Total War: WARHAMMER III

Total War: WARHAMMER III

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Legendary Lore
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Tags: mod
File Size
Posted
Updated
47.994 MB
5 Apr, 2022 @ 7:50am
28 Sep @ 9:48am
23 Change Notes ( view )

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Legendary Lore

Description

This mod generates flavour text when certain conditions are met (see below). It has NO impact on gameplay.



EXPLORE: Travel to significant locations for your legendary lord or hero to learn their stories. Journey to the Cliff of Beasts as Archaon to learn how he acquired the Eye of Sheerian. Bring Alberic to the Sacred Pools to complete his Grail Quest. Travel to the Chamber of Visions to see a dread vision of your lord's fate in the End Times.

CONQUER: Was it anticlimactic when your High Elf army captured Naggarond, capital of the Dark Elves, and nothing happened? Were you disappointed when your Grombrindal defeated Malekith, avenging arguably the greatest grudge of all time, and the game failed to acknowledge it in any way? Well no more! Loreful matchups and conquests of racial capitals will now trigger custom events depicting these momentous events.

BUILD: Construct settlements and landmarks to learn about the region. Discover the temple-cities of Lustria, the bustling metropolises of the Empire, the mines and factories of the Dark Lands and much more. Learn about the armies of the world by recruiting their units and regiments of renown.



STEAM GUIDE: Click here to see a list of all the lore events and how to trigger them.

GUIDED CAMPAIGNS (OPTIONAL): If you prefer more guided lore-focused campaigns that discard the sandbox objectives for thematic lore appropriate routes then please consider the Victory Conditions Overhaul mod.



Will this mod work if it's out of date? Yes.
Is this mod save compatible? Yes.
Can I still unlock achievements with this mod? Yes.
Is this mod compatible with [insert mod here]? Yes.
Can I read events I have missed? Yes. Press the top right button and then click the Records tab.
Can I read events outside of the game itself? Yes. If you download Rusted Packfile Manager[tw-modding.com] you can open this mod and read all the text.
Is this mod available in any other languages? The following languages are available: French, Korean, Russian, Spanish, German and Chinese.
Does this mod work in multiplayer campaigns? Yes.
I found a bug/typo! Let us know in the comment section.



470 - lore compilation
Drunk Flamingo, PrussianWarfare, Caligula - authors of the Campaign Recruitment Events mod, which has been integrated with their permission.
金花 - author of the Chinese language submod
Gosudar - author of the Russian language submod
Screamingrock - author of the Korean language submod
Odapotato - author of the French language submod
FrittenFritz - author of the German language submod
Ferchu - author of the Spanish language submod

WRITERS:
Bopp, JPW, Norse, Tanit, He who cannot aim, Singemeister, Osamar Bin Laden, RandomNoob46, Noelwym, Rossco437, Screamingrock, Guvenoren, Fraxinus, Theia, Samari, Chad Thundercock, Uhluhtc, Parsefone.
(Click here for specifics.)

Thank you all for your time and effort spent towards the mod!
Popular Discussions View All (3)
451
29 Aug @ 1:51pm
Contributions (Versus)
Oh_Man[TFE]
126
19 Feb @ 6:22pm
Contributions (Settlements Only)
Oh_Man[TFE]
708 Comments
Bajango 6 hours ago 
I have to say the writing for this is top notch.
NoobMaster Senpai 5 Oct @ 7:56am 
does the mod still work if i roll back version to 6.3 ? im not seeing the mod when i do that
Hemaka 20 Sep @ 3:27am 
Recruiting Tomb Kings' Nehekara Horsemen results in showing the lore message for Skeletal Horsemen, which is a different unit.
opuntia 18 Sep @ 10:12am 
FYI
I seem to be getting game instability with this mod enabled after 6.3 and IEE update.
Crashes occur during the AI turns somewhere between turn 5 and 10.
I disable this mod and the game plays all the way through turn 40 with no issues.
Opposing Farce 31 Aug @ 7:48am 
Is there a guide for making a patch for custom units to have lore recruitment events? I see the LUA, and it seems fairly intuitive, but I was just curious if there was a way to inject a custom unit into lore_unit_library.lua and add the associated text to the .loc

Or the simplest way to clone the code and have a version just checking for some other units.
John (EKL) 29 Aug @ 9:06am 
Where can one find the doc with all the stories to read for fun?
IfThenOrElse  [author] 28 Jul @ 1:37pm 
Thanks for the great bug report, this script error should now be resolved.
Ebokianknight 22 Jul @ 12:32am 
Noticed that anytime I defeat a settlement with a black ark, the lua scripts breaks. "Battle involving human faction [wh2_dlc11_def_the_blessed_dread] has been fought - they won a settlement battle as the attacker, triggering events ScriptEventHumanWinsSettlementAttackBattle and ScriptEventHumanWinsBattle"

ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [CharacterPerformsSettlementOccupationDecision] but the script failed with this error message:
[string "script\campaign\mod\ll_lore_occupations.lua"]:26: attempt to call method 'name' (a nil value)
Dragon32 18 Jul @ 7:39am 
@Ícaro
See the FAQ
Ícaro 18 Jul @ 1:40am 
how can I change the language? It is by default in English