Total War: WARHAMMER III

Total War: WARHAMMER III

Cho's Items & Followers Rebalance
172 Comments
Choyi  [author] 21 Sep @ 2:43am 
@LuisGRM Yes they are included, same as with Tomb King and Dwarf crafted items as well as Skaven and Dark Elf dilemma items.
LuisGRM 20 Sep @ 7:27pm 
Hi, I love your mod, but I have a question: Does your mod also modify items obtained with the High Elves through the VAUL Invocation rite?
I think they're too weak to be gold.
Arkandos 28 Aug @ 3:12pm 
That worked, gods damned steam not being able to keep track of versions.
Choyi  [author] 28 Aug @ 3:06pm 
@Arkandos try unsub/resub to force steam to update the mod for the latest version.
Arkandos 28 Aug @ 2:44pm 
Still crashes for the live version.
Revjak 28 Aug @ 11:11am 
Thx for the quick workaround
Choyi  [author] 28 Aug @ 5:50am 
@Revjak mod now works for both beta and live.
Made a workaround by temporarily removing the effects that are incompatable between version, the effects will be re-implemented once 6.3 is the live version.
Revjak 28 Aug @ 5:36am 
Ok thx
Choyi  [author] 28 Aug @ 5:33am 
@Revjak it's due 6.3 changes making it incompatable with earlier versions, I'm trying to find a solution that works for both live version and the beta.
Revjak 28 Aug @ 5:32am 
After your update it is not longer working with 6.2.2
Cyrix 21 Aug @ 12:06pm 
All good! Thank you for the work you do! There are plenty of people that do enjoy your work and I absolutely respect your decision regarding your limited time. From experience modding myself/being a coder though: You really want to document your changes at some point though. If not for users then just for yourself to keep your work organized, digestable and manageable. All the best and take care!
SpiralRazor 18 Aug @ 2:49pm 
CA's item balance is completely whack lol.

A good mod trumps good documentation, although a compiled list in a subforum would be good as well.
Choyi  [author] 18 Aug @ 2:29pm 
@Cyrix all good, I'm sure there are plenty of other mods with a lot of detailed information on what exactly they change to use instead.
Sadly with the limited free time I have avaliable I tend to put it into working on and testing the mods over writing a full changelogs or making nice screenshots.
And a lot of the changes have(while not fully detailed) been written down in the Change Notes for this mods updates.
I wish I had time for both but that's just how it is, and my priority will be to keep a good mod over good documentation.
Cyrix 18 Aug @ 1:34pm 
@choyi Thats all fine and good - but unless I know what this mod actually changes I do not think I will use it. "stats more fitting to their rarity" could mean all sort of things - especially since most players and even CA value different stats differently. There are green items in the game even now that give an infinite amount of magic reserve recharge - while other items are valued as rare and only give a bit of wardsave; which you can cap anyhow.
I think a lot more people would engage with you and your mod if you would actually write down what the mod does besides: "makes your game better, trust me bro". ;)
SpiralRazor 4 Aug @ 9:20am 
Cool, ty for the info! Ill have to check it out.
Choyi  [author] 4 Aug @ 9:08am 
@SpiralRazor that would fall under my seperate "Improved Banners" mod, which is still WIP but more changes are planned for banner balance in future.
SpiralRazor 4 Aug @ 6:43am 
hiya! thanks for the Mod!

One thing i noticed is that Ranger Standard < Standard of Swiftness even though Ranger is uncommon and swiftness is common.
Choyi  [author] 21 Jul @ 4:50am 
@Cyrix there is no list of changes, but this mod adjusts about 85% of all followers and over 60% of all items to have changed or improved effects and/or stats more fitting for their rarity.
Like most my mods the aim is to keep it close to the vanilla game while improving both balance and flavor while staying loreful.
Cyrix 21 Jul @ 4:28am 
okay, what does this mod actually do? Is there a list of changes somewhere?
Choyi  [author] 21 Jul @ 12:12am 
@Cry Cat probably, unless that mod overwrites a lot of vanilla tables there should be big no issues I think.
Cry Cat 20 Jul @ 6:06pm 
Hi! your mod is very impressive, would it be compatible with Artefacts of Legends mod?
Choyi  [author] 18 Jul @ 3:49pm 
@Ooh-la-la, It's GAGA!! abilites is an entire seperate data table from item stats, and this mod only alters a handful of the entires in the abiliteis table, for example to increase number of uses or alter cooldown, etc mostly only on LL items.
So there should be no real overlap between the mod that cause any issue, unless that mod alters every single ability in the game, which I doubt it would.
Ooh-la-la, It's GAGA!! 18 Jul @ 11:53am 
It also alters item ability, like helm of discord and such, don't sweat it's all good, it's semi-compatible
Choyi  [author] 18 Jul @ 10:45am 
@Ooh-la-la, It's GAGA!! I don't see why it wouldnt be compatible if its a mod that alters ability skills?
And no, I do not make my mods compatible with other mods since mine already are made to be as compatible as possible, it is time consuming to manage and upkeep big mods as is.

But if anyone want for their mods to make them work with mine then they are welcome to do so themselves if they wish, I don't mind.
Ooh-la-la, It's GAGA!! 18 Jul @ 10:25am 
Hey i know it's probably asking alot, but could make it compatible with this one? https://gtm.steamproxy.vip/workshop/filedetails/?id=2985359051
LazerKjell 30 Jun @ 10:38am 
@Choyi aa okie wish they could be like the ones you can find and realy could feel unique but probily be hard to do
Choyi  [author] 30 Jun @ 10:33am 
@LazerKjell most unique items already had some adjustments and added effects in this mods.
LazerKjell 30 Jun @ 10:21am 
are you planning to rework unique items ?
esp 23 Jun @ 12:04pm 
Nice! Thanks for the reply and efforts, and good call keeping the changes. I wanna discover what the CA cooked.
Choyi  [author] 23 Jun @ 11:22am 
@Espritviril`` its the additons, not changes, that has been kept.
So nearly all of the vanilla item changes from the 6.2 patch will still be present with this mod on.
esp 23 Jun @ 8:47am 
I'm reading your comment saying "all the mods additions are kept in for now." Does it mean this mod overwrite the new item changes?

I would like to try out the new patch balance of the items, so I guess if I want that I have to disable this mod for now.
Mumm-Ra 19 Jun @ 11:40pm 
my man. thx for the quick update
Ooh-la-la, It's GAGA!! 19 Jun @ 3:28pm 
Mkay
Choyi  [author] 19 Jun @ 2:00pm 
@Ooh-la-la, It's GAGA!! sorry, that would be outside the mod scope as well as the scope of my modding abilities as it'd require UI modding
Dizzy Ioeuy 19 Jun @ 1:11pm 
Doing Gods' work here, man... I don't WHICH gods, but you're doing it!
Pumpernickel 19 Jun @ 10:59am 
Thank you Choyi you do amazing work boobear.
Ooh-la-la, It's GAGA!! 19 Jun @ 10:13am 
Can you add extra equipment slots to this mod?
Some of the items here are very nice, makes it hard to choose what drip to wear.
Choyi  [author] 19 Jun @ 9:59am 
@Krakenous I don't know that mod, but the load order should not matter in either case.
Krakenous 19 Jun @ 8:02am 
Random question, is load order a big deal with this when using Ragnoraks mods on when he adds the ability for each race to access to item crafting, more specifically...his "forgeAgeddon" mod? I don't actually thing he edits any values but I just wondered because it's still item touching, if loading this higher up/above his mods would ensure I am using YOUR edits and changes?
Choyi  [author] 17 Jun @ 1:16pm 
@Nerevarine nearly all the mods additions are kept in for now and will be adjusted in later update.
The only thing currently removed is the item rarites since CA reworked the item stat budget.
Nerevarine 17 Jun @ 12:22pm 
Noticed the update. I understand you will rebalance later. Did you keep the new vanilla items or your own previous modified ones for now?
Choyi  [author] 12 May @ 5:02am 
@MR.Pengvin it will not cause any real issues, but afaik SFO does some of their own item changes as well so there might be some unintentional stronger/weaker effects due to that adding up.
MR.Pengvin 11 May @ 1:28pm 
Mod should work fine with SFO?
Choyi  [author] 6 May @ 12:54pm 
@Death_Poem that would be hard, this mod makes a few hundred changes in total and affect majority of all generic items and followers as well as most LL item sets getting some tweaks.
Death_Poem 4 May @ 5:45pm 
it's good mod, I like it. But around compatible problem, can you provide a list of changed items? So someone can change the changes not conflict?
小王一个 24 Apr @ 11:51pm 
you are my hero
King of Fools 23 Apr @ 9:53am 
Oh cool, I didn't realize this mod also improves unique items and quest items too. I thought maybe it was only for generic items.
Choyi  [author] 9 Apr @ 5:05am 
@Tsu this mod already addresses the Carnstein Ring and improves it to be up to par with other LL items.
King of Fools 9 Apr @ 12:32am 
What about the Carstein Ring? Ever since it was nerfed it's more useless than a vanilla generic blue tier item. Is this mod going to make the Carstein Ring even more outclassed by generic blue-tier items? lol
Choyi  [author] 3 Apr @ 3:43pm 
@Dizzy Ioeuy sorry, wrong link somehow