11:38am 
Would this crash sfo?