Total War: WARHAMMER III

Total War: WARHAMMER III

The Red Duke Expanded
76 Comments
medusa0  [author] Sep 21 @ 2:03pm 
This mod still works with 6.3. I am currently working on victory conditions and defeat trait and will push it when done.
newchadts Sep 21 @ 11:02am 
good colleagues, first of all thank you for the work you do and please update the mod, thank you
Rustic Clover Sep 14 @ 6:05pm 
It works for me, including with IEE. Spawns in the right location and with the Red Duke leading them.
opuntia Sep 6 @ 10:55am 
Needs an update after 6.3
opuntia Aug 29 @ 1:44pm 
FYI
Since the update of IEE
https://steamcommunity.com/workshop/filedetails/?id=3007996493
This mod no longer starts with the Red Duke and instead starts with a generic vampire lord.
Drift Away Aug 18 @ 12:45pm 
Легендарный лорд собери себя сам называется
DSECool Aug 13 @ 4:21pm 
For anyone who's curious, this mod does work with The Old World mod, though there are some things to keep in mind.

DO NOT select the Scourge of Aquitaine Faction, the selection menu lies to you.
Click the Toggle Minor Factions button next to the random lord button.
Then select Mousillon.
The menu makes it look like a generic faction. Once again the menu is lying.
You will now start as Mousillon but with most of this mods unique features.
Your recruitment roster will be the same as the rest of the VC.
No mercenary knights, archers, or unique WK.
medusa0  [author] Aug 8 @ 7:58pm 
@TJD:
Easier said than done...
TJD Aug 2 @ 7:55am 
CAN WE HAVE VICTORY CONDITIONS FOR RED DUKE?
medusa0  [author] Jul 29 @ 6:48pm 
@OwnageBurst:
Glad you enjoyed it!
OwnageBurst Jul 29 @ 7:47am 
Thank you very much for making this mod :bonfire2:
medusa0  [author] Jul 11 @ 8:02pm 
@JazzMonk:
By all means, please post it! I would love to see your implementation!
JazzMonk Jul 10 @ 10:32pm 
I made a small sub-mod adding a landmark for this mod for old world, just so i can enjoy it on that map. Mind if I post it? (my first time actually making one)
medusa0  [author] Jun 27 @ 7:50pm 
@Pig:
Many thanks for hunting that bug down! I have removed the interactions with Black Venom, so you can give it another try!
Pig Jun 27 @ 11:46am 
The reason why it does not occur with every user is because having the Solland mod on bypasses all of this and it works.
Pig Jun 27 @ 11:39am 
After extensive testing and talking to the author of TEB, I have figured out the EXACT issue that is causing the incompatibility.

TEB has this line in its scripts: cm:force_declare_war("wh_main_grn_black_venom", "mixer_teb_border_princes", false, false)

This mod ends up with your Red Duke faction vassalizing Black Venom and as a result this causes the game to hang indefinitely (can't save/end turn/move etc).
medusa0  [author] Jun 26 @ 9:23pm 
@Apxupak and Pig:
Somehow Cataph's Southern Realms mod shifts the position of the characters introduced in this mod, causing them to clip into campaign terrain and became immobile. It does not occur with every user so it is a bit of a mystery.
Pig Jun 26 @ 1:22pm 
I'm also having the same issue with the lack of hero or lord movement with Cataph's Southern Realms. It seems whatever is going on wasn't actually fixed.
Apxupak Jun 20 @ 8:00am 
Read some previous comment and this is because of TEB mod. Unfortunate
Apxupak Jun 20 @ 1:13am 
Installed today and I can't move neither lord nor hero, can't end turn and even save the game.
(can raise dead, recruit, build, start technology, etc.)
medusa0  [author] Jun 18 @ 9:11am 
@Neko Loli MeatToilet:
Added! Please give it a try to see if it works for you.
Neko Loli MeatToilet Jun 17 @ 9:35pm 
Whenever you update the mod the new bloodknights arent recruitable from the Nuln landmark
medusa0  [author] May 20 @ 10:20pm 
@Consaibot1:
There are existing Todbringer mods that are quite well done.
Consaibot1 May 20 @ 6:18pm 
Any plans to do a Boris Toddbringer mod?
Thorinbard Apr 22 @ 12:12pm 
The other Vampire factions do not view you as one, this results in diplomacy issues.
Krakenous Apr 20 @ 12:01pm 
I would actually love to try that so, no rush, good luck :).
medusa0  [author] Apr 19 @ 9:46am 
@Primal Fox:
Scripting isn't my forte, but that is something that I may look into. Right now VCO's victory condition is for the Mousillon faction.
Primal Fox Apr 19 @ 2:54am 
any chance of making this compatible with the new red duke victory conditions from victory con overhaul?
killjoint666 Apr 18 @ 4:10am 
Understood. Thank you for the quick reply.
medusa0  [author] Apr 17 @ 7:38pm 
@killjoint666:
It should not crash, but a user has reported the special Blood Keep building added in Lost World will not spawn with this mod active.
killjoint666 Apr 16 @ 8:12pm 
Will this cause a crash with OVN's Lost World? The description says it's incompatible but I just want to be sure.
silly goose Mar 28 @ 4:16am 
"
Archery Wights: recruited from Forest buildings level 2 and 3. Smaller unit size archers that replenishes ammunitions when shot by arrows and bolts. Unit cap increased by Forest buildings. Replaces Mournguls.
"

My G, this is ingenious, wanted to especially point this out. Great idea.

living factions now often come with their certain ways of replenishing ammo via engineers etc
but undead archers just need to pluck the arrows, they've been shot at. wonderful!

I am looking forward, hoping there will be more of that creativity in the future!
King Panda Jan 29 @ 11:20pm 
Is this compatible with SFO?
Gremlin Boy Jan 27 @ 5:00pm 
anyway to make this mod work with the old world map mod
medusa0  [author] Jan 26 @ 4:29pm 
@KarlFooknTanner:
I managed to apply a band-aid fix for Graetor's Solland mod, it is a "magic number" fix that detects if one of their script is active.

Seems the Solland mod moves the agents for my mod on the campaign map on start, causing them to be stuck in impassable terrains. I moved the agents to another coordinate in one of the more recent builds to resolve that issue. I suspect Cataph's TEB mod has a similar interaction, not sure if it stacks with the Solland mod.

If you are not encountering issues with Cataph's TEB mod anymore, I will remove the note.

Thank you for the report!
KarlFooknTanner Jan 26 @ 3:40pm 
@medusa0 Excellent news, I have just tried your mod again, and either you managed to change something, or by some other mysterious means, your mod now seems to be compatible with Cataph's TEB. I am able to move the Red Duke's army at the start of campaign.

Will test some more.
medusa0  [author] Jan 26 @ 2:59pm 
In unmodified game, Pfeildorf belonged to the Court of Night. It is given to Black Venom in this mod to beef them up. The Solland mod also uses Pfeildorf, granting it to the Solland faction, but this mod takes priority over it.

So I am trying to figure out a way to detect the Solland mod is active, and not run the script that grants Pfeildorf to Black Venom if it is active.
KarlFooknTanner Jan 26 @ 2:49pm 
As for Solland as I understand the incompatibility arose because of granting Pheildorf to the minor goblin faction that is the Vassal of the Duke, right? Can you let them be the vassal without granting them Pheildorf?

Or do they receive it by default somehow because of your mod?
medusa0  [author] Jan 26 @ 2:39pm 
@KarlFooknTanner:
Mod compatibility is a tricky beast especially for larger, more encompassing mods. I am still trying to get this mod to be compatible with Gra's Solland mod, no time to try out Cataph's mod yet.
KarlFooknTanner Jan 26 @ 2:17pm 
Any idea why your faction mod might have such an incompatibility with Cataph TEB mod? Or any way to fix that?

This has grown into a real awesome faction mod and while I don't think the Duke needs vassal greenskin goblin faction, the mod itself is still awesome. Would be great if it played nice with TEB tho.
Aghoric Visions Jan 21 @ 9:44pm 
Finally
medusa0  [author] Jan 18 @ 8:23pm 
@Turtleneck joe:
At one point I could not make up my mind whether or not they were Vampires or Wraiths. They are buffed by the same techs and skills as Vargheists for now.
Turtleneck joe Jan 18 @ 5:26pm 
Great mod, but is there a reason why hellstead riders don't get the same buffs as bloodknight units? It seems thematic, given they're also vampire riders
Three-legged Wolf Jan 17 @ 6:49am 
@medusa0 I once again played as Heimrich on hard (new campaign), keeping an eye on both factions. I skipped turn 4 to 5 multiple times and each time mousillon AI recruited a new army, but as far as I can tell it no longer spawns red duke :)
Three-legged Wolf Jan 17 @ 2:02am 
@medusa0 that would explain why teh duplicate duke appears only at turn 5-6. I'll check it out tonight and will post my findings. thanks for the speedy reply.
medusa0  [author] Jan 16 @ 9:35pm 
@Three-legged Wolf:
The script that spawns the Red Duke for The Scourge of Aquitaine is supposed to kill the original Red Duke (he will not have a name on the campaign map if you have Mixu's Mixer), but seems giving him immortality from the start has a side-effect of him not staying dead. :steamsad:

Now that I updated the spawn script he should stay dead.
Three-legged Wolf Jan 16 @ 1:15pm 
@medusa0 sorry for double posting in comment section but I've been testing the mod for the last few hours. With only this mod and prerequisites active I've been able to reproduce the bug. Turn 5 or 6 the AI Mousillon faction recruits a second army which often is a red Duke Duplicate. I tested this multiple times playing as Heimrich on hard campaign difficulty. Sometimes the AI doesn't recruit red duke lord and recruits a generic lord instead, but by reloading auto-save and re-skipping turn a few times the red duke gets recruited instead, resulting in two instances of the red duke being present at the same time on campaign map (I assume the mousillon duke is the actual vanilla duke). I also used console commands to clear fog of war so I could check presence of Dukes in both factions. It's technically not a game breaking bug but is quite annoying to stumble onto an AI Red Duke when playing with Red Duke yourself.
Three-legged Wolf Jan 16 @ 10:50am 
@medusa0 Not sure if it's a bad mod interaction but I just stumbled on an army of Mousillon faction, and the lord was the red duke... so yeah, I got two red dukes in my game. However when I open diplomacy screen, mousillon's leader is a necrarch lord and not said red duke. The only mods I use are "Recruit defeated legendary lords" and some mod that gives a mount to Vlad and vampire heroes.
Consaibot1 Jan 15 @ 8:59pm 
I absolutely love your mods! Thank you for expanding my boy, the Red Duke.

May I please request Boris Toddbringer next? He NEEDS something.
Three-legged Wolf Jan 15 @ 2:05pm 
@medusa0 Yeah I noticed the broken animations too during my new playthrough. Was hoping for a quick fix, so thanks :D realy happy that I get to play Red Duke. I probably know the answer to my newt question, but is this mod compatible with SFO?