Total War: WARHAMMER III

Total War: WARHAMMER III

Superhuman Grail Knights
52 Comments
Reuz 16 Jun, 2024 @ 11:27pm 
Is this currently working?
daminnous 15 Dec, 2023 @ 2:12pm 
udapted please, i love the mod
Altus Aquila 21 Jul, 2023 @ 11:35am 
@mgsanm Thank you a lot. Seems they act like real superhumans xD
mgsanm  [author] 21 Jul, 2023 @ 11:04am 
@Altus Aquila I think I've fixed it. Let me know what you think! Cheers
mgsanm  [author] 21 Jul, 2023 @ 12:51am 
No worries! We are trying to squeeze a bit more fun out of this game we love. I am still testing all these things and tweaking the tables. I will upload a new version if I manage to sort it out. Cheers!
Altus Aquila 19 Jul, 2023 @ 11:12pm 
Thanks for your work, at first.
I don't want to be annoying, so, if you don't want to read my vision, it's ok.

I test new version and it's weaker than 3.1 update. With vanilla knights and guardians i can easily destroy any enemy army, almost take no damage. With this mod, seems they don't register dmg on charge, and without option to retreat immediately, they just die surrounding by the enemies. Knights are more response, but only, when you want to take them out of fight, they can't keep charging if you select next enemy close to you current, and charge dmg almost 0.
mgsanm  [author] 19 Jul, 2023 @ 6:39pm 
After some testing I feel like the Grail Knights are responsive and it's possible to issue several charges consecutively, dealing and absurd amount of damage. The Grail Guardians, on the other hand, get stuck much easily, serving their purpose as melee cav instead of shock cav. Thanks for bringing this to my attention @Altus Aquila.
mgsanm  [author] 19 Jul, 2023 @ 5:45pm 
On it. Just pushed a version that hopefully unites the best of the two worlds. I'll be testing the responsiveness of the modded units to see if it matches the regular ones.
Altus Aquila 4 Jul, 2023 @ 11:47am 
Great mod, but with update, vanilla grail guardians (and i suppose others), lose in stats but outperform modded units with responsiveness.
Modded grail guardians just stuck in enemy units and don't want to get away.
Killerkitty641 23 May, 2023 @ 9:55am 
is there a chance we could get compatibility with Lily's mods? I really like both mods and I feel I prefer the scale of this one (much smaller units but much much more powerful)
Grandmaster Siegfried Staufer 15 May, 2023 @ 3:33am 
maybe i was using it with lily's mods
mgsanm  [author] 15 May, 2023 @ 2:34am 
Hello there,
One possible cause is for other mods to be overriding this one. If different mods edit the same units then you might be using incompatilble mods. Could that be the case?
Grandmaster Siegfried Staufer 12 May, 2023 @ 10:37am 
i?m using the mod and the grail knights units have still the vanilla stats
mgsanm  [author] 2 May, 2023 @ 7:49am 
Hi @Marenna, the "nerf" on the Royal Pegasus Knights was not intended! I feel that if we try to make them the riders superhuman, they should perform better than the vanilla counterpart. I will take a look into this! Thanks for bringing it to my attention. Cheers
MrSimmix 1 May, 2023 @ 8:36am 
Great mod!
Marenna 28 Apr, 2023 @ 1:40am 
The hippogriff has gotten so strong, I love it! However, the Royal Pegasus Knight's dogfight seems to have weakened a bit. They were seen losing battles against the 'Plague Drones of Nurgle'. In vanilla, the Royal Pegasus Knight wins. Is this part intentional?
mgsanm  [author] 14 Apr, 2023 @ 10:10am 
Thanks for your feedback! I'm glad you like it =)
Gregor Liang 14 Apr, 2023 @ 7:05am 
>>> CAN CONFIRM <<< Works perfectly now. Delete the mod and then resubscribe should you still encounter the issue. Awesome mod. Really makes the Grail Knights the outstanding warriors they are. Thank you!
mgsanm  [author] 14 Apr, 2023 @ 6:05am 
Hello there! I just pushed an update for the mod. I hope this resolves the issue! Thanks for reaching out. Let me know if you experience some other errors!
Gregor Liang 14 Apr, 2023 @ 3:05am 
Just checked. Luminark gets the Grail Knight passives - perfect vigour, cause fear and strider. + Units from other mods also receive these buffs. but also vanilla units like the Luminark.
Gregor Liang 13 Apr, 2023 @ 12:32pm 
Hey there. Thanks for the great mod! Since the new patch (3.0) there is a weird bug. When this mod is activated, some units (for example the Luminark) get perfect vigour , strider and cause fear. It is very weird. I had that apply to different other units. When the mod deactivates, they dont have those abilities anymore. I hope there is a way to fix this. The grail knights just received a minor buff. Maybe hat change caused that. I tested it specifically. Just adding and removing this mod. Maybe you could look into it. Thank You in advance! Looking forward to using your mod again!
mgsanm  [author] 22 Feb, 2023 @ 5:23am 
Thanks @Razzar21 for your comment! I am really glad you liked it! Cheers!
Razzar21 21 Feb, 2023 @ 9:42pm 
I don't really like using Mods but as a massive Bretonnia fan I just couldn't take seeing so many Grail Knights like their some regular dudes. I really really enjoy this mod, trying to make them closer to lore. They are way more fun to use for me now and my OCD for lore friendliness feels so much better. So thank you for the awesome mod!
mgsanm  [author] 10 Feb, 2023 @ 8:43am 
Hi there! I know that in the lore they do heal pretty fast, taking only 2 or 3 days to recover from serious wounds, but only a handful of OP heros have actual regeneneration, like King Louen himself. I think giving that to the whole unit could get them too high in the power scale! I think I'll leave it be this time, but I am open to change my mind and always welcoming comments and suggestions! Thanks @rorek55
Neoz 10 Feb, 2023 @ 1:50am 
Suggestion, grail knights were known to have impossible regeneration like abilities in the lore, in top of being anathema to chaos/undead. Perhaps give them a small .05% regen effect?
Mystical Llama 3 Feb, 2023 @ 12:42am 
Appreciate you being open to suggestion! Thanks for looking at this so fast!
mgsanm  [author] 3 Feb, 2023 @ 12:10am 
Hello there,

You are absolutely right! It has been a long time since I last updated this mod.
I just released a quick fix by erasing the table that meddles with horse scales. Hopefully that would avoid the conflicts.
I will try to take a proper look into the scales during the weekend taking into account the couple things you just mentioned. Thanks for the suggestions, I really appreciate it.
Mystical Llama 2 Feb, 2023 @ 7:47pm 
Additionally, you did not change the mount anchor point for the rider after altering the scale of the mount. That means your knights are currently embedded up to their ribs in the horse. It's a cool Voltron look, but you might consider looking into altering the animation sets using Asset Editor to get the real larger-than-life look :)

Just zoom in on the models, and you'll see what I mean.
Mystical Llama 2 Feb, 2023 @ 7:42pm 
Howdy! It looks like your mod is data-coring a number of mount variants in order to increase the size scaling. Keep in mind, the "brt_warhorses_barded_faction_colours" variantmeshdefinition no longer exists. It was removed in the game update which restored the Bretonnia knight unit random house colors.

None of your units use the default "wh_brt_warhorses_barded_faction_colours" variant, so you might want to remove it and any other values from that table you aren't using, since some mods still do. And this can lead to conflicts.
HCC 15 Nov, 2022 @ 6:35am 
Will you make a radious compatibility submod?
Calibrated 14 Sep, 2022 @ 5:25pm 
I VERY much agree mass is needed
mgsanm  [author] 12 Sep, 2022 @ 9:04pm 
That is a great idea @Edin! I will work to see how to best tweak that and how it feels! If the outcome is positive I will upload a new version. Thanks for the suggestion!
Edin 12 Sep, 2022 @ 2:15pm 
Only thing that I found might need tweaking with this mod are the mass-values for some of the units now that you reduced their entity-numbers; though far stronger it feels like they get stuck in enemy units a bit too easily. Maybe up the hit-/knockback-/knockdown resistance a bit too in order to simulate these superhuman beings dodging/blocking/parrying their way through an initial barrage of projectiles, etc.
Citrus 11 Sep, 2022 @ 7:48am 
Everything looks great! Thanks for putting this mod together.
mgsanm  [author] 11 Sep, 2022 @ 12:57am 
I just pushed a new version compatible with 2.1.1. I made some changes to the Weapon Strenght stats for balancing. Please let me know any issues you might encounter! @Citrus, I hope that all the errors that you pointed out are corrected in this new version!
kojak 9 Sep, 2022 @ 9:49am 
sweet
mgsanm  [author] 8 Sep, 2022 @ 6:33pm 
Thanks to @Citrus to take the time and check the tables. I am aware of those errors you mention and I actually tried to fix them in the last release. I am now out of town but I will check the current updated version on Sunday and address any mistake. Thanks again for helping me out!
Citrus 8 Sep, 2022 @ 10:17am 
Great idea for a mod! Some possible errors I found:

1. In unit_attributes_to_groups_junctions_tables, rows 3-6, the "encourages" and "strider" attributes are repeated on Grail Guardians and Grail Knights instead of (I presume) each getting both traits; Grail Guardians are given "encourages" twice, and then Grail Knights are given "strider" twice.
2. In main_units_tables, the "Num Men" column, Grail Knights are set to 30. Is this intentional? It's much higher than the unit size in the picture, which shows the same number as Grail Guardians ( set to 18).
3. In land_units_tables, the "Num Mounts" column, Grail Knights are set to 24, while the other units' figures match the "Num Men" column from main_units_tables (18, 6, 12). I'm not sure how this affects the unit (calculating HP?) but figured I should mention it.
maddogs1989 7 Sep, 2022 @ 5:39am 
update!
mgsanm  [author] 3 Sep, 2022 @ 6:25am 
Hi @Morgan, this likely happens for compatibility issues with other mods. In this case the unit size is stated in the "land_units_tables". Mods overrides the preexisting tables once they are loaded so you might be using another mod that changes the same table. Try changing the load order by putting this one at the top or at the bottom or your list and see if that helps.
Gonderlane 1 Sep, 2022 @ 7:22pm 
I agree, having this type of mod for Blood Knights and Dragon Princes would be nice as well
mgsanm  [author] 1 Sep, 2022 @ 2:10am 
Hi! The unit count is actually set to 16. It appears as "8" in the image because I did not have the settings in "ultra". It is 16 for Grail Knights, Grail Guardians and Royal Pegasus Knights: it remains as 8 for Royal Hippogryph Knights. Thanks for the comment BTW!
Ca Bong 31 Aug, 2022 @ 9:30am 
hello sir, it's very lore friendly mod! The model of your mod reduce to 8 ?
Can u make mods for Blood Knights and Dragon Princes too?
mgsanm  [author] 26 Aug, 2022 @ 5:39pm 
In response to @xiatianchun1997, yes that seems a major compatibility issue. My mod changes the "melee_weapons_table" indeed. Since both mods override the table the one that is actually applied varies with the load order. I am afraid that there is little I can do!

Maybe if you tweak around the load order you mange to keep the "attack speed boost" for all units in the game and the better Grail Knights at the same time. In this case the difference would be that GK would be fighting at vanilla speed...
niuxia1997 26 Aug, 2022 @ 3:47pm 
Author of that mod says the mod is compatible with any other mod that doesn't edit these tables:
"melee_weapons_table", "projectiles_table".

So I guess these 2 will not be compatible after all. I really like both mods, so sad.
niuxia1997 26 Aug, 2022 @ 3:40pm 
Hi, I just found out the reason why some part of the mod doesn't work for me.

When I activate this mod with the other mod called "Attack speed boost only", the change in base damage, armor-piercing damage and bonus vs infantry or large for the 2 units get disappeared while the rest of the change remains.

Would you mind kinda fix this compatibility issue? Thanks!
mgsanm  [author] 26 Aug, 2022 @ 2:58pm 
Please let me know if you find particularly ridiculous match outcomes where they overwin or overlose so I can change the values. All suggestions are welcomed in order to make Bretonnia's finest more fun to play!
mgsanm  [author] 26 Aug, 2022 @ 2:58pm 
Grail Knights, on the other hand, have lower Melee Defence but they gain AP damage. This makes them hit like a truck on a charge since their crazy 90 Charge Bonus adds 52 AP damage to their base 28 for a total of 80 AP damage on contact. This is massive. Their can beat almost every other cav in the game, and tear infantry apart on the charge. While left in combat with infantry they deal damage OK, but they die as they should.
mgsanm  [author] 26 Aug, 2022 @ 2:57pm 
With this mod Grail Guardians shoulg have 52 Weapon Strenght: 31 Base damage + 21 AP damage. They are designed to work good on infantry but not so well against cav. When I tested the numbers I saw that pumping up the AP would make them kill other cav with ease. The +23 Bonus vs Infantry adds up 23 to their Weapon Strength when fighting infantry. The AP damage is 40% of their total Weapon Strength, which means that they get additional 9 AP when fighting infantry for a total of 30. This allows them to trade evenly Chaos Chosen GW without cycle charging.
The Guiding Light 26 Aug, 2022 @ 2:27pm 
More....always more