Total War: WARHAMMER III

Total War: WARHAMMER III

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Recruit Defeated Legendary Lords
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Tags: mod
File Size
Posted
Updated
2.435 MB
27 Aug, 2022 @ 10:53am
14 May @ 8:40am
42 Change Notes ( view )

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Recruit Defeated Legendary Lords

Description
Recruit Defeated Legendary Lords ported to Total War: WARHAMMER III – Update 5.0.3



This mod transfers legendary/immortal lords and heroes of defeated factions to factions that are still in play. It works both for the player and the AI (though the player will be favored)!

Scenario 1
Has that foolish counterpart of a Vampire Count refused to confederate, be reasonable or flat out irked the grand, righteous ruler that you are? Are you left with no choice but to defeat him, yet fear for the consequences as you can’t have their legendary lord this way? Well no more!

That’s right, they will serve their rightful masters! You can now pummel your "like-minded", bovine-staring-face neighbor into the ground, destroy his useless empire, sack all his cities, plunder him to your heart's content and then recruit his legendary lord as a fresh, empty-headed recruit!

Scenario 2
You'd like to help the Last Defenders but as the Hexoatl you might as well be on another planet and confederating territories that far away might not be ideal.
Well, if he's ever defeated, you can now hire him, build up spanking shining new armies and lead him to retake his lost territories!

Current features
  • After factions are defeated their legendary/immortal lords and heroes will be made available to remaining factions (player as well as AI) of the same subculture/race - e.g. A defeated Lizardmen faction will only join other Lizardmen factions (basically confederation with a few extra steps).
  • Lords/heroes obtained this way will start off wounded.
  • Legendary Lords/Heroes recruited this way are the "original" ones (not copies like in previous versions of the mod). This means there won't be doppelganger, item quests will work and the lord/hero will retain their level, items, skills and traits.
  • This works with all legendary/immortal lords and heroes regardless whether they are modded or vanilla characters. No submods needed!
  • Event messages indicating newly available lords/heroes will appear for all base game & dlc lords.
  • Most factions, even if they are not able to confederate, benefits from this mechanic (e.g. Vampire Coast and Tomb Kings).
  • By default, defeated faction won't join AI led factions before turn 50 (for balance reasons).
  • By default, defeated factions prefer to join factions of the same race, they also prefer player over AI led faction, they furthermore prefer factions they already met, ones they had good relations with (before their demise) and they'd rather seek refuge with a playable (major) faction than a minor one.
  • When your faction is chosen as the preferred refuge, you'll get the refugee dilemma shown in the image above. You then either:
    Accept, to gain their immortal lords and heroes.
    Reject and another faction gets the dilemma.
    Kill them, so they can't join anyone (unless they manage to revive via rebellion).
    Delay your decision and decide again after 25 turn.
  • By default chaos factions (Warriors of Chaos, Mono-god, Daemon and Norscan factions) can join each other, even across "race-barriers" if all factions of a given race are defeated and only chaos factions of another race are available (players-led chaos factions are allowed to accept refugees from different chaos-races even if there are other factions of that race remain alive).
    There are mct-option to restrict this.

Planed
  • Fix MP desync issues.
  • Add a Legendary Heroes backup script to make sure legendary heroes, not yet recruited by the AI, stay in play in case their factions dies (Wulfhart's heroes, Ghoritch, Coeddil, Ariel etc).

Compatibility
Save to add at any point, but not save to remove! You can disable the mod via mct option.
Should play well with most other mods.
Works with Immortal Empires and the Return of Chaos campaign on singleplayer, but is disabled during The Lost God prologue campagn.

Not yet tested for Head-to-Head / Co-op. desync galore
...working on it.

Known issues
  • The mod transfers lords/heroes whether or not they are real legendary lords or just immortal lords. On the one hand this means you won’t miss out on legendary lords even if they were just recently added, e.g. by a mod update (you’d get the lord even if no event message appears) on the other hand you’ll get lords from minor factions you may not necessarily want. This may lead to a slightly more crowded recruitment pool (you can make us of the Execute (useless) Lords & Heroes mod to remedy this issue).
  • If you add the mod mid campaign and a lot of factions are already defeated by that point it may take a few turns for all characters to be assigned to their new factions. This was done deliberately to limit start turn lag.
  • If the player confederated recently then defeated characters will be transferred after the confederation penalty is expired.
  • Since the script uses confederation methods to transfer defeated characters, AI or player factions that take on defeated lords will have their original faction name changed to their "confederation name".
  • Faction that "were confederated" can't spawn endgame armies. In case you want the endgame events to be as scary as possible, I'd recommend setting the "AI Delay" (by default it's 50 turns) mct-option to a value greater than the maximum end turn number you set at campaign start.
  • Event messages are currently being revised and are thus blank for the time being.
  • Yes, the thumbnail is old and ugly. Send me a friend request on steam if you want to submit a replacement.

Links
Previous Versions of the mod (e.g. to finish old campaigns):
Recruit Defeated Legendary Lords - Version 4.2.x
Recruit Defeated Legendary Lords - Version 4.1.x
Recruit Defeated Legendary Lords - Version 3.1.x


Localisation submods:
Recruit Defeated Legendary Lords DEUTSCH/GERMAN by TRON NG
Recruit Defeated Legendary Lords - TRADUCTION FR
Recruit Defeated LL for KR
Recruit Defeated Legendary Lords(汉化)
Traduccion, Recruit Defeated Lords EN ESPAÑOL

Da Modding Den[discord.com], because it's awesome.



Credits
Scipion for his original concept of the mod.
Lord Militus[www.twitch.tv] for writing the events of the mod.

This is a beta version for a beta campaign! Immortal empires is huge and it's impossible to test everything by myself in a few days, so there is a high chance you'll encounter issues.
Please let us know when you run into such problems or think there is an aspect of the mod we should improve on!
Popular Discussions View All (27)
9
12 May @ 12:15pm
Don't have quest to get legendary item
DefinitelyNotFrank
28
16 hours ago
Notification appears, but can't recruit any new Legendary Lords
Satori
6
2
15 Jan @ 9:57pm
Defeated Faction Dilemmas not appearing after certain point in campaign - Band-aid Fix
Greyknight
2,206 Comments
Irithyll 2 hours ago 
(Potential) Bug report: A bug, probably related to the nemesis crown, cause the game stuck at the start of a turn and cannot end it.

Details: This is the only content mod I have installed, and I am playing as MiaoYing. In the 92th turn, the camera moves to Sylvania but nothing happens. At that point, I was unable to do anything and the end turn button turned grey, asserting "Read all messages before ending your turn".

My solution: I teleported MiaoYing to join an Artifact battle, i.e., Gotrek and Felix. After finishing it, the problem was fixed.

However, when this problem happens again, no more Artifact battles to fight.

Guess: Several turns before, call it Hochland, defeated anyone who owned the crown and captured it. Later, Hochland was eliminated by Sylvanians, and Carstein decided to seal it. And I rejected the Hochland refugees. After, the crown broke the seal and went out. And this is the turn which forbade me from doing anything.

Tip: Maybe CA's problem with the crown
Jiraya 8 hours ago 
Haragan 15 May @ 6:13pm 
My empire lords are confederated at level 50 on Turn 14. Any similar experiences?

The same here. Not exactly, though. Around 50, like - 48 or 49. And AI receives those high level LL too (this breaks the balance badly)
Evilcouchpotato 12 hours ago 
I know I asked this before, but I REALLY miss legendary confederations from warhammer 2...
Dragon32 17 May @ 6:14am 
@Belisarius; al9596
sm0kin  [author] 15 May @ 6:51pm  
As far as I understand, legendary grudges not working or aborting is caused by base game code. It is just way more apparent when playing with RDLL, but it also happens when targeted factions confederate via diplomatic action or any of the race specific confederation mechanics.
The bug was already reported to both the CA's forum and the Community Bug Fix Mod github.

Until the bug is fixed by either CA or the CBFM folks, I recommend (as Reeger97 rightfully mentioned) to limit defeated dilemmas to "Player only" when playing a Dwf campaign.
Emprah's Finest 17 May @ 2:44am 
Just want to thank you again for this absolutely amazing, and to me, essential mod. One of the GOATs.
al9596 17 May @ 2:16am 
currently using this mod causes grudges to be aborted, not using any other mods, will re enable when fixed. love the mod <3
sithcon 16 May @ 5:01pm 
the mod stopped working for multiplayer for me and my friends for multiplayer any idea why the mod stopped working for multiplayer
Him Kardashian 16 May @ 3:59pm 
Not working for the Empire? or did I do something wrong?
HamtaroMancer 16 May @ 9:51am 
great mod,

when i confed nakai he loses his horde status, hurts my soul

Compare this to malakai who keeps his horde

any thoughts on this?

There was once a submod called nakai cross-confederation fix but it got discontinued because there was something in your mod that hard overwrote this (according to the mod author)
Zevidik 16 May @ 7:37am 
Is there a mod anywhere where you can start with all the legendary lords of a faction?