Total War: WARHAMMER III

Total War: WARHAMMER III

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Additional Faction Skills 2
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Tags: mod
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5.178 MB
28 May, 2022 @ 11:43am
29 Jun @ 4:18pm
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Additional Faction Skills 2

Description
This is the Warhammer 3 version of Warhammer 2's "Additional Faction and Race Specific Lord Skills."

All factions lords share the same four skills and each type of lord gets an additional two skills specific to that type of lord. Legendary Lords also get one additional unique skill.
This means that Heralds of daemon factions have a grouping of four common skills and two unique skills. If you opt to exchange a Herald for an Exalted Daemon Lord, two of the Herald's skills will be replaced by two unique to the type of Exalted Demon.


I am also currently working on the same type of mod for heroes.

I am working on these mods in my free time and by myself, so if anyone has constructive criticism or skill ideas please feel free to share.
77 Comments
Xenai 4 Sep @ 8:26am 
I'm afraid this mod is making the game crash on startup now. Hope for a fix, as I have a campaign I'd like to finish that made heavy use of this! Love your work by the way :steamthumbsup:
Warcommissar1 3 Sep @ 2:37pm 
the hag mother skill tree is causing an error at start up
hosemaus 3 Sep @ 1:20pm 
Hey, Imperator, I'm a big fan of your mods; so much so that I would rather not play than play without them. Is there a thing that I can do to assist you in updating your mods? If you don't have the time to update, would you consider handing off the mods to another modder? Much love. Hope everything is good on your end. :)
MusicManiac 2 Sep @ 11:51am 
It sadly is. Starting from 6.3 unless it's updated, its gonna crash your game
FranTP 2 Sep @ 11:10am 
I think this mod might be crashing my game
REITERPALLASCH 14 Jun @ 6:13pm 
@Barrain thats just a visual bug though no? doesn't cause crashes or anything if ignored right
Barrain 27 Feb @ 7:08pm 
I'm assuming this mod is being left untouched due to its age, but just posting this in here in case anyone has the urge to fix it for their own collection:

It looks like the issue mentioned below is indeed with the naming conventions changing for some building sets:
1) wh_main_set_empire_temple is NOW wh_main_set_empire_military_support
2) wh2_mnain_set_lizard_temple is now wh2_main_set_lizardmen_military_support (interestingly, the game also seems to include those lizardmen building chains in wh2_main_set_lzd, although I'm not sure why the chains are in both sets)

Swapping out the names (and probably adding a couple lines for the wh2_main_set_lzd) in both db --> building_set_to_building_junctions_tables and db --> building_sets_tables should get those factions to work normally.
Barrain 18 Feb @ 10:10pm 
While the game seems to load fine, this mod does create partially duplicated building chains for the following groups: in The Empire, it's the Shrine/Temple of Sigmar. For the Lizardmen, Sacrificial Altar through Crimson Pyramid of Sotek & Shrine of the Old Ones through Ziggurat of the Old Ones. The extra chains have no names (just brackets) and a navy blue background, so it seems like a default. Loading the game with this mod alone results in the issue above, so it's not a mod conflict.

I poked around with my extremely limited skills in RPFM, and the only spots I can find those chains referenced is in db --> building_set_to_building_junctions_tables and db --> building_sets_tables. Of note, I did NOT see any duplication among dwarf settlements with resource chains (also mentioned in those sections of the pack file).

Perhaps there was a naming convention or syntax change with the December update for some building chains?
Crimson ReapeR 21 Dec, 2024 @ 7:10am 
it doesnt need an update
ElyonHU 13 Dec, 2024 @ 4:38pm 
pls up