Total War: WARHAMMER III

Total War: WARHAMMER III

Lustria Rises - Lizardmen Overhaul
999 Comments
玖祝 47 minutes ago 
I’m not asking you to remove them. Maybe you should have used more unique unit types when initially creating the mod. I haven’t even started playing this mod yet, but I hope there are other ways to obtain these units—like using points to exchange for them, as Aphotep mentioned. If they’re just directly added to the recruitment pool, it makes things feel a bit messy to me. Also, is this mod compatible with Eternal Dynasties?
Aphotep 7 hours ago 
Yeah, from the blog it sounds like the missions as well as other things like rites or sacrifices generate points we can spend on the units we want rather than filling the pool randomly.

Probably because having a check for the purchased DLC in the mission generation scripts is a lot more complicated than having it in a static recruitment window.
Conflagration  [author] 7 hours ago 
IIRC CA are changing how it works next patch, so you may well get your wish.
DerJan 10 hours ago 
With the increased number of different blessed spawnings, I would really appreciate it if you could (if at all possible) tweak how we can get access to them (through the sacrifices or geomantic reservoir or whatever) because... let's just say the amount of save scumming I've been forced to do to not get yet another mission for bloody useless Blessed Skink Skirmishers is already bad enough.
Serious Lee 11 hours ago 
Nice to hear you plan to update your mod quickly. Was worried I would have to wait long for my next Oxy camp. Please if possible keep that nice tech that gives Slan lords tunneling stances I really love the idea and it makes so much sense especially in Lustria
Conflagration  [author] 12 hours ago 
It's not complex, no. And I'm not removing them.
玖祝 15 hours ago 
After adding the mod, I found during the preview that there were many units whose skin colors were simply changed. I don't think these units should be made just for the sake of the "Old Ones" quantity. Because even before playing, I felt that this was complex, and I'm not sure if it will be complex during the actual gameplay. Can you give me an accurate answer?
Conflagration  [author] 15 hours ago 
6.3 Lizardmen changes look good, that day's update might be a bit delayed as I'll have to figure out what I want to incorporate with my own alterations and such. Should be a juicy one though.
isaac.w.rom 7 Aug @ 3:50am 
also there might be a bug with tehenhauin, if he is on his troglodon mount, his army card changes to either a goblin or swordsmen unit and in the loading screen for a battle he becomes karl franz. I have no idea if its the mod bugging by itself or it coming into conflict with other mods, but it may be worth checking out to see if it can be fixed.
victor.a.rom 7 Aug @ 12:08am 
Ah i see, i respect your decision to remove them if you arent happy with them. I hope you add them back.
Conflagration  [author] 6 Aug @ 10:41am 
Well I'm glad the pair of you are enjoying it. Sadly I wasn't fully happy with the Altar Braves. I may reintroduce them in the future, we'll see.
victor.a.rom 6 Aug @ 10:29am 
I realize now after making my first comment that the altar braves have been removed. (Still really like this mod)
victor.a.rom 6 Aug @ 4:45am 
This mod is dlc quality and i can not recommend it more for anyone who wants to play as the lizardmen, the units especially feel like they would be in the base game, my favs are prob the altar braves and the skink horned one riders.
isaac.w.rom 6 Aug @ 4:15am 
Would 100% recommend this mod to any lizardmen fan. It almost feels like an official dlc/rework and it just improves the lizardmen overall by adding new well made units, along with some other nice tweaks such as the sacrafices to Sotek menu being available for all of the lizardmen factions. Id never be able to go back to the vanilla lizardmen knowing that this mod exists.
AFGHAN PSYCHO 27 Jul @ 3:07am 
For those who want to remove it themselves, open in rpfm> click db dropdown> click battle_context_unit_junctions_tables drop down> click on the single file there> type dread in the search box, then right click one and click delete filtered out row or just delete row for the three. Only issue I've run into so far is banners are such on the campaign map not showing properly if you do this in an existing save. Reloading might work but I just started a new campaign and loaded into the existing campaign to fix it.
Conflagration  [author] 27 Jul @ 2:21am 
Or you could progress your tech tree. Use Cold-Blooded. Use Focus Instincts. Use healing.
AFGHAN PSYCHO 27 Jul @ 1:12am 
Can someone make a submod to remove Dreadful Hunger from Dread Saurians? it's pretty dumb that the ability makes a late game unit suicide into cheap anti large all the time and just die. Would there be any issues if I removed it myself with pfm? Haven't done enough testing yet.
Conflagration  [author] 26 Jul @ 4:38pm 
Prophet and the Warlock, Hunter and the Beast and Silence and the Fury; all the Lizardmen DLCs.
Walt The Why 26 Jul @ 3:45pm 
It's say i need somes dlcs but i dont them on the steam page they bland, could you tell me which ones i needs?
Conflagration  [author] 22 Jul @ 7:08pm 
Unfortunate for you, I guess?
Seeker 22 Jul @ 1:42pm 
i have some skill tree mods and gor rocks second yellow line is missing and there is now cut from the rest Born tactition and relentless avenger. after this there is deadly onslaught what i cant lern bec you need 4 skill points in the second tree but after foe seeker there are only your skills
Conflagration  [author] 19 Jul @ 9:48pm 
Slann skill, Geomantic building and 1 random dilemma. Nothing else.
That issue is a known one, not sure of the cause or fix.
cuchurrumincito23 19 Jul @ 9:24pm 
hello, i like this mod a lot and have been playing with it since a few weeks backs but i wanted to know if you could list all the ways to obtain geomantic energy, also when opening the geomantic reservoir page the sacrificial offerings appear as with the icon of the geomantic energy
Conflagration  [author] 17 Jul @ 1:07am 
Great. Thanks for the report, hope you enjoy your campaign and do let me know if anything else pops up that may need my attention.
King Pineapple 17 Jul @ 1:04am 
That did it! Even compatible with the save game i was running, triggered over the end turn!
Conflagration  [author] 17 Jul @ 12:48am 
Okay so I've looked into it and I see the issue, and see the problem. I've put out a fix, so unsubscribe and resubscribe to get that update. It should grant the mission on a new start, let me know if it doesn't but I'm pretty sure it will.
King Pineapple 17 Jul @ 12:38am 
if my previous comment turns out to be the case, where would i find the item ids? (Side note, dude you're awesome for being so dedicated to the project)
Conflagration  [author] 17 Jul @ 12:23am 
I'm still doing some testing but yes, you can do that pretty easily. Lemme just see what's what.
King Pineapple 17 Jul @ 12:21am 
If this means my save is "broken" would it be possible to add the item into the save via the console using its ID?
Conflagration  [author] 17 Jul @ 12:15am 
Lemme look at that, I recently did some script stuff that may have broken it.
King Pineapple 17 Jul @ 12:01am 
Ok last time i hope. Having a blast, but the mission to get the Plaques of Tepec and Xoloc does not trigger when reaching rank 10. I tried having Maz not garrisoned over the end turn and the usual troubleshooting. Any ideas here?
Conflagration  [author] 16 Jul @ 3:39pm 
Yeah, I don't know why that is to be honest.
King Pineapple 16 Jul @ 3:34pm 
Sick! Thank you for the quick reply! Encountering an issue where the geomantic energy resource isn't displaying consistently on the top bar. At points it gets replaced with the Sacrificial offerings so only the sacrificial offerings end up displaying. Is this a known issue? Reloading does fix it, seems to happen after obtaining sacrificial offerings after a battle.
Conflagration  [author] 16 Jul @ 3:09pm 
Yes.
King Pineapple 16 Jul @ 2:58pm 
Is this mod compatible with the Victory Conditions Overhaul?
Conflagration  [author] 16 Jul @ 3:24am 
While I have had complaints about it in the past, I guess nobody actually cared enough to do so. You're not exactly lacking for spellcasters anyway.
AFGHAN PSYCHO 16 Jul @ 2:22am 
Hadn't touched warhammer 3 for 2 years and spent like a few hours trouble shooting why my skink oracles dont have spells. Kek. Surprised there isn't a submod to address it yet. At least I didn't find one with a quick look.
bless up
Conflagration  [author] 10 Jul @ 5:13pm 
Well, I'm glad you're enjoying it and appreciate the report.
it really doesnt affect the campaign that much i just wont use that feature too much
ty for ur mod
Conflagration  [author] 10 Jul @ 5:02pm 
I don't expect there to be any conflicts on this front. If it's working in a new campaign but not the old one, that's kind of weird but there might not be anything I can do regardless.

Unfortunately the issue is that one of CA's script commands is bugged, and it's the one relating to adding new units to the blessed pool. I've been trying to do stuff relating to that a lot lately and have had basically no success despite spending days working at it. Much harder to mod these units in the way that I wanted than I expected.
its working in new campaign mod is updated i may have a mod conflict
Conflagration  [author] 10 Jul @ 4:39pm 
Try unsubscribing and resubscribing, then get back to me.
im still getting new ones every turn maybe a mod conflict then
Conflagration  [author] 10 Jul @ 3:53pm 
It won't remove existing Blessed Spawns from save games, if that's what you're asking, but they should no longer be constantly generating in save games.
does new update apply to save game specially the blessed unit fix?
Aegis 10 Jul @ 7:05am 
based. lizardmen forever
Conflagration  [author] 9 Jul @ 10:20pm 
No? I don't care about Skaven.
Any chance of you overhauling Clan Pestilens? They're one of my favorite clans but got left in the dust
Conflagration  [author] 9 Jul @ 7:42pm 
Alright, thanks. Glad you're enjoying it.