Total War: WARHAMMER III

Total War: WARHAMMER III

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Cataph's Kraka Drak: the Norse Dwarfs
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overhaul
Etiquetas: mod
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77.813 MB
22 OCT 2022 a las 6:55
25 JUN a las 4:19
47 notas sobre cambios ( ver )

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Cataph's Kraka Drak: the Norse Dwarfs

En 1 colección creada por Cataph
Cataph's WH3 base collection: so it begins
39 artículos
Descripción
Hello, six-years-old mod here. A lot of you know this thing.
First battle release post with changes and update notes.[www.patreon.com]


WHO DIS?
The Norse Dwarfs are a subculture of Dwarfs (whaddayaknow) who live in a corner of Norsca. They lived for centuries separated from their southern cousins and only recently met again with High King Thorgrim. With that in mind, what follows is a mix of established lore and OC integration.
This faction overhaul defines Kraka Drak's features under Great King Thorgard Cromson. Norseys are considered a weird lot: they are relatively outgoing yet prone to enjoying the melee a bit too much, and trade with the few surviving non-chaotic Norscans nearby.
Practically speaking, they don't have gunpowder, have a bit of their own steam tech, a lot of rune magic and a few stroppy berserking lads. A handful of friendly Norscan allies adds some useful complements.

KEY FEATURES
- 11+ new units, mixed with a few vanilla units, with 8 Regiments of Renown (one being a pseudohero).
- Custom Legendary Lord and one new Lord type.
- Customized character skills.
- New tech tree built from scratch.
- New building chains and landmarks.
- Appropriate Garrisons.
Secondary features: slight reskin for basic dwarfs in the faction, uniform colour rehued to be greener like in the artwork, and some settlement renames (waiting for a better system).
Also, this mod deliberately shoves Malakai to start a bit more eastwards in IME, so that KD can exist again.

USE AND COMPATIBILITY
- Use with Mixer as required. No idea what happens without atm. Mixer not needed for skirmishes.
- Use in IME/TOW campaign. RoC probably not worth the effort, don't even try enabling it there, some big bits won't work.
- Works in Robie's TOW campaign, but preliminary support with no reclamation landmarks and campaign balance TBD.
- MP untested but should work.
- Don't use with overhauls without submods, and don't ask me to make them[tw-modding.com]. If you are using an overhaul's submod, don't report balance issues to me.
- Supports TTC and Variant Selector.
- BEFORE you report issues, follow the troubleshooting guide[tw-modding.com]. Who am I kidding, you're not even reading this.
- If you have 1366x768 screen resolution or similar or otherwise tech tree doesn't fit in your screen, use this submod as well.

CREDITS
- Mixu, for the unlocker and script help. I wouldn't be doing any of this without this kind of support.
- Wolfremio, for preparing, rigging and animating the Drakken.
- DrunkFlamingo and Lorgal for the frontend VMD thing.
TOOLS
- Frodo and supporting crowd for RPFM, which makes modding bearable.
- h3ro/Ole for the asset editor tool, which makes model bashing actually accessible.
- CA for mod support, which makes everything possible.
- Marthenil for updating selfie/porthole tool.

- some pics in gallery by DungeonMaster

KNOWN ISSUES AND TO-DO
- Since 5.0, campaign effects will show units you don’t have access to (e.g., Thunderers of any kind). I can’t fix this, CA would need to roll back the change.
- Completing compatibility for TOW campaign with reclamation landmarks and polishing Kraka Ravnsvake faction.
- Some 2d portholes need to be redone.
- Some rune icons will be redone.
- Starting grudge/s and custom victory conditions.
- Will continue internally renaming effects for clarity. Submodders, you’re warned.
- Cromson's boat doesn't show up on campaign map for the moment.

FAQ
- Don't ask me about post-confederation recruitment of the other dwarf units. It's a technical/balance mess and not a thing for vanilla factions with unique features/units. If you want to make a submod, knock yourself out.

Don’t forget to provide feedback and rate!

FOLLOW VIA PATREON BLOG[www.patreon.com] for dev posts, detailed patch notes, updates and stuff!
Before commenting, follow the TROUBLESHOOTING GUIDE[tw-modding.com].
Also, JOIN THE MODDING DEN DISCORD SERVER[discord.gg], designated lurking place for me and other modders.
Discusiones populares Ver todo (2)
2
12 DIC 2023 a las 16:47
FIJO: KNOWN SUBMODS
Cataph
407 comentarios
Joeyjoejoe17 29 JUN a las 10:28 
Awesome Mod, thanks for that.

Playing as Malakai it is a nice change of pace to start as a horde.
But Thorgard Cromson doesn't show up in the Great Book of Grudges as a confederadable lord for me, whereas the Mixu's lords do show up. Is that intentional?
Sir Nicholas 28 JUN a las 19:03 
Baltair Dandaridae: Just un-equip the mount, like any other mount. It worked for me, as i also preffer Thorgard leading the battle on foot
Baltair Dandaridae 9 JUN a las 19:26 
Hello, Either Creator or user can help? I want to get Thorgard off his floating boat mount. But doesn't seem to let me. Any ideas?
Bardin 26 MAY a las 0:00 
Great mod. Unfortunately breaks in multiplayer with the following:
********************
SCRIPT ERROR, timestamp <35.4s>
ERROR: Couldn't run intro for campaign 'main_warhammer', faction 'wh_main_dwf_kraka_drak'. Faction key did not have an entry under this campaign. Please add it to script/campaign/main_warhammer/faction_intro/main_warhammer_faction_intro.lua

...
Evanescent 24 MAY a las 21:35 
Thanks, that answers my question. Yes, I meant IEE both times. I just wasn't sure if there may be some conflict unintentionally causing Malakai to lose his starting settlement, but if it's intentional, no biggie. He's pretty OP to get by without a starting settlement. Much appreciated.
Cataph  [autor] 23 MAY a las 0:40 
Did you mean IEE both times? Shoving Malakai away is very intentional, yes, but it will happen in IME even if you don't play Kraka. I don't test with IEE but scripts should apply in both cases.
Evanescent 22 MAY a las 13:12 
@Cataph, I wanted to say first and foremost, I'm a HUGE fan of your mods and your constant support. I'm always on the lookout for your content because I can always trust them to work really well with my gigantic mod loadout. I have a shortlist of dependable modders, and you are one of them!

I wanted to ask if this mod is compatible with IEE, but in particular with the positioning of Malakai's new faction (Masters of Innovation) introduced by the most recent DLC. It seems Malakai's faction starts in the same place (Kraka Drak), but when I load this mod (in IEE) and play as Kraka Drak, the mod works fine, but Malakai appears as a Horde-only faction (i.e. with zero starting settlements) in the Frozen Sea near the Uzkuluk Canal fast travel point, when normally starting with him (I assume) he would have Kraka Drak as a starting settlement.

Is this intended? Or are there any thoughts on placing Kraka Drak elsewhere on the IE(E) map so Thorgard and Malakai both have starting locations?
Cataph  [autor] 15 MAY a las 10:17 
no
Dick Trickle 15 MAY a las 9:22 
@Cataph Can't you Pin a comment to re-download?
Cataph  [autor] 15 MAY a las 2:20 
man I'm so tired of telling people to force re-download through a mod manager that works.