Total War: WARHAMMER III

Total War: WARHAMMER III

739 ratings
Legendary Lords of Legendary Mastery Enhanced
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overhaul
Tags: mod
File Size
Posted
Updated
5.651 MB
Apr 22, 2022 @ 9:08pm
Apr 19 @ 12:35am
126 Change Notes ( view )

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Legendary Lords of Legendary Mastery Enhanced

Description
Introduction
A few years back, I took over the maintenance of Legendary Lords, Legendary Mastery when its author went defunct. In doing so, I also made Legendary Lords of Legendary Legends, which was a total overhaul of all Legendary Lords/Heroes, though originally it was mostly focused on adding end-game skills.

Now, despite CA's best efforts to drive me insane by changing table layouts and dependencies, I have completed the porting of both LLLL and LLLM in a single mod, which you see before you.

Features
  • 450+ new skills specifically for legendary characters. Most of these are intended as end-game "capstone" skills which are the new ends of each skill tree.
  • Reworked magic trees for every mage-LL. This includes access to new lores and - in a few cases - standalone abilities.
  • A total rework of LL/LH stats and weapons which more closely follows archetypical themes.
  • A few new spells and many new effects ripped from lore and sourcebooks.
  • Base mechanical changes to certain LLs' factions (e.g. Malus' possession and Imperial Authority are somewhat more lax in their implementation).


Compatibility
Should be fully save compatible, though adding/removing during a campaign may result in lost skill points.
There may be compatibility issues with any mod that changes any aspect of any Legendary Lord or Legendary Hero.

Known "Issues"
None.

Shameless Plug

This is far from the only mod I've put out. My library of Warhammer 3 mods can be found at: https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=1142710

If you enjoy this mod, make sure to

It improves mod visibility
Popular Discussions View All (3)
19
5
Feb 1 @ 6:07am
Is this still being updated?
Primal Fox
15
Mar 13 @ 9:46am
Bug Thread
CrankyMcDuff
2
Dec 12, 2022 @ 3:57am
Conflict with Nakai glaive mods
Juicebox
651 Comments
Dingo Apr 27 @ 5:24pm 
awesome! thanks for the quick reply.
Commisar Jon Fuklaw  [author] Apr 27 @ 5:19pm 
Yup
Dingo Apr 27 @ 5:18pm 
Does the AI make use of the Skills?
icyricee Apr 26 @ 11:20pm 
is this mod supposed to turn greater arcane conduit into normal arcane conduit? My Katarin only gets the normal arcane conduit in her skill tree now
Utopiaone Apr 24 @ 9:43pm 
Oooo amazing that you're updating this app! Just wondering if there's any plans on adding capstones to the new dlc characters?
YinYangTW Apr 19 @ 8:02pm 
It looks like that did work. Thanks again.
Commisar Jon Fuklaw  [author] Apr 19 @ 10:54am 
Luckily, I didn't lose any work by uploading the version from my testing folder. Your submod ought work again.
YinYangTW Apr 19 @ 6:05am 
I was so focused on updating on my end that I didn't zoom out to see the larger picture. I will take a look at it now. Thanks to both of you.
Commisar Jon Fuklaw  [author] Apr 18 @ 11:39pm 
Must've let a test build get published, then. That bodes ill.
Arcrier Apr 18 @ 9:31pm 
@YinYangTW
Idk if it's related to your issue, but I have a few submods myself which didn't seem to be working. It looks like this mod got set as a movie type at some point in the last couple updates which basically gives it priority over pretty much everything (which will make it so submods are just overridden). I just tweaked it in RPFM back to being the 'Mod' type and that fixed my issues