Total War: WARHAMMER III

Total War: WARHAMMER III

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The Zerg Collection Volume I
   
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File Size
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1.829 GB
Sep 2, 2022 @ 8:31am
May 19 @ 5:41pm
73 Change Notes ( view )

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The Zerg Collection Volume I

Description
A collection that will progressively integrate all of my (eligible) released mods until the release of the next volume.

>>*Do NOT use this mod along any of the mods already integrated in this collection: if you have any doubts consult the mod list, please.*<<

https://steamcommunity.com/workshop/filedetails/discussion/2857626194/3431201423161262608/

DISCLAIMER: Please sub to this only if you are willing to accept whatever I'm going to put in this collection.
My mods can be very different from each other regarding balance/overall quality/being mainstream or niche stuff.
So don't come back here complaining about how you don't like "X or Y mod" that was added to the compilation.
Please use the comment section to only address anything related to this compilation as a whole.
Problems and/or suggestions regarding individual mods should be discussed in their respective pages, NOT here.

*QA*

-"Why splitting your work in volumes though?"
Because while I was working on my final compilations for Warhammer 2 I realized that working On huge packfiles Is a pain and that It can also make RPFM buggy/less responsive...and all of that without taking into account the possible problems generated by regular and frequent updates to these kind of packfiles.
And that's why I decided to adopt the Volumes formula for Warhammer 3.
I'll keep adding stuff to this volume until Is going to reach a certain size and then I'll release volume II and so on.

-"Shouldn't this compilation be fully stand alone?Why there is a required mod now??"
The compilation IS fully stand alone.
The "required" mod is just an optional mod to allow you to recruit some of my custom WoC units in campaign.
You can safely run this compilation without that mod.

-Chinese translation submod here https://steamcommunity.com/sharedfiles/filedetails/?id=2983353502

Credits
-Thanks to greenphoenix23 https://steamcommunity.com/profiles/76561198030694966 for his custom Dread system script and ui featured in his Lost & Found Beastmen: Loreful Additions https://steamcommunity.com/sharedfiles/filedetails/?id=3033439831
64 Comments
Kalessin May 13 @ 7:41pm 
Thank you for the update :WH3_clasp:
zerg93  [author] May 8 @ 11:02am 
Correct.
This one still needs the 5.0 update.
Last update for this one was back in the 4th of April at 8:35 pm, exactly like this steam item's "Updated" section is claiming.
sigmars_disciple May 8 @ 10:49am 
Hey, I believe this one isn't updated for 5.0 yet? My WH3MM claimed it was updated yesterday, so I came here to verify. I accidentally activated this with a bunch of 5.0 ready mods (all working) which makes the WH3 app "hang" before reaching the main menu.

Can't wait to use this one again, ready for 5.0. I see you were very productive, already updating a bunch of your mods. Keep up the good work bro, hang in there! <3
zerg93  [author] Mar 13 @ 4:34am 
Yeah, you are not the first one to report lackluster battle performances with the Greater Feral Dread Saurian.
It got already buffed for the same reason back in Warhammer 2 but I guess that the first buff wasn't enough.
Getting the right balance with certain units can be complicated at times.
I'll try to improve his survivability a little bit.
毒气是犹乐园 Mar 12 @ 10:59pm 
I really like the giant version of the Lizard Man in the mod, but the unit data is a bit conservative. For example, if the size of the beast doubles, can its weight and health be doubled or increased by 50%. The volume of the dream saurian has doubled, and it will be attacked by more infantry at the same time. Can its health increase to 24000 or more, just like the big guy in the dwarf artifact mission. Because the original and the story's Dream Saurian are top-level monsters with limited recruitment, but they perform mediocrely when used
毒气是犹乐园 Mar 12 @ 9:30am 
After re downloading, everything worked fine. Thank you for your reply
zerg93  [author] Mar 12 @ 7:29am 
You see, since Warhammer 3 has horrible Lods generation most of my custom units are currently 0 Lod only.
This means that my custom units will ALWAYS have an higher performance cost if compared to vanilla units or other custom units that have normal Lods (maybe not performance hungry like a 4k graphic mod, but still).
So, even if you have the latest NASA PC, it would be wise to avoid having big battles with multiple full stacks of my custom units or you could end up (this is just me taking a wild guess so take it with a pinch of salt) experiencing graphical bugs or even crashes due to your PC running out of memory.
I may fix the whole 0 Lod situation in future (mainly for my fellow potato gamer fans) but that entirely depends on Ole and the next stable version of Asset Editor.
Ole once said that he was working on customizable Lod generation but nothing is certain or fully confirmed.
zerg93  [author] Mar 12 @ 7:27am 
Just had a full stack battle with both of the normal and ror version against a full stack of black orcs and I couldn't replicate the bug with any level of zoom.
Again: the bug was caused by vanilla lowpoly references that were incompatible with those custom models.
The number of units on screen and casualities are completely irrelevant and have nothing to do with this specific bug.
So I think at this point that you may either have corrupted files on your part or steam didn't download the update properly, unsubbing and resubbing may fix that.
If not and assuming that you are still testing with only this mod enabled, then I would be inclined to think that you are experiencing a different but similar type of visual bug generated by the fact that your PC is struggling to have a full stack or even multiple full stacks of my custom units on screen.
毒气是犹乐园 Mar 12 @ 4:14am 
It seems like it has been fixed, but the model is normal when there is only one or two teams. However, when customizing battles, more than ten teams of cavalry and enemies fight with more than half of the casualties, the model problem still occurs
zerg93  [author] Mar 11 @ 1:22pm 
Update is live and everything seems good now.
The issue was caused by a bunch of incompatible vanilla lowpoly imposter models that were tied to the riders.