Total War: WARHAMMER III

Total War: WARHAMMER III

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The Red Duke Expanded
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61.992 MB
Dec 26, 2024 @ 11:40pm
Jun 27 @ 7:46pm
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The Red Duke Expanded

Description
Moves the Red Duke out of Mousillon to the eastern edge of the Grey Mountains. His faction is now the Scourge of Aquitaine, which is a renamed Court of the Night faction that serves as Elspeth's starting enemy in Immortal Empires. Another Vampire Lord named Merovech the Mad now takes his place as leader of Mousillon if Mixu's Mousillon mod isn't active.

The Rogue Army named Scourge of Aquitaine has been renamed to Remnants of Bregonne, which was also in Total War: Warhammer II.

The Scourge of Aquitaine is only playable in Immortal Empires.

New units exclusive to the Scourge of Aquitaine:

Dismounted Blood Knights: recruited from Vampire building level 2, Blood Keep landmark in Nuln, and Altdorf landmark. Blood Knights and Dismounted Blood Knights in the Scourge of Aquitaine faction has different helmets and updated appearances.

The Blood Keep land mark can be built by the Scourge of Aquitaine on tier 3 instead of 5. The tier 5 version grants "Greater Hunger" ability that replaces "The Hunger" ability for Vampire units and characters in the Scourge of Aquitaine faction. This ability grants vigour regeneration in addition to HP regeneration in melee.

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.

Hellsteed Riders: recruited from Vampire building level 1. Flying cavalry units with stats between Pegasus Knights and Royal Pegasus Knights. Replaces Vargheists.

Mercenary Knights: recruited from Major Settlement core building level 2. Expensive mortal cavalry unit with a unit cap increased by Couronne and Altdorf main buildings, Copher Dock, and one of Red Duke's unlock able skill. Intended to be used in low Vampiric corruption regions before unlocking Blood Knights.

Mournguls and Vargheists are still available via Raise Dead.

Requires Mixu's Mixer.

Not fully tested, and will likely need balancing.

Enjoy!

Known issue/to be fixed:
The Red Duke's unique weapon and armour ancillaries can sometimes disappear completely after 20 turns of being granted by the level up.
Dual weapon animation weapon bones are buggy on the campaign map.
"Greater Hunger" is granted to Vampire characters automatically, whether or not they have unlocked "The Hunger" from their skill trees yet.
His faction colour on the campaign map is still the original light green, it cannot be changed at this time.
If Mixu's Mousillon mod isn't active, the Red Duke is still shown as the faction leader for Mousillon on the faction selection screen.
Currently not compatible with the Blood Keep building added in OVN's Lost World.

Special thanks to:
Frodo for the RPFM tool to make this all possible
Ole for the AssetEditor
The Total War Modding website
Da Modding Den
Skeleton Crew Modding
ChadVandy for the WH3 script guides
Aexrael Dex for the general replacement script
Mixu for the faction unlocker frameworks and Mousillon mod for the motivation
Singemeister for the inspiration on the Red Duke's skill tree
Graetor for the Solland Faction Mod
Partypus for faction flag icons
Sadge for the idea for the Wight King skill fix.
Pig for finding the solution to the compatibility issue with Cataph's TEB Mod.
63 Comments
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.