Total War: WARHAMMER III

Total War: WARHAMMER III

Foot knights
171 Comments
Rikimaru 1 Aug @ 8:52am 
hey it's ok, thanks for the reply :luv: good mod :gwent_gg:
gervbafdsw  [author] 1 Aug @ 8:44am 
@Rikimaru,

Ha ha, that would be a good one, but honestly, right now I don't know how to do it, and I'm also engaged into another mod project in my (limited) available time. But I wouldn't mind to implement it if I knew.
Rikimaru 31 Jul @ 12:42pm 
hi, does this mod also make it so Foot Squires can be upgraded into Foot Knights if they get to a high rank?
gervbafdsw  [author] 30 Jun @ 12:58am 
@All people. Ok, forget it. I don't know what kind of treachery is this, but an old version of the pack took the place of the newest, and evaded my safety control of trying it before updating. Weird as hell. Restoring it now.
I excuse about the inconveniences.
gervbafdsw  [author] 30 Jun @ 12:47am 
Hello all, people. Sorry not having seen your posts sooner.

Regarding reported crashes, initially it sounds hard to believe for me (as usual; I'm aware). I always test mod packs before upgrading, as it's conceivably what it is all about. It didn't cause any crash back then.
But the best of it is how the mod has actually no changes, which makes it even weirder that it does crash for you. So. a) I will review it by my side. b) I advice you who are experiencing that problem that you unsubscribe, launch the game, restart your computer, and resubscribe.

Please inform me if this worked for you. Thank you all for your collaboration !
SanguineSavage 29 Jun @ 8:55am 
same
footknight.pack crash
roberts193 29 Jun @ 5:33am 
Hello. I'm afraid I have the same issue.
ScholarVahid 29 Jun @ 5:25am 
same issue here
Anax 28 Jun @ 8:46am 
can you fix this please?
Anax 28 Jun @ 8:38am 
yes i have the same
KidouKenshi22 28 Jun @ 6:25am 
* and pack file Footknights.pack
KidouKenshi22 28 Jun @ 6:24am 
Error report:
The following mods causes a crash to the database: Footknights.pack

The first invalid database record is
wh3_default_land_melee_infantry_main_frontline_swords_high_quality
wh2_!_emp_inf_empire_knights_ror_0_0 in table
cdir_military_generator_unit_qualities_tables
and üack file Footknights.pack
KidouKenshi22 28 Jun @ 5:47am 
Why did you update it when it was working just fine yesterday??? now it gives me a crash report when starting the game and my campaign is corrupt! All the time wasted.. please fix it like it was
Snow 16 May @ 11:35am 
@gervbafdsw No need to thank me on the contrary Thank you for your mod and working on it.
gervbafdsw  [author] 16 May @ 12:26am 
@Vinnie DAngelo. The disabling of vanilla units into elector counts recruitment tab is fixed now. The enabling of my modded units into it, however, still scapes me and is resulting extremely hard and odd for some reason.

Thank you for your invaluable bugs hunting help.
Snow 14 May @ 4:10pm 
@gervbafdsw Oh... Thank you and I there's no need to thank me for anything. It is your mod after all I'm just using it. I appreciate that you made it and took the time to inform even though there was no need. Thank you.
gervbafdsw  [author] 14 May @ 4:00pm 
@Vinnie DAngelo. I am afraid you'll have to excuse me then, since I don't use to remember things that sound too weird to me to be true, as I just deemed it solved.

Nowhere in the entire mod am I writing the name of any vanilla unit, which as
far as I knew leaved that kind of things out the chances. However, and since you informed me, the effect can now only come from one thing yet the way I see it.

I'll keep you informed if I fix it as I hope, and I'm sorry for the inconveniences this may have caused to you.

As always, thanks for the report and have a nice time.
Snow 14 May @ 7:44am 
@gevbafdsw I had other mods so I uninstalled them leaving only this one and still nothing. This was reported to you aswell before by Longsock. He's in the 2nd page of the comments here. He was telling you he had the same problem.
gervbafdsw  [author] 13 May @ 11:54pm 
@Vinnie DAngelo, Well, that kind of performance hadn't been previously reported about this mod. I have to ask if you have other mods running along with it.
Snow 13 May @ 12:00pm 
Yeah the mod removed the Knights of morr, Everlasting light & stubborn bulls from the Elector count state troops tab. There is no way to recruit them and also some of your modded in knights dont appear.
The Baron 5 May @ 3:00pm 
so only human factions, thanks anyways
gervbafdsw  [author] 2 May @ 2:20pm 
@The Baron, Sorry; not, this as much as the scope of this mod aims.
The Baron 1 May @ 3:04pm 
any plans for doing other factions knights? like chaos and elves?
gervbafdsw  [author] 30 Nov, 2024 @ 10:34am 
@Hecleas,

Actually considering it, I agree rebalancing the Knights of the Black Rose for their dismounted version, will see of making them more expensive both recruiting and upkeeping, maybe a very small decrease of their fighting ability on foot too, just 1 point both attack and defence.

Regards and thank you for your feedback.
gervbafdsw  [author] 30 Nov, 2024 @ 9:57am 
@Hecleas The forementioned issues all come from the fact of me just dismounting them and not altering them in any way, just leaving the stats and appearance the same. We would be taking here of modifying stats between mounted and dismounted. I take note of your suggestion.

And regarding the demigryph knights, maybe they are supposed to wear some armour under the clothes, or have just thougher armour, that one which they wear. I don't really know; one should better ask the studio for that.

I imagine you are aware these are vanilla matters.
Hecleas 29 Nov, 2024 @ 2:31pm 
Oh and also (afterwards it's a question of taste), I find that the "Foot Demigryph Knight" are the units which seem to be the least equipped :/
We see fabric, while the other units are full plate, there is not a part that does not seem protected
They are supposed to be the late game units of the empire with the mod
Hecleas 29 Nov, 2024 @ 2:26pm 
Foot Knights of the black rose has too big a static gap with the units of its same tier, which makes the others useless :/
gervbafdsw  [author] 22 Nov, 2024 @ 2:55pm 
@Hecleas,
I can see what you say has a point. However, and as I have always said, it's CA's balance, as you know mounted versions perform equally; if I touched it, I would be going beyond the purpose of this mod, so I think if you are actually suggesting it as it may be, that would deserve another new alternative stats mod in itself.
Hecleas 21 Nov, 2024 @ 4:30pm 
It seems to me that lore-wise, the Grail Knight beats the Blood Knight and the Blood Night beats any other "human" soldier.
The Grail Knight is an exception because they are considered demigods due to their lady's blessing (sorry if I say stupid things)

Thanks for the performance patch
gervbafdsw  [author] 3 Nov, 2024 @ 2:08pm 
@Kitty Tinkles
Seriously?
Kitty Tinkles 3 Nov, 2024 @ 9:42am 
Is this updated?
gervbafdsw  [author] 2 Nov, 2024 @ 9:40pm 
@jasonlawton12345
By the way, Foot Demigriph Knights – Halberds uses the vanilla variant of the Demigriph Knights – Halberds. Does your vanilla unit of the Foot Demigriph Knights – Halberds (mounted) have the same issue?
gervbafdsw  [author] 2 Nov, 2024 @ 9:35pm 
@jasonlawton12345
Well, how ugly a problem it sounds. As for me and possibly the rest of us, we are not facing that malfunction.
Maybe you would have a corrupted file somewhere, have you tried desubscribing, restarting, and resubscribing?
jasonlawton12345 2 Nov, 2024 @ 4:24pm 
Sorry for late reply.....
The unit is there but the unit is been stretched over the screen .... as in you can't tell what they are it's just a blob .....

Not sure how else to describe it lol

Other than that the mod is amazing
gervbafdsw  [author] 2 Nov, 2024 @ 5:05am 
@Longsock Well, the Foot Knights of Ostland, the Foot Knights of Morr and Everlasting Light are 'Rors', or Regiments of Renown, they are recruited into the tab for them, and not into the one for ordinary troops. That by one side.
By other, the Elector Count State Troops recruitment system is untouched by this mod; it only adds, and doesn't substract.
Longsock 2 Nov, 2024 @ 4:28am 
Does this change how Elector Count State Troops are recruited? None of the Elector Knights (Knights of Morr, Everlasting Light, Stubborn Bulls) show up in the Elector recruitment panel for me. I also can't see anyway of recruiting the Foot Knights of Ostland (and presumably the Foot Knights of Morr and Everlasting Light too, but i have only confederated Ostland so far in my current game)
gervbafdsw  [author] 2 Nov, 2024 @ 12:17am 
@Cuthred PHX
I may consider it. However it's not difficult to delete the requirement yourself into RPFM.
Cuthred PHX 1 Nov, 2024 @ 4:30pm 
Hi, amazing mod! Can you add another version of the mod that doesn't require the stables? I understand the balance argument but I personally don't think it's an issue. Thanks!
YaBoiTheJ 1 Nov, 2024 @ 2:41pm 
@gervbafdsw
That's what I get for not reading things. Yeah and no worries about that. Upon further play, it's not actually an issue for me since it's only one settlement where I would build another building instead of the stables. I can recruit them from other settlements a-okay.

Thanks for your hard work on this, absolutely love these units!
Hecleas 1 Nov, 2024 @ 2:11pm 
Great thank you very much!
It's in the "variant_tables"
gervbafdsw  [author] 1 Nov, 2024 @ 1:41pm 
@Hecleas
Thank you. I will see of doing that next time I update.
gervbafdsw  [author] 1 Nov, 2024 @ 1:35pm 
@YaBoiTheJ
I just added the stables requirement to all foot knights units (as reflected into the change notes), as I found it too easy to recruit them with just barracks like ordinary infantry. Previously I had stated blacksmith, but the studio had had the genial idea of removing that building.

On the other hand, I checked the units could actually be recruited.

Also, it is hard for me of thinking of a mod that actually removes stables or swaps them for another version.
However if any of you finds it happens, please let me know
Hecleas 1 Nov, 2024 @ 12:59pm 
Amazing mod dude!
Can you put "low poly filename" (LOD) to fix the FPS problems?
YaBoiTheJ 1 Nov, 2024 @ 12:43pm 
@gervbafdsw & @jasonlawton12345
I believe I'm experiencing a similar issue myself. With the recent update to either the mod or the base game, all on foot variants of knights that would normally have mounts require the stables building to be built. So if you have other building mods that still produce cavalry units but is not specifically the stables you will be unable to recruit things like foot demigriph knights. This happened cause I have multiple buildings mods running in tandem with this one. Prior to the most recent updates, I was able to recruit the footknights regardless of me having the stables built.
gervbafdsw  [author] 31 Oct, 2024 @ 8:29am 
@jasonlawton12345
Thanks for saying. I'll check it out when I'm able. What's the exact problem you are having about Foot Demigriph Knights – Halberds? Are they no longer there?
jasonlawton12345 30 Oct, 2024 @ 5:36pm 
Not sure if anyone else is having issues but the Foot Demigriph Knights – Halberds no longer works ........ 🤔 other than that everything else is perfect 👌
gervbafdsw  [author] 13 Jul, 2024 @ 1:52am 
@Kargan,

Sorry, my mod agenda is filled, and I'm not an SFO user, but I concede permission for others if they want and can.
Kargan 12 Jul, 2024 @ 2:34am 
For SFO Pleasseeee. :steambored:
Kitty Tinkles 5 Jul, 2024 @ 3:09am 
Yep, definitely fixed. Thanks man!
gervbafdsw  [author] 3 Jul, 2024 @ 9:23am 
@Kitty Tinkles
I see it. Really upsetting. Same versions discrepancy as the last time. The table appears with some wrong columns of a previous version that shouldn't be there, and I'm sure of having being working over a latest version of my mod. So really odd, don't known what's behind it, but very much of an upset and of a thing that shouldn't ever have happened. Fixed; thanks for reporting.