Total War: WARHAMMER III

Total War: WARHAMMER III

Lost & Found Dwarfs: Complete Collection
853 Comments
TheLostOne 23 Sep @ 2:33pm 
awesome. thanks!
greenphoenix23  [author] 22 Sep @ 8:33pm 
Yes! With the update for that out, I should be able to get the submod out sometime this week / weekend.
TheLostOne 22 Sep @ 3:52pm 
still working on a sfo submod?
Versal 16 Sep @ 11:37pm 
@greenphoenix23 Thanks! I didn't even think about that.
greenphoenix23  [author] 16 Sep @ 9:21pm 
@Caleb Perdita
Good catch! That was actually unintended. I goofed when I was copying them over from the standalone pack (where I was doing all my testing) and missed their ammunition.
Just put out a quick hotfix for that!
Caleb Perdita 16 Sep @ 10:24am 
ok i like the new crank gunners, more effective than I remember, but for me they have too little ammo at 13, where taking out one unshielded Black Orc unit took half their ammo.
greenphoenix23  [author] 15 Sep @ 9:23pm 
@Cyno
Glad to hear!

@Versal
That is intended. The riders use secondary ammo which does not show in the tooltip, but do actually have ammo to throw their bombs.
Versal 15 Sep @ 1:48pm 
Earth Borer Mining Drill has no ammo (zero).
Cyno 15 Sep @ 11:12am 
I managed to fix my crash by unsubscribing and re-subscribing to the mod.
Everything’s working now.
greenphoenix23  [author] 15 Sep @ 5:19am 
Have you tried running just my mod by itself? Crashes during loading sound most likely like a database conflict between two mods.

Please let me know!
Cyno 14 Sep @ 11:54pm 
Hyello

Just wanted to let you know I’m running into a crash on the loading screen into campaign when this mod is enabled.

I’m not sure if it’s another mod clashing with Lost & Found Dwarfs: Complete Collection, but disabling this mod lets me start and play campaigns without any issues. With it enabled, the game always crashes at the campaign loading screen.

I’ll be testing more mod combos later today to see if I can narrow down if there’s a specific conflict or submod causing the problem.
greenphoenix23  [author] 14 Sep @ 3:09pm 
Small Update!
Tweaked Crank Gunners performance and cost. They should now hopefully be more worth their actual cost! Increased number of shots per volley, reduced reload time, and increased projectile penetration to make them significantly better against infantry units. Feedback appreciated!

Also cleaned up some back end stuff involving Belegar's Oath Stone skill
greenphoenix23  [author] 14 Sep @ 3:06pm 
@lutherdamian63
laf_dwf_inf_crank_gunners

@Caleb Perdita
Sadly yes, though it is just a UI issue. The units are not actually recruitable. I am currently trying to find if there is a way to fix that.
Tal'Raziid 14 Sep @ 2:43pm 
What was the update?
Caleb Perdita 11 Sep @ 4:58pm 
I remember when I last played this mod, the MCM to disable units didnt work properly and the disabled units still showed up in campaign in their recruitment buildings. Is that still the case atm?
lutherdamian63 10 Sep @ 3:56am 
could i get the crank gunners unit key?
greenphoenix23  [author] 6 Sep @ 8:51pm 
Is this a new campaign? Or a previous save? It won't show up properly if you add it mid save.

If it is a new campaign, I would try unsubscribing from both this and Mixu's Unlocker, opening the game, closing the game, then resubscribing.
Sometimes steam acts up with updating mods.

Let me know if that fixes it!
PhillipMcCrak 6 Sep @ 10:52am 
Can someone help me figure out where I've gone wrong please? I have both Mixu's Unlocker and Audio Mixer, but I don't seem to have access to the prospector hero even though the panel is unlocked on the hero recruitment screen.
greenphoenix23  [author] 4 Sep @ 6:34pm 
I have no plans to make a Radious submod. If someone else wants to, I would be happy to link it though!
Waaaaaaagh 4 Sep @ 6:27am 
could you make a Radious submod? :dogmeng:
greenphoenix23  [author] 3 Sep @ 8:40pm 
The update for this will come in a couple of days. I plan to use a new modding tool they gave us to clean up some of the jank with Belegar's skills.
n.pedrazalis 3 Sep @ 8:01pm 
Hello the mod is outated in my mod manager uptate please
Altey 1 Sep @ 8:09am 
You can still add slayer engineers and slayer runesmiths as hero/infantry, including some of slayer rors from old lore
greenphoenix23  [author] 1 Sep @ 7:03am 
@Smeef | NL
Thanks! I hope you enjoy!

@Atley
I want to touch them eventually, but I'm not sure how much else there is to add. They added most of what I had originally planned out for a potential slayer Expansion.
Altey 1 Sep @ 2:47am 
Do you plan to do slayer expansion?
Smeef | NL 31 Aug @ 1:27pm 
Thanks, this is a great mod. :steamhappy:
greenphoenix23  [author] 31 Aug @ 9:27am 
@Smeef | NL
And it is patched!

@marc.on.pluto514
There is not currently. I am planning on making one soon, though.
marc.on.pluto514 31 Aug @ 9:17am 
is there a sfo submod on workshop for this?
greenphoenix23  [author] 31 Aug @ 9:09am 
Good catch!
They are currently affected by "Honoured by Grimnir" but it looks like I missed them on "Grimnir's Heirs"
I'll get that patched asap! (will be save compatible)
Smeef | NL 31 Aug @ 7:17am 
Do red line skills still apply to Earth Borers properly? I don't see the unit card in the pop-up.
greenphoenix23  [author] 30 Aug @ 11:39pm 
Small update to fix a couple of graphics bugs.
Should be no more mounted dwarfs T-posing and the destroyed models for juggernauts will also display properly.
greenphoenix23  [author] 19 Aug @ 7:46pm 
Quick update: Fixed the display for Sappers incorrectly showing they had 360 degree firing when selecting them. No functionality has changes and is fully save compatible.
ChopChop 17 Aug @ 3:47am 
Thank you very much for the update, i have updated my submods accordingly :TalismanCrown: Happy days :TalismanDwarf:
greenphoenix23  [author] 16 Aug @ 1:15pm 
Yes, though as a head up if you are using Belegar you might need to reset his skills if you took the Tunnel Warfare skill. Had to fix an old table and I think it will eat the point if you had it chosen before. Everything else is 100% compatible!

(Also, it is always good to keep a backup of the mods just in case if you update mid-campaign!)
Leonardo 16 Aug @ 1:07pm 
Is it safe to disable the mining expansion with ongoing campaign and replace it with jsut this? I had both on during the mining beta
greenphoenix23  [author] 16 Aug @ 12:52pm 
Update!
1. Now includes all the mining content from the Mining Expansion!
Note: The new generic hero does require Mixu's Mixer to show up. And the Audio Mixer listed as required to hear the custom voices.

2. Fixed the range for the Oath Stone abilities to match the vanilla buff from a recent patch

3. Fixed some table stuff for compatibility. Thanks ChopChop!
greenphoenix23  [author] 14 Aug @ 8:10pm 
That sounds like a mod incompatibility with mine. I would look at any other mods you have that mess with dwarf visuals or dwarf lords.
ReaperOfZombies 14 Aug @ 7:47pm 
an odd question, probably unrelated to your mod.
some of my dwarf models are missing helmet models/top of the head (lords)
would you happen to know a common cause of this? googles being pretty vague
greenphoenix23  [author] 4 Aug @ 5:48am 
@Leonardo
Thanks for the report!
I'll look into it!
Leonardo 3 Aug @ 11:39pm 
Hello, currently Belegar's mount model on the campaign map is bugged for me, possibly caused by the recent file compression update by CA. Looks fine in battle when I tried it.
AwDiddums 3 Aug @ 4:31pm 
Thanks! If the Mining expansion ends up using the same tables, that’ll work perfectly. Sounds like a solid plan - appreciate the heads-up!
greenphoenix23  [author] 3 Aug @ 4:12pm 
@AwDiddums
Go for it! Just make this a required submod (and leave the model files out of yours) and it's all good!
Though, if you want you can include the stuff from the Mining Expansion I just added as that content will be coming here in a week or two. Letting it stay on its own as I fix any bugs that crop up with it.
AwDiddums 3 Aug @ 4:05pm 
Would it be alright if I created a submod that’s compatible with Dux’s Dwarf Balance Rework? It would involve some adjustments to fit better alongside it. Of course, I’ll give full credit to you
Balthasar23th 1 Aug @ 12:51pm 
@greenphoenix23
A great idea, I'll finish it in the next few days!
Thank you!
greenphoenix23  [author] 1 Aug @ 10:49am 
@Balthasar23th
Thanks for the translation!
If you want (to potentially save you time later), you can add the stuff from the Mining Expansion as well since the next update will be adding that to this collection.
Balthasar23th 1 Aug @ 10:09am 
@greenphoenix23
Always happy to help, no problem. I'll update it then. Thanks for your great work, my friend!
greenphoenix23  [author] 31 Jul @ 7:16am 
@SubRyan
I posted a previous version so folks can finish campaigns without bugs (link in last comment).

I do wish Steam Workshop had better tools for this, the auto-updates seem to never happen when you want, but do when it will cause a problem.
But this workaround will do it for now!
SubRyan 31 Jul @ 7:14am 
@Ramayana

Unless the mod creator maintains a depository of old versions, then AFAIK there isn't a way to rollback Steam mods

Subscribing and enabling to his Lost & Found Dwarfs: Mining Expansion mod should allow old saves to be loaded
greenphoenix23  [author] 31 Jul @ 7:13am 
Previous version:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3538782421

I'll leave it up until the next patch which will probably break it anyway. :summercrab2023:
Ramayana 31 Jul @ 6:59am 
How do we get a previous version, this update bricked my 100+ turn campaign