Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Bluu's Add-On To Heroes Of Legends and Unit Pack by DexGattaca
263 Comments
The Toastedbagel 16 Oct @ 5:42am 
thats fixed it. thank you
Bluu  [author] 16 Oct @ 5:28am 
And done, you probably will need to resubscribe to the mod though
Bluu  [author] 16 Oct @ 5:20am 
That's suprising it crashed then, but oh well, i will release a quick fix in a moment , hopefully it will work
The Toastedbagel 16 Oct @ 5:15am 
started the game with your mod enabled and all the other mods needed to run your mod it is at the top of the load order as well, i have not changed the load order at all.
Bluu  [author] 16 Oct @ 5:06am 
Question, when you started this save was it already with my mod or you added it mid game? and if yes then did you change the load order after starting the game?
The Toastedbagel 16 Oct @ 3:51am 
hi in keep getting this crash error when trying to load a save your mod is at the top and the game started fine last night.

datamanager.hpp:100: class gladius::world::action::action&__cdecl proxy::core::datamanager<class gladius:: world::action::Action<::get(const class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> &,bool) const:"units/astramilltarum/kriegingineer+/throwgrenade/gascanistergrenades" does not exist.

anyway i can fix this as i i like this mod and would like to keep using it. thank you
Bluu  [author] 27 Sep @ 7:03am 
Yeah, you will need the ones that are set as required (so astra militarum and adeptus astartes packs)
The Toastedbagel 27 Sep @ 3:15am 
Hi sorry to bother, if I want to use just astra miltaruim units do I need to have the other factions packs enabled?
Bluu  [author] 22 Sep @ 9:02am 
Will try to do Assault Marines variants
Яндекс.Warhammer 22 Sep @ 4:52am 
Any future plans, if not secret
BlissDefiler 20 Sep @ 2:59pm 
Lol yeah sorry, I meant diffuse not normal. I just don't know how I'd go about including the various little details in a repaint, like the scuffs/texturing in the armor and the clothing. I never really noticed these details much until I started opening the .dds texture files, but I like how so much is put into the various pieces of fabric and armor, especially as someone who pretty much only plays isometric games.
Bluu  [author] 20 Sep @ 1:30pm 
SIC is actually fairly easy to change, red colours = more or less same as in original texture (Diffuse) blue colurs = team colour and green for luminosity/glow, changing the Diffuse part properly to what you want is the challenge, at least if you aren't artistically skilled like me ;)
BlissDefiler 20 Sep @ 1:22pm 
Ah, alright. I imagine then it would require messing with the SIC and normal colors.
Bluu  [author] 20 Sep @ 4:44am 
I don't think there's any other way than messing with textures, since they're responsible for determining which parts will be team colour in the first place
BlissDefiler 20 Sep @ 1:51am 
Hey Bluu, do you know of any easy way (i.e., not messing around with textures) to make it so that Tempestus Scions would appear with "The Fang" team color, as they're traditionally painted on Tabletop, without actually selecting Fang as your team color? They look awesome in game like that, but nothing else really does.
Bluu  [author] 11 Sep @ 6:43am 
Oh right, i must have forgotten about it
Яндекс.Warhammer 11 Sep @ 4:23am 
You use old description of Atlas in full list of changes.
Bluu  [author] 9 Sep @ 3:15pm 
It doesn't remove, only adds extra ones
Alastor 9 Sep @ 3:07pm 
does this remove any units? I dont see you mention many units in HoL like the sicarian battle tank. are they still in this?
RangerLeafYT 8 Sep @ 2:58pm 
Thanks
Bluu  [author] 8 Sep @ 2:29pm 
I changed the file name of the Thunderbolt Fury for compability with another mod, but that also means that any ongoing games will crash after updating the mod, you will have to either start a new one or load a backup if you have one
RangerLeafYT 8 Sep @ 2:15pm 
I should clarify not really worried if its save corruption from the update as the match was basically over with a win anyways
RangerLeafYT 8 Sep @ 2:03pm 
Loading an ongoing one
Bluu  [author] 8 Sep @ 1:13pm 
were you starting a new game or loading an already ongoing one?
RangerLeafYT 8 Sep @ 12:59pm 
Its saying something about the thunderbolt fury since last update cant check what it is since game crashed and away from wifi (have to reverify files and all that jazz)
BlissDefiler 7 Sep @ 11:32pm 
But yeah, better/different stubbers, I would imagine would work better in the long run so that any future modifications don't affect a bunch of other units. Also, the Death Korps Grenadiers are quite tanky already, so the more of them that there are in a squad, the less vulnerable they'll become to a variety of weapon types, like melee and concentrated attacks (lasgun-type weapons), while at the same time not becoming as as vulnerable to blast weapons like most units do due to their passive Krieg trait (blast, poison, radiation resistance).
BlissDefiler 7 Sep @ 11:01pm 
Lol as soon as I saw the stubbers I got super excited and started testing them out on a bunch of enemy types with the debugger mode, then in game. Normally, I put a heavy bolter or fire support squad with the Death Korps Grenadiers as machine gunners, but I figure the Heavy Stubber squad should take up that role now.
Bluu  [author] 7 Sep @ 10:14pm 
Oh and here i thought stubbers could be too strong, what a surprise, but yeah i can give them better stubbers or increase their squad size to match the others
BlissDefiler 7 Sep @ 9:00pm 
Hey Bluu, I used the Death Korps Grenadiers quite a bit yesterday (obviously I'll end up putting hundreds of hours into them) and noticed that the Heavy Stubber squad seems really underpowered - despite being one of the most awesome squads added. I looked into the stats for it online and the Heavy Stubber has Rapid Fire 3, which isn't currently utilized in game, and it also has a range of 36", the same as the various sniper rifles, which usually, but not always, translates into 3 tiles. It'd probably also benefit from something like pinning - like some of the other machine guns have - or rending.

Of course, the problem is that it seems to be the same weapon that's unlocked with Devian's Pintle-Mounted Stubber technology, which adds the heavy stubbers to most of the Astra Militarum vehicles, so any changes to the Death Korps Heavy Stubber would also affect that, which generally acts as a tertiary weapon when used on the vehicles.
Yep, still having issues. Took a screenshot of the error and I'll send it to you.
Bluu  [author] 7 Sep @ 1:13pm 
I would actually need to know what the crash says to be able to fix it, so if you recreate it then please tell what it says
I started a new game when I had the crash. Reinstalling HoL Mech to confirm.
Bluu  [author] 7 Sep @ 12:38pm 
If you had the mod on while starting the game and then try to load when it's off then it will crash
nevermind, I lied. Apparently I uninstalled Mechanicus ~after~ I played it. Now that I try to load it crashes giving me the infamous muzzle-bone texture error.
Яндекс.Warhammer 7 Sep @ 11:31am 
I also now can launch wich mech mod. Looks like it fixed...kinda
I don't have the mechanicus mod and it works for me. Are you trying to load a game or start a new one?
Яндекс.Warhammer 7 Sep @ 8:30am 
I dont know. I launch game with your mod and astra militarun and SM and crush. Add mech - no crush
Bluu  [author] 7 Sep @ 7:01am 
weird, i just checked too and i works normally for me, maybe it was crash related to someting else?
Яндекс.Warhammer 7 Sep @ 6:54am 
Oh nice, when i try catch on screen IT DIDNT APPEAR. As i remember, if i try run mod before without mechanicus units mod, it immidietly crush and say something about mechanicus units.
Яндекс.Warhammer 7 Sep @ 6:50am 
will send in discord
Bluu  [author] 7 Sep @ 6:47am 
what the crash says?
Яндекс.Warhammer 7 Sep @ 6:45am 
Also add in description that you need mechanius mod. If you try run game without it, game crush
Bluu  [author] 7 Sep @ 6:30am 
Released a quick fix for a crash while using Infantry Command Post
Bluu  [author] 7 Sep @ 6:14am 
Glad to hear it :)
BlissDefiler 7 Sep @ 1:27am 
The Death Korps Commissar is awesome, Bluu. I'm very impressed with the creativity that went into his abilities and how they take into account the lore/role differences between Commissars with other regiments and Death Korps. Also, having plus 1 accuracy that expands into a 3 tile radius vs up to plus 3 accuracy like with the normal Commissar helps to differentiate him even more.
This is pretty fantastic. I love the insane amount of content that Astra Militarum has now.
Tirrikface ☢ 6 Sep @ 2:24pm 
If you are still having issues using our mods together check the mod load order I have listed on my collections. "Tirrikface's Compatible Gladius Mods List (High RAM Usage)" is the list I play with and it worked flawlessly with Eldar, LSM and Guard last night.
--Collections--
Tirrikface's Compatible Gladius Mods List (Lower RAM Usage)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3282529935
Tirrikface's Compatible Gladius Mods List (High RAM Usage)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3484911055
Tirrikface's Compatible Gladius Mods List (High RAM Usage Gladius+)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2287130879
Bluu  [author] 6 Sep @ 1:45pm 
yes it does and also HoL is a requirement for this mod to work (you need to put my mod above HoL in mod load order)
BlissDefiler 6 Sep @ 1:27pm 
Thanks again, Bluu. I'm about to hit 2,000 hours of game time today, getting to play units I've been hoping for for months, so this is perfect!

@heartsheartshearts If you're asking about the unit component of Devian's mod, then yes, they compliment each other greatly. I don't have Devian's hero mods installed, but almost certainly.
Does this get along with Heroes of Legend?