Total War: WARHAMMER III

Total War: WARHAMMER III

[6.3.1]Blessed Bretonnia - Faction Update
226 Comments
Kaiser 8 Oct @ 12:43pm 
oh my GOD I JUST finished a Bretonnia campaign and NOW I SEE THIS AHHHH
Kid 4 Oct @ 4:29pm 
cooooooooooool:steamhappy:
ahcwestend 2 Oct @ 7:44am 
As I’ve been playing with this mod, I’m hopeful if CA ever updates brettonia they use this as a blueprint

I’m having an absolute blast, thanks!
Smaug 28 Sep @ 12:52pm 
By the Lady, this looks sweet as hell.
Alexander Kolchak 26 Sep @ 7:06am 
Thx
Snotwasabi  [author] 25 Sep @ 3:42pm 
@Alexander Kolchak Ive fixed that already but unfortunately it requires a new campaign :(

@jilano most likely a mod conflict, are you using any other bretonnia mods or big game overhauls?
Alexander Kolchak 25 Sep @ 9:58am 
Could your please fix the armor quest for Louen? There is an error due to the lack Blacksmith Bulding on the 4th tier settlement quest does not appear in the Jurnal.
jilano 24 Sep @ 12:41pm 
Your update fixed it but for some reason it crashes again today (no error message this time).
Anyway, thx for your work bro
someoneulove 23 Sep @ 6:35pm 
Update fixed it on both Old World and Vanilla. Thanks!
Snotwasabi  [author] 23 Sep @ 5:44pm 
you are crashing only with oldworld ? or vanilia as well
someoneulove 23 Sep @ 5:33pm 
Also despite what the mod description says, up until 6.3.1, it worked on Old World Campaign.
someoneulove 23 Sep @ 5:25pm 
10/10 mod. Sadly it is the cause of my startup crashing still.
Snotwasabi  [author] 23 Sep @ 4:13pm 
updated for 6.3.1
Please comment if you have any issues or suggestions
Mushroomancer 23 Sep @ 10:02am 
Good work on this mod <3 It's a must-have for my Bretonnia campaigns now.
Altus 23 Sep @ 6:32am 
Causes crashes after latest patch
Josch 23 Sep @ 5:48am 
This mod sadly stops the game from starting right now with the latest patch. The Crash report is as follows:

The following mods cause a crash to the Database:
!Blessed_Bretonnia_faction_overhaul.pack

The first invalid database record is
wh2_dlc13_skill_setemp_hunter_rodrik_I_anguille_0wh2_dlc13_s
kill_node_emp_hunter_rodrik_innate_06 in table
character_skill_node_set_items_tables
and pack file !Blessed_Bretonnia_faction_overhaul.pack

The application will terminate now.

Hope that helps in resolving the issue.

Thx for your great work man, I really like this mod.
urge9982 23 Sep @ 3:11am 
need update in 6.3.1
Guardian Forever 22 Sep @ 7:51pm 
actually the 2 mods are just incompatible I think. the pegasus aerie being split doesnt allow upgrading to pegasus knight. but it's not your mod's fault I think
Guardian Forever 22 Sep @ 7:36pm 
I tried combining the knight's path mod with your mod and they seem to work together but made the game much harder, some eg since you removed the tier 1 stable, upgrading to kotr requires tier 4 stable, crazy.

Also alberic's buildings doesnt seem to count for upgrading knights.
And then alberic only confederation option is acquitaine, they die very early on so not much use because it's behind all the other upgrade.
Snotwasabi  [author] 22 Sep @ 5:03pm 
It is normal. at the knightly chivalry level you unlock lance formation upgraded, which changes the ability to a passive.

ive said this before the lance formation is cool and the visual of it is unique to bretonnia so i personally just want to leave it on all the time.
Tsuana 22 Sep @ 3:50pm 
Ah lovely. Was worried I was missing something haha. BTW (last question I promise) is it normal that my cav units automatically go into lance formation or is that just a random bug due to a buggy load? Cause my cavs all did that the moment I start battle.
*ERROR* 20 Sep @ 11:52pm 
Ah ok, that's good to know.
Snotwasabi  [author] 20 Sep @ 11:37pm 
yes it will come back
*ERROR* 20 Sep @ 11:29pm 
I noticed that this mod changes the smithy building and removes the tier 4 armoury. This unfortunately makes it so modded units, like the royal lake guard mod, are unable to be recruited because they need that tier 4 armoury. Would there be any to bring back that building, or have the smithy be an armoury?
Snotwasabi  [author] 20 Sep @ 7:24pm 
your eyes are working! industry has been removed. just have not yet updated the mod description or cleaned up the leftover tooltips that appear when using lilys mod - but soon that'll happen
Tsuana 20 Sep @ 6:29pm 
Hey uh am I blind or something cause I don’t see the industry income buildings, only the farms. Granted I also have Lily’s bretonnia overhaul as well but I don’t think that’s should change anything
Guardian Forever 17 Sep @ 12:35am 
Thank you. I'll try the knights path with your blessed active together at the same time. Thank you for this and I love that you always try to go along with the official stuff released by GW.
PileErico 16 Sep @ 10:11pm 
感觉,新添加的技能有点问题,我使用了Singe's Lord Skills Compilation以及这个mod,其新添加的技能覆盖了fey原本的个人技能……
Nova 16 Sep @ 9:00pm 
If ur gonna be reworking the yeomen in the future, then I have a suggestion: have the yeomen on foot (yeomen guard I guess would be the name) be the hybrid & ranged. And have a mace & shield armored armor sundering melee unit.
idk if its possible to remove or replace the man-at-arms without shields, but if it is, I think removing them and replacing them with their shielded variant with some minor stat buff would reduce the current infantry pool... its basically 4 of the same unit. just with shields and without honestly
Snotwasabi  [author] 16 Sep @ 6:27pm 
@AwDiddums Should be compatible. Although Economy might be OP with certain building combinations.

@Guardian Forever Probably not compatible but id encourage you to try The Knights Path mod instead. hes done a good job with it.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2890178613

@Revjak This will be the sixth time we have destroyed it, and we have become exceedingly efficient at it.
AK_soldier 16 Sep @ 2:28pm 
Is there an option to get the mod old version? the new one kinda messed my current save :sotsad:
Guardian Forever 16 Sep @ 10:26am 
Sorry is this compatible with "immersive bretonnia upgrade" mod?
Revjak 16 Sep @ 10:24am 
Why did you remove the Tier IV barracks (again)?
AwDiddums 16 Sep @ 6:27am 
Is this mod no longer compatible with Lily's Overhaul changes due to the building rework?
Snotwasabi  [author] 16 Sep @ 2:57am 
I'd love to integrate lily's serjent hero and to rework the yeoman units into a squire-tier units. This would Definitely be an archer unit or probably a bow/spear hybrid.

As for squires, probably only a halberd variant if any for now. Otherwise the infantry roster will become too bloated
Nova 16 Sep @ 1:54am 
Hello again. wonder if there are plans for any new units like the Serjeants? (I know its probably not lore)
could be placed in the Banner Hall, and have the Foot Knights be placed in T3 with higher stats.

Serjeants would basically have pretty high leadership, and armor like the squires. with mace & shield, halberd and crossbow variants.
Squires could also have a spear & bow hybrid variant, but less armored with vanguard deploy
Snotwasabi  [author] 15 Sep @ 9:56pm 
Updated for 6.3

Big building re-jig! Industry is GONE!
Farms go up to T5 with a new companion building, The Nobles residence. Hopefully this will feel better when playing 'taller'.

taverns and hospitals have been reskinned into something more thematic(imo) for bretonnia.
Snotwasabi  [author] 15 Sep @ 1:43pm 
upgraded lance does not have the -8 MD so it is safe to be triangle all the time
Ferox 15 Sep @ 10:22am 
I noticed you said that lance formation being always on is a QoL thing... but sometimes it's better to not be in lance formation
GhostDragonz2000 13 Sep @ 8:20pm 
Ah ok, hope it works!
Snotwasabi  [author] 13 Sep @ 6:19pm 
hopefully soon, i just have to play a short campiagn to test the changes ive made
GhostDragonz2000 13 Sep @ 10:40am 
Hi, I was just curios how progress on the update is going? No rush or anything, just wanting to plan when I'll start a Fay Enchantress campaign.
Snotwasabi  [author] 7 Sep @ 1:39am 
Not yet. hopefully ill be able to update it lto 6.3 later this week.
Guardian Forever 7 Sep @ 12:26am 
I want to try this out. Is this ok to use for 6.3?
Snotwasabi  [author] 2 Sep @ 3:06pm 
@cybvep Thank you for the feedback it is much, much appreciated! the icon of devotion issue is fixed and ill investigate what you said about the fays skills.

Lance formation is indeed supposed to be a always-on passive skill now in an QoL effort to reduced micro. Also I totally agree with you on resources building bonuses being lacklustre and chiv costs being undertuned. Ive got plans to address both but havnt gotten around to it just yet.

@Survaldor sorry for the delay but ive done this now
cybvep 2 Sep @ 12:40am 
I've been testing this mod in a campaign. Many good changes. Some small things:

1. There seems to be no way of turning upgraded Lance formation off. Is this intended?
2. The tech with upgraded range for Icon of Devotion shows different effects for the Icon than the standard variant (no additional MA, reload speed etc., but higher Physical Resistance).
3. Many resources buildings are very bland and are barely worth the building slot or not worth it at all. Would be good to add some additional effects to the buildings to make them more interesting.
4. Confederation techs could use a rebalance when it comes to cost. For example, it took 1000 Chivalry to confederate Couronne and 700 to confederate Artois. Not a big difference between a minor and a major faction. Also, I think that it would be good if the cost was mentioned in the tooltip.
5. Fey Enchantress' Lore of Light talisman item replace different spells than the tooltip mentions.
Roselle Gustav 30 Aug @ 3:30pm 
Great mod
Survaldor 26 Jul @ 5:44pm 
Can you check the 'Supports Upgrades' box in units_custom_battle_permissions_tables so that in custom battles the Blessing of the Lady is an upgrade like for other Knight units?
MeraxesUrrax 26 Jul @ 1:38pm 
Hi! Could a patch be made for maffers Expanded Hero Skill Trees?