Total War: WARHAMMER III

Total War: WARHAMMER III

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Vampire Coast Unit Pack
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File Size
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624.826 KB
5 Oct, 2022 @ 10:39pm
2 May @ 6:06am
5 Change Notes ( view )

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Vampire Coast Unit Pack

Description
Units:

Depth Guard (Shields) - Trades damage for better holding ability over base Depth Guard.
Depth Guard (Pistols) - Better for skirmishing or flanking, but still decent in melee.
Zombie Pirate Gunnery Grenadiers - Like Skaven mortar team, does more damage at the cost of armor piercing.

Enjoy this mod? You can show it by clicking the thumbs up button! Steam's star rating is kinda weird and more thumbs = more stars. Knowing people appreciate our mods really helps modders keep going and do more.

FAQ:

Q: Do your units benefit from skills and technology?
A: You bet! Except ones from other mods. Maybe.

Q: Save game compatible?
A: Safe to add, likely not safe to remove (same goes for any unit mod) so I would recommend creating a save before hand in case you don't like the mod. Which would be crazy cause its balanced and awesome!

Q: Can you add/remove a unit?
A: I couldn't keep up if I did that for every request, but if I see a lot of people asking to remove units I will make a guide on how. As for adding, post your idea in the comments and I'll see if I like it, but no promises.

Q: Compatible with ??
A: Should be. Does not change any vanilla assets.

Q: Can you make a version for ??
A: Probably not sadly. I don't use any overhauls.

If anyone finds any bugs or something that conflicts with what the FAQ says, please contact me and I will try to fix as soon as possible!

Notes: These were made in and balanced for Wh2, then ported to Wh3. A lot of things such as unit stats, lord traits, technology, etc remained the same between games. However if you see these units unaffected by one of the changes in Wh3, just let me know and I'll fix it.

Permissions:
Anyone is free to use my units in their mods, make overhaul versions, or updated versions if needed and I can't be reached. All I ask is that you credit me and add a link to the original mod page.

Donations:
I will always support free modding, but I will also support supporting modders! You can always provide us with encouragement, thanks, or a drink via PayPal. Any amount is very appreciated, but so is just enjoying our work and providing us valuable feedback to improve it. paypal.me/SteelBlood



BEFORE YOU COMMENT!

I cannot respond to any "update plz" comments. Unit mods like this very, very rarely, ever need to be updated. A mod saying it is out of date does not mean it is broken, it just means the game has been updated more recently than the mod has. However if an update actually does break something, I will be happy to fix it.

When requesting an update, please give a description of your problem so I know where to start looking to fix it.

Troubleshooting:
Try to recreate the problem with ONLY this mod enabled. If problem persists, please describe and I will try to help best I can.
37 Comments
SteelBlood  [author] 20 Jun @ 4:22am 
Thanks for the heads up sigmar, I'm sure it's fine though. This mod has been around since WH2, and mod authors often use inspiration or certain aspects from other mods so it's not uncommon to see some overlap, as long as they make sure to credit the original.
sigmars_disciple 18 Jun @ 9:07pm 
Odd, I just went through some Coast unit packs and there is this one by Ghido (hope I spelled that right) that has 4 instead of 3 units but it's almost like I read the same(ish) unit names on 2 different mod pages. Is probably all good and just an odd coincidence (he has a full compilation out with units for almost every race, usually pretty extension-of-vanilla ish), but maybe you wanna take a look <3
sigmars_disciple 18 Jun @ 8:40pm 
Hey, you could update the bit in your description about removing units, as this is easily done via WH3MM, but users seem to know very little about it! Any activated mod containing units will show a settings icon on the right hand side. Clicking on it allows to deactivate units - settings are saved, locally. <3
Majyek 18 Jun @ 9:10am 
Well that's a bummer. I feel like it's a missed opportunity on CA's side with that one.
Oh well at least I can enjoy what I have :steamhappy:
SteelBlood  [author] 17 Jun @ 7:34pm 
@vo That's kind of odd, I just compared the vanilla units and they are the same size. Perhaps you have a mod that affects the size of the vanilla units?

@Majyek Probably not sadly. That's a bit outside of the scope of this mod, and I'm also not currently actively modding, just trying to keep them up to date. Likely at most at some point I might add another unit to this mod, if I can make it work.
Majyek 15 Jun @ 7:55am 
Are you planning to also add a Depth Guard dedicated lord?
Maybe a 5th Legendary Admiral from the tech tree.
That or just replacing already existing one.
I really like Depth Guard armour and it's a damn shame that they don't have a lord option.
He could have a Death Shriek Terrorgheist mount and focus around buffing Depth Guard and Terrorgheists. With a mix of both blood and depth magic.
What do you think?
vo 9 Jun @ 12:54pm 
For some reason the depth guard variants in this mod are huge compared to vanilla depth guard 😂
SteelBlood  [author] 12 May @ 10:05am 
No one's reported any issues like that on any my mods before, so sounds like a conflict probably. Can't say for sure until tested with only my mod enabled though. I doubt resubbing will change anything, unless something didn't download properly.
mrfatbard 11 May @ 10:09pm 
no but its the only mod i disabled and the game seems to be working now, it might be a conflict with one of my other mods like the neferata mod or possibly mixus legendary lords mod (most of the other mods i have are just unit replacers) but no worries maybe ill just try resubbing and see if that works later
SteelBlood  [author] 11 May @ 6:11pm 
Have you tested with only this mod enabled?