Total War: WARHAMMER III

Total War: WARHAMMER III

Blessed Lizardmen Units
43 Comments
Ubermorgen  [author] 3 Sep @ 3:25am 
updated for 6.3
DragonSlayer 2 Sep @ 4:49pm 
Hey! Just inquiring how the update is going? CA definitely added a lot more blessed units.
ArchSeraph 25 Aug @ 4:40pm 
ty for the response, i kind of figured that but wanted to make sure
Ubermorgen  [author] 25 Aug @ 2:54pm 
@ArchSeraph: You are right, for some reason it does not show the individual dlc and their links just point to the steam store.
The dlc I added as required are all lizardmen dlc that add at least one of the units I made blessed versions of, so: The Prophet & The Warlock, The Silence & The Fury, The Hunter and the Beast.
ArchSeraph 25 Aug @ 2:24pm 
sorry for the dumb question but what dlc does this mod require? i tried clicking the links and it just sends me to the steam store page
Ubermorgen  [author] 19 Aug @ 12:07pm 
@Rustic "Kalessin" Citrus: Thanks for playing!
Just saw the dev blog too, looks promising. Looking forward to the new way to unlock the blessed units. Of course I'll update the mod after the new patch is out and make sure there are no duplicates!
Rustic "Kalessin" Citrus 19 Aug @ 10:54am 
Thank-you ever so much for your mod and hard-work! <3 :WH3_clasp:

It looks as if CA is going to add in a ton of Blessed units in patch 6.3. A few of which overlap with what you provide. Would you be willing to keep your unique units and trim the rest?
Quick screenie for ease: https://i.imgur.com/pPz7FrV.png
Ubermorgen  [author] 8 Jul @ 8:14am 
@BennyBerns: Because Nakai unlocks RoR units with a special mechanic and the UI script would not work as I expected, so I decided to not spend more time on it.
BennyBerns 7 Jul @ 9:31pm 
Why no Nakai?
Ubermorgen  [author] 18 Jun @ 6:04am 
updated for 6.2
Ubermorgen  [author] 14 Jun @ 1:38am 
@Professor snail: SFO uses completely different balance for unit stats, costs and such, so yeah
Professor snail 13 Jun @ 6:13pm 
Would I need an submod to used this with SFO?
Ubermorgen  [author] 29 Apr @ 1:37am 
@conzilla0210: Haven't looked at the script in a while but it should be possible to overwrite parts of it so missions will trigger more often. You can also take a look at the table cdir_events_mission_option_junctions_tables and try fiddling with the values of the missions. As a last resort you could also just make a completely new script with similar logic than the vanilla one so you could always have multiple quests active at the same time.
conzilla0210 28 Apr @ 8:26pm 
Does this mod change the frequency of blessed spawnings? I'm pretty sure the feature can't be replaced outright but is there a way it could be changed to be more likely to happen? Like maybe every 5-10 turns you get a blessed unit quest, and then after completion or failure another 5-10 later you get a new one. The feature itself is just pretty inconsistent and with all the new units this adds, its a shame that statistically you won't see them much in a regular campaign. If this is something that can't be changed it is what it is, but I feel its worth asking, mod is cool regardless.
Ubermorgen  [author] 7 Mar @ 10:40am 
@Reaper: I did try to add them to his unique recruitment mechanic but for some reason I could not get the new buttons to work properly in that UI panel. No idea if or when I'll give it another try.
Reaper 7 Mar @ 10:38am 
will they be available for nakai (considering he recruits blessed units differently)
Ubermorgen  [author] 2 Mar @ 2:27am 
@xMrSugar: Thanks for testing this! The script log was not really helpful but the info about the different campaigns was. After I did some tests myself, I decided to only enable the script for the main campaign: IE, IEE and TOW.
xMrSugar 1 Mar @ 6:31am 
Okay, so I did some more testing. The error shows right after pressing "Continue" upon starting a new campaign. This happens for both "The Lost God" and "The Realm of Chaos" campaigns but NOT for "Immortal Empires". Does not appear to matter which Lords you use, but I got it with both Elspeth and Malakai.

Error message:
"SCRIPT ERROR:"
"[string /"script/campaign/mod/ubr_lzd_blessed_units.lua/" ]:72: attempt to index global 'blessed_spawnings' (a nil value)"

Scipt log:
https://pastebin.com/rzEKxEEm
Ubermorgen  [author] 25 Feb @ 9:37am 
@xMrSugar: When exactly does the error occur? On campaign start, turn 5 when the first mission should appear or when you complete a mission? Also what is the full error message?
Can you maybe provide a script log? Would be an immense help in finding the cause of the error as I cannot reproduce it no matter what I try.
xMrSugar 25 Feb @ 8:21am 
Same script error here upon starting new campaign, I narrowed it down to a conflict with the "Console Commands" mod.
Tried a fresh install for both and only those two running, still got the script error.
Ubermorgen  [author] 8 Jan @ 9:02am 
@mtegui: Cannot reproduce this and I don't think TTC could be the source of this error. Tested with just this mod + TTC and got no errors in the script log.

According to the error message you provided, the error occurs on line 72, but the script looks fine there and everything used in line 72 should be defined already, the array I am putting values into as well as the values themselves.

Maybe try removing both mods and making sure steam downloads them properly again. You also might want to check the integrity of your game files via steam. Are you using any other mods that affect blessed units for lizardmen maybe?
mtegui 7 Jan @ 11:36am 
I get the following error Script error:string/scrip/campaign mod/ubr lzd blessed units.lua:72 attempt to index. I've looked at my other mods and I think it's tabletop caps that isn't compatible, do you know if I'm right?
Coach Awesome 23 Dec, 2024 @ 10:37am 
Damn, what a response time. =P
Ubermorgen  [author] 22 Dec, 2024 @ 8:15am 
update:
- new unit: Blessed Sacred Kroxigor
Blubber crap 19 Dec, 2024 @ 10:15pm 
no blessed sacred kroxigors?
RIP AND TEAR 19 Dec, 2024 @ 2:59pm 
love the contact effects on the Salamanders & Razordons, things like that are a nice add. I didnt mean to suggest they all get Perfect Vigour, its just fun when they have a new trait/ability versus just a stat increase.

definitely going to fire up a Lizardmen campaign soon!
Ubermorgen  [author] 18 Dec, 2024 @ 9:10am 
update:
- Blessed Chameleon Stalkers: CB +5
- Blessed Salamander Pack: now have flammable contact effect on missiles
- Blessed Razordon Pack: now have armour sundering contact effect on missiles
- Blessed Troglodon: added attributes "hide (forest)" and "woodsman"
Ubermorgen  [author] 18 Dec, 2024 @ 2:26am 
@RIP AND TEAR: thanks for the suggestion. I thought about this as well when creating the units but I wanted to stay close to the vanilla blessed units. Perfect vigor is really strong so I did not use that, the red crested stinks do have Psy immune though. Maybe something interesting could be done with the projectiles of the Dino units
RIP AND TEAR 17 Dec, 2024 @ 6:11pm 
A suggestion if I may: Maybe some of these units can have some unique traits/abilities to make them a little more attractive? I realize vanilla Blessed units aren't vastly different but the ones like Saurus Warriors that have Perfect Vigor make them a little more interesting. I love that you have altered the Blessed Coatl's spell kit, little things like that make the Blessed Spawnings a lot more fun to mix into your armies and more exciting to unlock.

Anywho, glad to see a mod for this, I'm surprised it hasn't been done yet and Lizardmen needed some love. Appreciate it!
Ubermorgen  [author] 17 Dec, 2024 @ 2:08pm 
@Coach Awesome: Thanks! Always happy when my mods make other people happy :happymeat:
Coach Awesome 17 Dec, 2024 @ 1:48pm 
Always happy when there's an Ubermorgen mod released! Thanks for all your hard work!
Saw It In A Pro Game Once 15 Dec, 2024 @ 9:48am 
LM are my favourite faction and I couldnt agree more.
Ubermorgen  [author] 15 Dec, 2024 @ 9:43am 
@Saw It In A Pro Game Once: In a way the red crested skinks are already blessed by sotek. Guess CA themselves were not really happy with their implementation of the blessed units, so they just abandoned them when making updates for the game. Maybe we'll get a proper rework some day.
Saw It In A Pro Game Once 15 Dec, 2024 @ 9:41am 
I never understood why the Red Crested skinks, the zealous believers of Sotek never got a blessed variant. Thanks for this!
Ubermorgen  [author] 15 Dec, 2024 @ 4:47am 
update:
- added 2 new units: Blessed Red Crested Skinks and Blessed Coatl
- Blessed Troglodon: upkeep -12
- fixes to the script
Saw It In A Pro Game Once 14 Dec, 2024 @ 1:57pm 
Would love to see that, that mod has been in my load order for years.
Ubermorgen  [author] 14 Dec, 2024 @ 2:01am 
@Saw It In A Pro Game Once: There already is one blessed unit in the red host mod, maybe i'll add a couple more in the future, we'll see.
Saw It In A Pro Game Once 13 Dec, 2024 @ 2:36pm 
Just a thought, would you consider adding your Red Host units as well?
Modern Spartan 13 Dec, 2024 @ 2:15pm 
Welp, time to wait for Nakai to get them!
Ubermorgen  [author] 13 Dec, 2024 @ 7:54am 
@dnadolny: Unit stats are inspired by vanilla blessed lzd units, check the screenshots for details
mtegui 13 Dec, 2024 @ 5:37am 
Great mod, thanks for your work!
dnadolny 13 Dec, 2024 @ 1:35am 
Nice work, what bonuses do they have compared to the normal units ?
Saw It In A Pro Game Once 12 Dec, 2024 @ 11:40pm 
Nicely done man!