Total War: WARHAMMER III

Total War: WARHAMMER III

Lustria Rises - Lizardmen Overhaul
1.011 commenti
Conflagration  [autore] 20 minuti fa 
I'm still looking at the changes to the game ATM, some very interesting stuff coming. I can confirm that there will be Old One variants for Skink Cohorts (Javelins), Terradon Riders with Fireleech Bolas, Ripperdactyl Riders, Cold One Spear-Riders, Culchan Riders and both Saurus and Skink Horned Ones Riders. Blessed Units themselves are also now going to be changed that upon recruiting the normal Blessed unit, you will automatically be given one of the Old One variants instead. Obviously this doesn't count for any of the dino units, those are still untouched until I figure out what to do with them.
Autumnchain 28 minuti fa 
The recent patch has made it that every unit has a blessed variant. Hope that comes to Lustria Rises.
Serious Lee 2 ore fa 
Had a look at the new tech tree. Still prefer what you did over the new one. Especially the slan teleport stance and regen for salamanders is nice
SFH 24 ago, ore 1:45 
Tag_Ur_It--> 23 ago, ore 20:38 
I'll give it a try when I can
Conflagration  [autore] 23 ago, ore 19:53 
I tested it a few hours ago and didn't have that issue. If you can, run only this mod, mixer, and the console commands mod then start a new campaign, give yourself 100K xp and 30K gold, recruit all the RORs to hit the 20 unit recruitment cap and try seeing if the issue still persists on using the rite the next turn. Shouldn't take too long if you do, but hey, choice is yours.
Tag_Ur_It--> 23 ago, ore 19:45 
I ask cause this is my only mod that touches the lizardmen
Tag_Ur_It--> 23 ago, ore 19:44 
No, the art pops up on the screen (the circle emblem) and then it takes me back to the campaign map except I can't move any single army.
Conflagration  [autore] 23 ago, ore 13:08 
You don't get any kind of popup for the Slann choices?
Tag_Ur_It--> 23 ago, ore 12:31 
The rite of awakening freezes my army. Is that some sort of issue with the mod? Am I doing something wrong?
玖祝 20 ago, ore 1:29 
Okay, but based on the reviews, your mod is really good. I hope you keep up the great work!
Conflagration  [autore] 19 ago, ore 23:19 
The new Blessed units are made in accordance with lore and tabletop, in both type and execution. Creative Assembly are redoing the way their Blessed Spawns work, and depending on how it goes my units may well use the new system.

The Blessed Units didn't exist when I initially created the mod, and their current implementation isn't entirely as I want it anyhow, but attempts to use other methods have sadly proven unfruitful, and I don't have the skills to work in fancier, cleaner ways.

I don't personally use the Medallion of Chaqua, though I find it very impressive work, so I can't say for certain how compatible it is. If I recall correctly, greyTiger did make a submod for the Medallion of Chaqua and Lustria Rises.
玖祝 19 ago, ore 21:17 
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 19 ago, ore 14:55 
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  [autore] 19 ago, ore 14:26 
IIRC CA are changing how it works next patch, so you may well get your wish.
DerJan 19 ago, ore 11:59 
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 19 ago, ore 10:30 
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  [autore] 19 ago, ore 9:17 
It's not complex, no. And I'm not removing them.
玖祝 19 ago, ore 6:49 
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  [autore] 19 ago, ore 6:36 
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 ago, ore 3:50 
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 ago, ore 0:08 
Ah i see, i respect your decision to remove them if you arent happy with them. I hope you add them back.
Conflagration  [autore] 6 ago, ore 10:41 
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 ago, ore 10:29 
I realize now after making my first comment that the altar braves have been removed. (Still really like this mod)
victor.a.rom 6 ago, ore 4:45 
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 ago, ore 4:15 
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 lug, ore 3:07 
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  [autore] 27 lug, ore 2:21 
Or you could progress your tech tree. Use Cold-Blooded. Use Focus Instincts. Use healing.
AFGHAN PSYCHO 27 lug, ore 1:12 
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  [autore] 26 lug, ore 16:38 
Prophet and the Warlock, Hunter and the Beast and Silence and the Fury; all the Lizardmen DLCs.
Walt The Why 26 lug, ore 15:45 
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  [autore] 22 lug, ore 19:08 
Unfortunate for you, I guess?
Seeker 22 lug, ore 13:42 
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  [autore] 19 lug, ore 21:48 
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 lug, ore 21:24 
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  [autore] 17 lug, ore 1:07 
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 lug, ore 1:04 
That did it! Even compatible with the save game i was running, triggered over the end turn!
Conflagration  [autore] 17 lug, ore 0:48 
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 lug, ore 0:38 
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  [autore] 17 lug, ore 0:23 
I'm still doing some testing but yes, you can do that pretty easily. Lemme just see what's what.
King Pineapple 17 lug, ore 0:21 
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  [autore] 17 lug, ore 0:15 
Lemme look at that, I recently did some script stuff that may have broken it.
King Pineapple 17 lug, ore 0:01 
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  [autore] 16 lug, ore 15:39 
Yeah, I don't know why that is to be honest.
King Pineapple 16 lug, ore 15:34 
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  [autore] 16 lug, ore 15:09 
Yes.
King Pineapple 16 lug, ore 14:58 
Is this mod compatible with the Victory Conditions Overhaul?
Conflagration  [autore] 16 lug, ore 3:24 
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 lug, ore 2:22 
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.
Invincible under the Heavens 10 lug, ore 17:16 
bless up