Total War: WARHAMMER III

Total War: WARHAMMER III

Legendary Lords of Legendary Mastery Enhanced
688 Comments
Oswald 11 Oct @ 8:50am 
@ArmyGamer Hes a bloodlines lord(blood dragons) just with a different name.
Warpspider 10 Oct @ 10:29am 
Sarthorael is another one
Warpspider 10 Oct @ 10:29am 
@ArmyGamer he's a fake LL, like Boris Todbringer. Some people (modders) decide to see them as LL because they, at some point (at least Boris) should come as LL officially, but they're not yet.

LLs are only the Lords you can play as in Vanilla Total War Warhammer 3.
ArmyGamer 10 Oct @ 6:54am 
How is he not one? Is says it right under his name that he is a legendary lord. Also i have a mod that allows me to recruit defeated legendary lords and it works with him. Granted he is not much different from the blood lords except that he can do both doomrider and grave sentinel skills while they cannot.
Commisar Jon Fuklaw  [author] 9 Oct @ 10:21am 
Red Duke is not a Legendary character, just a re-named generic lord.
ArmyGamer 8 Oct @ 12:46pm 
FYI: I noticed that the red duke for vampire counts doesn't seem to get any new skills in his tree.
Oswald 7 Oct @ 2:12pm 
Based Comment about Age of S***.
+rep for the updated version :D
Commisar Jon Fuklaw  [author] 7 Oct @ 11:03am 
I do not acknowledge Age of Smegma.
Konrad von Thierberg 7 Oct @ 8:45am 
i think that Malekith should have since during the end times he was the Incarnate of Ulgu (shadow) and not Shyish (death) and is AoS he is still the Incarnate of Ulgu (shadow).
Commisar Jon Fuklaw  [author] 6 Oct @ 1:16pm 
If anyone runs a Malus campaign and the sanity UI not lining up with the tooltips at +/-4 or +/-8 after the latest patch, inform me so I can re-datacore that table.
守法公民 1 Oct @ 9:06am 
Could you please add an ultimate Blue Line skill for the Lizardmen's Kroq-Gar? It seems like he's the only one who doesn't have one.
Velykos 28 Sep @ 2:50pm 
Great mod, thanks for updating
Commisar Jon Fuklaw  [author] 27 Sep @ 5:43pm 
It may be save-related or a conflict with something. Again, I've never heard of an issue where the lore switching arrows do not work during a battle, given that they are a UI element CA added specifically for this sort of mod.
dbohn01 27 Sep @ 2:54pm 
Sorry, don't mean to be communication overkill, but I just loaded a new Arkhan campaign, and all of his magic options DO work. I could select vampire, death and shadow. I wonder if the issue of not using other lores has to do with confederating other LL's? Anyways, I hope this info helps, thanks again!
dbohn01 27 Sep @ 2:45pm 
Hmmm, that didn't seem to be it. I'll check if there's another mod affecting the magic selection. What's the point of offering multiple lores if you can only use one?! Thanks again for your quick response.
dbohn01 27 Sep @ 2:40pm 
Oh no, not the in-battle arrows. Its being able to use more than the first 6 spells available on the battle screen. I wasn't able to 'click' to select a second or third lore of magic on the spell 'wheel' in the lower right corner. So with Teclis, it only showed the Lore of Heavens, but not Life or Light. Alarielle has the same issue.
I've re-downloaded the mod to see that was the issue.
Commisar Jon Fuklaw  [author] 27 Sep @ 2:07pm 
As in the in-battle arrows don't work? Never heard of that issue before.
dbohn01 27 Sep @ 12:11pm 
Hey, thanks for the rework, it's awesome! Should I re-download it again as I've noticed that with spell casters, they cannot click through their multiple winds of magic. So I'm having the opposite problem Immortal Zeki is having. Ex Teclis on the battle screen only has the first 6 spells to choose from, I cannot tab to other lores of magic. Thanks again for all of your hard work, it definitely makes spell casters fun!
Commisar Jon Fuklaw  [author] 26 Sep @ 12:30pm 
Replicated, identified (CA changed the unit ID, of course), fixed.

Patch also includes the major overhaul to the Daniel/Yuri Prime/CA's Punching Bag item system that I did three months ago, but could not publish due to an "automated" global community ban.
守法公民 26 Sep @ 6:13am 
The model of Cylostra Direfin from the Vampire Coast disappears during battles, and its name is also missing.
Immortal Zeki 22 Sep @ 9:58am 
Yes I am aware, but with Kairos able to make his own lore, if you have one spell of tzeentch and one of metal, it makes them into separate lores even though you only have those two spells. Im not referring to your lore skills.
Commisar Jon Fuklaw  [author] 21 Sep @ 10:25pm 
It is not possible. The UI only supports 6 spells at a time.
Immortal Zeki 21 Sep @ 7:19pm 
is it possible to remove the separation of all spells into their separate lores? It really makes it strange having to constantly switch between lores to get spells on characters that have like 3 spells from different lores. For example, Kairos. I tested with just this mod active to make sure its coming from here. The rest of the mod is great, but that part is really annoying.
Commisar Jon Fuklaw  [author] 17 Sep @ 7:13pm 
Nope.
LikeABith 17 Sep @ 6:38pm 
This is probably a dumb question but does this work on modded LLs? Like any of the LLs added with Tribes of the North?
Commisar Jon Fuklaw  [author] 16 Jun @ 2:47pm 
That's not a normally playable LL, so I need a screenshot of the skill tree in question.
HarryBaboon 16 Jun @ 1:26pm 
Sarthorael the Everwatcher has a bugged skill tree, the magic line is split across 2 lines blocking progression and overwriting other skills.
Exterminator 14 Jun @ 1:51pm 
godly, you are a saint
tongmaster 14 Jun @ 1:32pm 
o7 Commisar ty for your service to the Emperor
Commisar Jon Fuklaw  [author] 12 Jun @ 12:44pm 
Really scraping the bottom of the barrel (because CA is with these literal nobody characters), but all of the new Khornate characters are included now. Also for no reason in particular, Yuri Prime (not Daniel, that's a stupid name) has received a major update.
Magus 10 Jun @ 4:13pm 
See, I think "Carlos the Weavemaster" sounds more like the flamboyant Latin guy who works down at the hair salon, but different strokes for different folks.
Reaper7heGrim 6 Jun @ 3:57pm 
Any chance we will be getting capstone skills for the lords added in OoD
Aelfric 31 May @ 2:59pm 
it's been 5 mins and I am still laughing...
Commisar Jon Fuklaw  [author] 31 May @ 12:36pm 
Okay, whatever machine translation you are using needs to be thoroughly rebuked. "Carlos the Weavemaster" sounds like some basket weaver lazing about outside Home Depot who needs to be deported.
31 May @ 7:30am 
yeah,I believe the conflict occurs because the skill row added by this mod for the Eight Winds of Magic overlaps with the newly updated passive skill row for Karlos the Weavemaster's Eight Winds magic. Specifically, the row beneath Karlos' new special spell lore (highlighted in the screenshot) contains both modded content and part of the original skill tree. Shifting this modded row to the right or removing it might resolve the issue. Great work, thanks again
Commisar Jon Fuklaw  [author] 31 May @ 4:13am 
Not my problem. Sorry.
31 May @ 4:10am 
This mod conflicts with the special spell lore of the newly updated Carlos the Weavemaster , causing his new Eight Winds passive effect to be disabled.
Dingo 27 Apr @ 5:24pm 
awesome! thanks for the quick reply.
Commisar Jon Fuklaw  [author] 27 Apr @ 5:19pm 
Yup
Dingo 27 Apr @ 5:18pm 
Does the AI make use of the Skills?
icyricee 26 Apr @ 11:20pm 
is this mod supposed to turn greater arcane conduit into normal arcane conduit? My Katarin only gets the normal arcane conduit in her skill tree now
Utopiaone 24 Apr @ 9:43pm 
Oooo amazing that you're updating this app! Just wondering if there's any plans on adding capstones to the new dlc characters?
YinYangTW 19 Apr @ 8:02pm 
It looks like that did work. Thanks again.
Commisar Jon Fuklaw  [author] 19 Apr @ 10:54am 
Luckily, I didn't lose any work by uploading the version from my testing folder. Your submod ought work again.
YinYangTW 19 Apr @ 6:05am 
I was so focused on updating on my end that I didn't zoom out to see the larger picture. I will take a look at it now. Thanks to both of you.
Commisar Jon Fuklaw  [author] 18 Apr @ 11:39pm 
Must've let a test build get published, then. That bodes ill.
Arcrier 18 Apr @ 9:31pm 
@YinYangTW
Idk if it's related to your issue, but I have a few submods myself which didn't seem to be working. It looks like this mod got set as a movie type at some point in the last couple updates which basically gives it priority over pretty much everything (which will make it so submods are just overridden). I just tweaked it in RPFM back to being the 'Mod' type and that fixed my issues
YinYangTW 17 Apr @ 12:21pm 
Yeah I love CA but its like the people who built Warhammer III and the people who maintain Warhammer III fundamentally disagree on how the game should have been built. So we are suffering the consequences of that for eternity I guess.
Commisar Jon Fuklaw  [author] 16 Apr @ 10:29pm 
And 5$ says the answer is "black magic" and/or "voodoo". Total War is so shoddily assembled in places that it's a valid answer to more issues than I'd like to think about.
Commisar Jon Fuklaw  [author] 16 Apr @ 10:27pm 
Nor was I assuming blame had anything to do with it. I'm just noting it seems to be an odd situation that requires troubleshooting.