Total War: WARHAMMER III

Total War: WARHAMMER III

Arkhan the Black: Expanded
938 Comments
ZombiePenguin 5 Oct @ 12:39pm 
Is it? Still shows Sep. 8 as the late update date.
Stephen  [author] 23 Sep @ 10:10pm 
Mod is up to date :P
FeldwebelSteiner 23 Sep @ 5:56pm 
update please .... thanks Stephen :steamhappy:
Voltorx 15 Sep @ 2:14pm 
It was the tomb prince hero that was given as a reward and spawned as a green skin instead.
Stephen  [author] 14 Sep @ 1:27pm 
Someone would have to make a submod for that.
ewobmrk 14 Sep @ 1:25pm 
this mod clash with (Tomb Kings Expanded Hero Skill Trees) dont use both
Stephen  [author] 14 Sep @ 10:19am 
Which hero?
Voltorx 14 Sep @ 10:10am 
When the mod gave me a choice of hero while i was playing the hero was a green skin but had tomb king sounds. If i recruit them manually it works fine, but if the game gives them to me as a reward its the wrong hero.
Stephen  [author] 14 Sep @ 2:27am 
Just base game Warhammer III, with no overhauls.
Walt The Why 14 Sep @ 2:17am 
what do you mean vanilla version of the mod ? deos that mean there is another one ?
ewobmrk 12 Sep @ 3:38pm 
maybe casu im playing with to much mods and it fucks the game up but master of decay dosent give poison atacks to zombies
Stephen  [author] 9 Sep @ 11:54am 
No worries, and thank you!
Sunrecul 9 Sep @ 9:03am 
@Stephen Awesome! Thank you for taking the time. If any other issues pop-up I'll give an update in the bugs channel.
Stephen  [author] 8 Sep @ 9:21am 
Someone would need to make a submod for the variant selector mod as that's not something I'm interested in doing.

I've pushed a fix for:

- Cav unit capacity issues
- Tomb Prince t-posing
- Tomb Prince vanilla skills being overwritten
UnrealProphet 8 Sep @ 8:54am 
I've got Tomb Princes doing the T pose on their mounts with this mod. Also, the Tomb Princes do not seem to be compatible with the Variant Selector mod. Any fixes for these items coming?
Stephen  [author] 7 Sep @ 10:14pm 
It should give extra ammo and reload time reduction as the unit_set is set up correctly.
ewobmrk 7 Sep @ 2:47pm 
(arrows of the black sand) tech does not give extra ammo or relod time for ushabti great bows
Stephen  [author] 7 Sep @ 6:06am 
No issue building them here. I would re-subscribe.
DutchmanX 5 Sep @ 6:20pm 
cannot build the heirotitan, warsphinx and necrosphinx buildings.
Stephen  [author] 5 Sep @ 4:19am 
No worries, thanks for checking and confirming. I'm away this weekend, so I'll try and push a fix before I leave, otherwise it'll have to be Sunday.
Sunrecul 5 Sep @ 3:23am 
Hi @Stephen, thanks for checking it out. I've opened an existing save with mods as well as a new one without any other mods (except for yours) to test it out. It seems most unit capacities are working except for the capacity increases granted by upgrading the cavalry building chain and for some reason sometimes the liche priest increase granted by one of the hero traits (I forget which one). So specifically for the cavalry building chain - it doesn't remember the previous increases in capacity when upgrading. This does work for all other buildings before tier 4 (haven't tested those out yet).
Stephen  [author] 4 Sep @ 2:02pm 
I've pushed an update that should catch most of the unit cap changes. Probably a few I've missed, but if you could let me know, I can get them sorted for tomorrow.
Stephen  [author] 4 Sep @ 1:45pm 
I have noticed that I missed the unit cap changes to the buildings. I'll fix that shortly.
Sunrecul 4 Sep @ 1:20pm 
Hi @Stephen! First-off great mod. I've been testing it out again with the new patch but noticed a bug with unit capacities. For example: While playing Arkhan with 0 other mods on, when upgrading the first cavalry building (quicksand swamp) to the second tier (ancient battle site) you lose the capacity increase for skeleton horseman and skeleton horse archers. Hopefully you can figure out what's causing it when you have time. For now, I'll hold-off playing another Arkhan campaign :)
Hoo the fool 30 Aug @ 6:52am 
I cannot wait for 6.3 patch and the next release of this mod! Arkhan will be god.
Stephen  [author] 23 Aug @ 1:51am 
I can't say I've ever come across it with my mod. If you do find out what it is exactly, please do let me know.
EzUNreal 23 Aug @ 1:47am 
I understand, but I really don't have the skills to find more information. It's pretty weird, random crash at factions that are not tomb king and are far away from Arkhan's position. I'll see if anyone else has the same issue. It's either this mod or the TK:E submod. I disabled both and no crash now
Stephen  [author] 23 Aug @ 1:38am 
Would need more information than that to be honest in order to see what the issue is.
EzUNreal 23 Aug @ 1:37am 
Not entirely sure why, but after a lot testing I find this mod is incompatible with my mod list. Game will freeze and ctd at random factions within the first 10 turns. After disabling this I've made it to turn 30 without ctd
Thancred Lux 19 Aug @ 1:37pm 
Stephen  [author] 26 Jul @ 9:31am 
No worries mate, glad you sorted it :D
654099326 26 Jul @ 9:10am 
i know what's going on now , after i take down all the mod except yours , i find out your mod is perfectly fine , turns out it's another mod that overwrite your date , make the Mortis Engine building has different function and unit recruitment , hahaha
Stephen  [author] 26 Jul @ 3:35am 
It's recruitable from the Estate building chain, which comes under infrastructure.
654099326 26 Jul @ 1:15am 
have a question which is about recruitment , can't find any "normal" way to recruit Mortis Engine , is that unit need some condition like Special building ?
Stephen  [author] 8 Jul @ 10:09am 
Yeah, you've reported that already. Will be added to the next major update.
Irradiated_Haggis 8 Jul @ 9:25am 
The Strigoi Ghoul King appears to have no text on the unit card where you would normally see things like "Spellcaster" "Duellist" "Anti-Infantry" "Armored", etc.
Drewdat72903 1 Jul @ 11:03am 
Thank you, sorry if someone already asked you this. I tired looking through the comments.
I realized the black coach was from the tomb kings extended mod, thought it'd be recruitable through a building chain, but maybe one of my other mods is affecting it.
Stephen  [author] 1 Jul @ 10:58am 
Thanks! The Black Coach is not in this mod. Currently, Vargheists can only be recruited from 2 landmarks and zombies are recruited from the growth building.
Drewdat72903 1 Jul @ 10:36am 
Love the mod, just wondering what units were supposed to be able to recruit from the carrion lairs? Noticed a lot of vampire units like zombies, Varghiests, and the Black Coach are in the extended roster but unavailable for recruitment
Stephen  [author] 31 May @ 5:17am 
I could certainly take a look, yup.
Time Police Officer 30 May @ 4:13pm 
I love this mod. Would it be possible to make it compatible with Secrets of Nagash Unit Upgrades for Tomb Kings?
komeriksen 6 May @ 11:48pm 
maybe but im not sure wich mod in that case
Stephen  [author] 6 May @ 2:29pm 
I'm not sure what the presence of nagash is. Another mod perhaps?
komeriksen 6 May @ 6:27am 
the presence of nagash for arkhan and his units is unbalanced when i kill a unit the summoned cairn wraiths get the same trait and it just keeps going like this so it's impossible to win.
Stephen  [author] 1 May @ 4:55am 
The Lore of Vampires is a complete new skill line and would require skill points to unlock the spells and passive.

The red aura comes from my mod if it's the one you see when in a battle.
Stale Memes 1 May @ 12:57am 
Ahh, I see. So I was kind of right! Those starting units weren't an issue for me, just thought it might help pointing it out as a potential bug. I have no real technical know-how when it comes to mods, sadly.
Does he just get the full lore with no need to spend skill points or does it become a separate skill line? Does the submod also take into account that Arkhan gets the Lore of Vampires passive from his unique skill line already? ...And did you add the red swirl to Arkhan or did that come from TK: E?
Stephen  [author] 1 May @ 12:53am 
So The Lore of Vampires submod is a standalone and is not part of this mod. Arkhan will have access to both lores if you use the submod.

Starting units contain vanilla units, so they can't be merged. It's probably best to get the mod that allows you to customise your starting units, then you don't have to worry about that issue.
Stale Memes 1 May @ 12:39am 
No rush, love the work you did here!
Someone else kinda asked about it before, but is the Lore of Vampires submod supposed to be part of this whole package? Is it just a separate thing? I hadn't downloaded it and when I played with those mods I mentioned before, Arkhan still kept his Lore of Death. Not sure if that's a conflict again or just me being stupid.
Another thing I noticed was that the starting units couldn't be consolidated when damaged, but the later units I recruited worked with no issues. I assume either a conflict or something start position related.
Stephen  [author] 1 May @ 12:08am 
I'm pretty sure there was an issue before and it required techs, but you could be right with regards to the infantry building chain. I can take a look after work today.
Stale Memes 30 Apr @ 11:29pm 
I could've sworn he did, too, but I might be misremembering.
There also seems to be some conflict between mods, and I don't know who would have to modify what. Tomb Kings Extended adds units to the settlement chain, but there seems to be no way to increase the cap for them. I assume you would normally increase the cap through the melee infantry building chain, but since Arkhan Expanded provides different units in that chain I don't think it's working as intended. I also think the lord options from both mods might be conflicting.
I grabbed this mod, Tomb Kings Extended and your submod without using Mixu's or that modding tool the name of which escapes me right now.