Total War: WARHAMMER III

Total War: WARHAMMER III

From the Grave - Vampire Counts custom expansion
322 Comments
sadistic 23 Oct @ 1:44am 
I love this mod these guys are fun to play around with but i agree with some of the other comments that they should be their own faction with their own legendary lord but apart from that keep it up with it i want to see you do more amazing units and if you feel inspired to do more factions keep it up
Jyggalag 22 Oct @ 4:12pm 
Any chance of making them their own faction? Excellent mod!
Kingpanther7 22 Oct @ 2:00pm 
same issue with the caster lord (the one with the staff)
Kingpanther7 22 Oct @ 1:44pm 
minor bug the caster hero cant summon any units neither zombies or skeletons
These stairs go up! 22 Oct @ 11:10am 
Great mod, but I am having the same issue as several other people.
The units cause the game to slow down significantly. I go from being able to run high/ultra to barely running on medium/low.
I have narrowed it down to this mod and specifically the units having more than 1 in battle.

Cant stress enough that the mod is great its just that issue for me.
JooJa 17 Oct @ 9:11pm 
I would PAY for a custom subfaction of this theme
Damazig 17 Oct @ 3:52am 
Great work, loving the mod. Unfortunately I can't get the heroes to show up. I have Mixer, I have to building, I am able to go to the Ancients "tab" for recruitment, and it is always empty.
Sophie 8 Oct @ 1:43pm 
or it may be a beastmen torse that gets recoloured but eitherway you SHOULD make a seperate duplcate that does not egt affected by other reskins is what im saying
Sophie 8 Oct @ 1:42pm 
good mod tho !
Sophie 8 Oct @ 1:42pm 
Might want to make make a copy of the torso used by the behemoth so its not dirrectly fetched from another khorne unit as, if you have a reskin for khorne ie: it colours them that colour ie: the behemoth for me has a red torso, please fix this thank you hehe
LuisGRM 4 Oct @ 7:23am 
my logs say this:
error loading module raisedeadprovinces from file raisedeadprovinces:[string "script\campaign\mod\raisedeadprovinces.lua"]:657: unfinished long comment near '<eof>'
Baraka Obama 29 Sep @ 12:07pm 
Absolutely amazing mod that makes the VC's so much more fun. The only bug I've noticed is the new Lords will T-Pose when entering water on the map.
t.a.vanroermund 27 Sep @ 12:54pm 
If i may. Please
1.change the skin of the behemoth to greyish skin of the regular units.
2. Make a giant unit with the same skin as a behemoth
3. I would like to see stronger(late game) version of the swordsmen with the same shield as the spearmen. For variety sake. Or vise virsa.
4. A war altar type for this particular skin.

All and all one of the best designs if have seen in a long time! Great work! you are worth your weight in gold for this community!
Sus Ultramarine 26 Sep @ 2:14pm 
Im not sure what is wrong. But I cannot use the spell, "From the grave" anywhere. Love the mod though!!
KidouKenshi22 20 Sep @ 3:55am 
This is the ONLY reason I play Vampire count. As the vanilla vampire lords/heroes have the most basic and boring animations. This with combination with Vlad can fly mod is peak! Cuz it changes his animationi too
Valkyrie The Femboy 19 Sep @ 5:14pm 
Hi love the mod really great design but I have found a bug and I tested this with the other mods I am using I have narrowed it down to this mod for whatever reason Vlads's textures bug out his whole torso goes a grey colour anytime I use this mod, not sure if this is a bug you are aware of just letting you know if your unaware.

Anyway hope you have a amazing day and keep up the great work :3
Ringo 18 Sep @ 2:53pm 
Very nice units, I really love them. Only issue I noticed is that the screen starts stuttering quite a bit when having 1 or more of these new units. Otherwise I am always able to play at ultra graphics with 60 fps but with your units a lot of stuttering occurs, can this be fixed?

Thank you for your work :)
Callan 14 Sep @ 8:09am 
can you reskin the main vampire lords so they can be more thematic with your mod that would be awesome
Vitruc 10 Sep @ 12:12am 
I'm not sure if its only me, but when i have large quantities (20 stack) of the modded units and when i look directly at them, it just causes frame issues
Khorne 8 Sep @ 4:58am 
I'm not sure if i'm missing something, but I can't seem to hire the Ancients heroes? I can recruit the vampire lords without issues though.

Many thanks for the mod though! It's really great work, and I've always found the vampire counts lack of units a bummer. This adds to it nicely without taking away from the immersion, and it looks awesome to boot. Thank you for taking the time and effort to do this =)
Kysaro  [author] 7 Sep @ 1:02pm 
@LikeABith, Update is out, glad to hear you like it bud :)

@Hubris, Download RPFM, use the top right search function when you open this pack with RPFM and delete all the lines that refer to those units youd like to see gone.

@Hans Wright, Undead Druchi is definitely a nice theme which already sorta fits to some of them. Well we can have both though, Ill look into it when I have more time to make it all come together nicely.

@Josen I think there is a SFO compatibility mod out there on the Workshop. And thanks for the kind words!
Josen 7 Sep @ 8:07am 
I love this mod. it clearly shows the effort and love that went into it. I have only one question: is it compatible with SFO?
LikeABith 4 Sep @ 6:40pm 
@Hans Undead druchi is a cool idea. We really need some undead factions over in the New World cause the Vampirates don't cut it
Hans Wright 4 Sep @ 6:38pm 
Hell, if one looks closely on their gear, it could even be some vast forgotten Druchii expedition force that ventured underground, found some skaven undercity, recovered stolen remnants of Nagash laboratory, got turned into vampires and remained underground because during fighting, all tunnels leading to the curface collapsed, what eventually got back up could be combination of vampirism, warpstone influence and centuries of living down there. Of course. Ancient civilization sounds awesome too and would make more sence.
One could really go out of the town with imagination when it comes to lore of those guys.
Me two cents to the "catch" would not be that inovative but hey, it would make a sence that numbers are not on their side so they expand slowly, probably similar style to Tomb Kings.
Hubris 1 Sep @ 12:57pm 
love the mod, and this maybe a little nitpicky...
Is it possible to get a pare'd down version with just the Infantry? the Knights, Lords, and monster seem a little OP and redundant. Makes early game Vlad in the old world Harder because the AI loves that broken Melee Hero.
Great Skins and artwork though man. Nice job all around.
LikeABith 29 Aug @ 4:38pm 
Your slaanesh mod looks so cool. Can't wait to play it when the new update comes out
Kysaro  [author] 29 Aug @ 3:39pm 
Thanks guys!! Also no for Nagash they are not available. But I might soon come back to this now that my Slaanesh mod is out. Will consider adding them to nagash as well.
TheRealJD 29 Aug @ 3:15am 
If I play as Nagash will these units bew availble ?
Dumbledood 26 Aug @ 4:26pm 
These look so good, you did such a good job. Love the vibe.
Emperor01 25 Aug @ 9:20pm 
One of if not the coolest custom VC mods. The idea of making them a whole faction as some ancient dead civilization is also a great idea. Looking forward to seeing what else is added or what other mods are made 👍🏻
Kysaro  [author] 25 Aug @ 9:23am 
@orerez, I think I've seen AI recruit them while I was testing my Slaanesh mod. Also, thats great to hear bud, happy you are liking it!
orerez 25 Aug @ 9:14am 
Does AI use these units as well? BTW this is one of my favorite mods, and I have been playing since WH1
Kysaro  [author] 25 Aug @ 8:47am 
Thanks all,

Hoping to release my Slaanesh mod once 6.3 drops (its finished) - after I will get back and update this mod (including the building line). Thinking about making it its own subfaction. Not sure what the catch would be though, initially what I had in mind was making them this ancient civilization that perhaps even outdates the tomb kings, coming back to life due to the winds of change that released when belakor was struck down, or something along those lines. Open to suggestions.
Inardesco 25 Aug @ 8:20am 
hey! There's an issue with the Sepulchar Chapterhouse building line. When you upgrade it to Abyssal Broodvault, you lose the ability to recruit the Mourn Guard Knights!!
stevenmrns 22 Aug @ 9:35am 
The models look amazing, phenomenal work! I think you should consider making them a sub-faction like the Mousillon mod
Loligagging 22 Aug @ 12:26am 
Please no game of thrones invading an actually good series
LikeABith 21 Aug @ 5:27pm 
This roster is WAY cooler than any of the vanilla vampire count units. They are definitely deserving of their own faction. Maybe their lore could be like white walkers from the north that start terrorizing the norscan tribes... or warpstone-infused undead
DocHolliday 18 Aug @ 4:14pm 
if you make a faction out of this eventually, it would be cool if it had some semi religious cult vibe too it, like the "Order of the Ancients" or whatever, personally that's just the vibe the armor gives off to me so it would be pretty cool.
Kysaro  [author] 18 Aug @ 9:37am 
@ziltoid If im not mistaken someone recently made one.
@SFH thanks =)
@Shiramune, I like the troglodon idea heavily armored will swing back to this soon. My Slaanesh mod is about 90% done.
@Artorias, I will look into making this its proper subfaction. But itll take me a while to do so.
Artørias 18 Aug @ 9:19am 
Is there a way to have the Hire-able Lords become a playable Legendary Lord?
Prefer yours over the base games not gonna lie
Shiramune 17 Aug @ 3:01pm 
@Kysaro
@OXIDOME
Just an idea: an armored dragon spitting out this blue energy that covers your mod's units, for the Mage Lord.
For the Warrior Hero, a mount like your Tier V unit (This unit is honestly too weak for Tier V).
A monster using the Troglodon's skeleton and animations would be amazing.
For the Mage, just a horse I think, he accompanies the infantry, although a Tzeentch disc would suit him well, but I'm not sure it'll be to the majority's taste.
Thank you for your work.
SFH 17 Aug @ 2:55am 
Ziltoid819 13 Aug @ 2:10pm 
is this compatible with SFO?
Kysaro  [author] 11 Aug @ 7:11am 
@OXIDOME, Can look into that when I work on this again. Any cool suggestions on what mounts they should be riding?
martybell34 10 Aug @ 2:09pm 
this mod is amazing keep up the great work
OXIDOME 10 Aug @ 6:57am 
I love this mod but it would be cool if the lords and heroes had mounts
Kysaro  [author] 10 Aug @ 2:26am 
Thanks all for the kind comments and apologies for not updating sooner. Ive been steadily grinding away on a Slaanesh subfaction mod which should soon be done. Ill probably come back to this and see if I can make this into a subfaction as well.

So I will read all your suggestions and see which will be an addition for when I swing back to this. Everything ofcourse if AwDiddums co-creator is onboard. :)
Gottkanzler Schmolz 9 Aug @ 3:41pm 
Love the Mod!
Would be cool tho if you could add a sprinkle of Range Dmg buffs for the Hollow Marks like Commander Passiv and maybe something in the Techtree too?

And for some reason I cant recruit the new Heroes- anyone else have the same problem?

Otherwise lovely Mod, cant wait to check out more of your Stuff. :)
Chronos 29 Jul @ 7:17am 
@Kysaro I find error below in lua_mod_log
Loading mod file [script\campaign\mod\raisedeadprovinces.lua]
Failed to load mod file [script\campaign\mod\raisedeadprovinces.lua], error is: cannot open raisedeadprovinces: No such file or directory. Will attempt to require() this file to generate a more meaningful error message:
error loading module raisedeadprovinces from file raisedeadprovinces:[string "script\campaign\mod\raisedeadprovinces.lua"]:657: unfinished long comment near '<eof>'
Can you fix it?
Junwei 27 Jul @ 11:18pm 
I find that there's no way to improve Hollowed Marks' range weapons. It would be nice to include such to the mod, and perhaps guns or trebuchets that launches a corpse-like projectile? Thanks for the mod!