Total War: WARHAMMER III

Total War: WARHAMMER III

Empire, Bretonnia, Vampires(EBV) Additional Units Mod -Sigmar's Heirs Comp.
71 commenti
libērtaŞ  [autore] 26 set, ore 14:40 
added the custom greatsword ror unit, implemented my stat changes to it and to all other provincial units as well
libērtaŞ  [autore] 26 set, ore 13:59 
k I deleted my change to the greatsword ror unit whose spot is being used for the High Helms cav unit, as for company of honor, I didn't want to replace his so you have 2 choices now I guess, pick whichever
libērtaŞ  [autore] 15 set, ore 23:29 
yeah thank you, this isn't the only mod that is doing weird things, thanks for letting me know
GC_Rallo 15 set, ore 8:12 
Fair enough, just wanted you to be aware
libērtaŞ  [autore] 13 set, ore 18:16 
the heck? I haven't been playing WH3 at all and honestly idk what's been going on with the updates of other mods, I'm not really maintaining this, I know I will eventually get around it but it isn't a priority for me. I only share mods that I make for myself cause "might as well", so I'll get around updating it when I decide to get back to playing.
GC_Rallo 7 set, ore 15:31 
Your mod is currently breaking the High Helms unit from Sigmar's Heirs. With EBV enabled, they appear as a standard Greatswords unit instead of cavalry.
libērtaŞ  [autore] 18 giu, ore 16:29 
Updated
libērtaŞ  [autore] 29 nov 2024, ore 10:32 
I wont be back to settle down and set up my pc again till March
Kane Beckett 17 nov 2024, ore 2:33 
Will you update it soon? :(
sigmars_disciple 1 giu 2024, ore 8:31 
Thanks! <3
libērtaŞ  [autore] 28 mag 2024, ore 17:15 
updated
sigmars_disciple 26 mag 2024, ore 20:01 
Hey, is this ready / "safe" to be played in a 5.0.3 campaign, does anybody know the definitive answer? Thanks <3
sigmars_disciple 8 mag 2024, ore 3:51 
Dear author, I also miss this mod. This will get an update for 5.0 at some point, right?

Hope you enjoy the Wissenland campaign <3

BTW, I really recommend most Sigmar's Heirs users "Sigmar's Heirs Lite" submod by @chopchop. 3 things it does for you are re-uniting the two seperated vanilla und provincial recruiting chains. It also brings back the gunsmoth/armoury instantly - and all the modded units that are still tied to it - it also brings back landmarks SHs messes with like Alrdorf Zoo

Among other things. Recommend 100x more than e.g. the "novanilla" submods (well, nobody here is prob using that as it would make the units from this mod disappear)

Looking frwd to the mod coming back

<3
Kane Beckett 30 mar 2024, ore 15:52 
I hope for an update. I love your mod!
libērtaŞ  [autore] 19 feb 2024, ore 18:26 
k
Karl Franz 18 feb 2024, ore 21:55 
Hey, we spoke about this unit mod a while back, i was hoping to ask you a few questions about modding, is it cool if i send you a friend request and DM you about the questions i've got?
sigmars_disciple 6 gen 2024, ore 13:55 
Oh, just noticed you mentioning a knights unit being added Warband upgrades. I didn't know this was a part of this mod - why? This could possibly be a problem. I found no further info on this speedreading the description.

Maybe this is easier... I try to run this with this life-changing compatibility mod pack:
https://steamproxy.net/workshop/filedetails/?id=3111165166 Maybe you'd like to try it out even and have a look? It's really cool, saves you some mods as well (e.g. submods for Warband) and gets some nasty not-100%-4.x ready mods to safely work again
sigmars_disciple 6 gen 2024, ore 13:54 
Hey Edmon, I know this is a unit mod and that it should work, but have you or any of your users confirmed it's 100% compatible with the Immortal Empire Extended map by Chaos Robie?

I'm having mysterious end turn AI crashes, and this mod is one of 3 or 4 mods left that could possibly be the problem. Sorry for not having more info and some guessing being involved. Appreciate you, love the mod! <3
Mosketero 28 dic 2023, ore 6:59 
Incredible work, thanks :Honored:
libērtaŞ  [autore] 8 dic 2023, ore 23:05 
Updated units cards and introduced Blazing Sun Knights to warband upgrade system, however you can recruit them the normal way if you want
libērtaŞ  [autore] 19 nov 2023, ore 10:24 
updated melee weapon on reiksguard cav and reiksguard(claymore) better distinction now between them, improved stats, also the 2-handed sword wielding reiksguard have a very small splash attack, max 2 units at once
libērtaŞ  [autore] 19 nov 2023, ore 7:40 
Update, completely reworked the stats on demi-grpyh weapons and inner circle knights weapon and melee/defense stats, a lot of math was involved....a lot, and I used the grail guardians in my mod as a base, first calculating weapon damage to be on par points wise after factoring in the unit size difference, then reducing it by 20%, then taking into account the vanilla ratios, then keeping the ratio in damage between halberd and lance to calculate the halberd stats, but fixing something regarding the lance(the lack of bonus vs infantry) that made it pointless to ever hire lance over halberd demis..and then did the same with the inner circle only I reduced the damage by 10% after doing the prior math instead of 20% and their bonus vs is split nearly half and half.
libērtaŞ  [autore] 3 nov 2023, ore 10:12 
I know what happened now.
In my mod I went through the trouble of giving WH1 assets blood textures, spears and swords and other things didn't have them
the file is pointing to a wsmodel instead of a rigidmodel but it doesn't exist, for w.e reason I missed that, so give me a moment I'll fix it immediately
sheaim 3 nov 2023, ore 5:56 
their spears go invisible. From what I've seen deleting the variant mesh definitions for spears_1h and spears_2h fixes the issue. Some mapping problem there I suppose.
libērtaŞ  [autore] 2 nov 2023, ore 11:03 
the heck? lol, like physically drop their spears? I'll check it out later don't worry
sheaim 2 nov 2023, ore 2:38 
seems to cause spearmen to drop their spears for some reason.
libērtaŞ  [autore] 24 set 2023, ore 17:39 
Um, no that's a separate standalone mod.
♠Kn1gHtFuRy♠ 24 set 2023, ore 10:52 
Does this mod need this mod to be subbed - https://steamproxy.net/sharedfiles/filedetails/?id=3035260025
libērtaŞ  [autore] 23 set 2023, ore 12:43 
hotfix
libērtaŞ  [autore] 23 set 2023, ore 12:14 
Huge update, I added(cause I forgot) blood textures to all the custom units in this mod and even WH1 assets(some used by the mod) that CA never added blood textures to(like swords, spears, lances, wreaths, some shields for the Empire). Also blazing sun knights no longer have fire swords as it is not lore friendly at all, it was my misunderstanding cause CA gave them fire lances.
sigmars_disciple 21 set 2023, ore 3:45 
This is cool, I didn't know that this existed - now compatible with Sigmar's Heirs!
libērtaŞ  [autore] 15 set 2023, ore 13:00 
Also it shouldn't cause a crash, the units are still existing, only the permissions changed, whoever recruited the units should still have them when loading a save file, and they will lose them once they lose them in battle. Kind of like when you confederate a faction that has DLC units or unique units belonging to that faction only (say you play as Tyrion and then confederate Alith Anar, and get his elite shadow units, and you get to play with those units but you can't recruit them. So the update should be save-file friendly.
libērtaŞ  [autore] 15 set 2023, ore 13:00 
So update, I fixed it so that only Vampire Counts in Sylvania get the Sylvanian state troop units. There were only 2 factions I think, one containing Vlad, Isabella and some other guy, and the other containing Manfred, so I think I got them all.

Regarding red skill tree or technology tree buffs I just checked and I had added these units to the unit sets that belonged to skeletal warriors and the like so that they would be affected by related technologies and red skill points.
libērtaŞ  [autore] 15 set 2023, ore 12:46 
Already did, uploaded elsewhere, similar name.
Lys Albus 4 set 2023, ore 13:52 
it is possible to make this mod without sigmar heir's?
Ciaphas Cain 2 set 2023, ore 16:05 
Can you upload your changes of Vampires & Isabella please? I'd like to see if she has been made into something I'd rather not have to see or not...
libērtaŞ  [autore] 16 giu 2023, ore 16:45 
Updated the mod with Ulrika Magdova getting the same vampire running stats
libērtaŞ  [autore] 22 apr 2023, ore 11:35 
Sry I took so long to update, some tables changed and attribute group names had changed so you must of seen units lacking any sort of buffs and the like. Anyway the mod is updated now.
Judge Dred.Fr 8 feb 2023, ore 9:37 
we need Valten!
FreeMayk 1 feb 2023, ore 18:12 
Valten! :)
libērtaŞ  [autore] 27 gen 2023, ore 17:35 
Updated unit upkeep for knight units and lowered defense stat on the 2 handed mounted reiksguard unit
tongmaster 23 nov 2022, ore 7:09 
Valten!
libērtaŞ  [autore] 22 nov 2022, ore 12:00 
I've been busy with other games but yeah I definitely want to do that eventually, I love Valten.
Carsyn 15 nov 2022, ore 18:57 
Definitely add Valten, it'd be a unique mod and one i'd really love to have! make sure to give him Ghal Maraz and to give the emperor his weapon Dragon Tooth :D
libērtaŞ  [autore] 18 ott 2022, ore 10:45 
yeah I'm reading it right now..........screw it then, I will remove the secondary building requirements then
888 18 ott 2022, ore 7:02 
gg meanwhile patch 2.2 removed secondary building requirements completely ...
libērtaŞ  [autore] 17 ott 2022, ore 16:46 
that's how it is in vanilla, there's also the gameplay aspect to these things the notion is that a good heavy tier 3 infantry is not something that you should unlock overly easily for gameplay reasons, I know it doesn't make much sense but that's how it is
888 16 ott 2022, ore 8:40 
@edmon:
dont know if intended or not by you:
Reiksguard cavalry vanilla and claymores dont have any smithy requirement (so you can recruit them pretty early)
libērtaŞ  [autore] 15 ott 2022, ore 9:35 
na I haven't touched the boyz
888 15 ott 2022, ore 8:03 
@Edmon:
just experiencing human and woodelf factions (I also have your elf redone active) perform better in my campaign with Franz (couldnt see they recruit any other than vanilla units)...also have an AI potential mod active (which I have since IO release)
specially Huntsmarshall Wulfhart and Volkmar are expanding fast now altough I have garrison mod for all non order factions and several other buffs. (last campaign they had harder time)

It is impossible that one of your last updates makes greenskins to not attack settlements and only besieging it....is it? (I go trough the last updated mods I´ve subscribed since I encounter this behavior as none should make changes there...)