Total War: WARHAMMER III

Total War: WARHAMMER III

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Little Igor
   
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60.958 MB
23 jan, 2024 @ 5:09
26 mar @ 18:29
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Little Igor

Beskrivning
>>>*This mod is part of the Zerg Collection Volume II, DO NOT use this mod along said collection or you'll crash. Choose one.*<<<

*DO NOTE: this unit's colour scheme will change depending on which faction is fighting for.*

This mod adds a new ROR unit for Kislev, the Little Igor.
It's unlockable through Kislev's ROR pool at level 25.
And that's pretty much it.

*KNOWN ISSUES*
-Some clipping in the wheels zone during the melee attack animation.
-A few textures look rough.

*QA*

-"Lord's Red line?Tech buffs?"
I gave it generic gunpowder and Little Grom unit sets, so it should get buffs related to those sets.

-"SFO/Radious ecc. ?"
As a matter of fact I'm officially retired from SFO/Overhaul related mods.
As always: If you already have previous experience in SFO submodding feel free to make an SFO version out of any of my mods that are currently missing one, I will link your submods if you provide me with a link.

-"Your mods are ugly and janky, why? just why?"
Here's a friendly reminder: I'm just an amateur and nothing more.
If you want beautiful stuff with no jank then stick with CA and/or professional modders and avoid my mods, simple as that really.

And that's all I guess!
Credits time!

Thanks to Venris https://gtm.steamproxy.vip/id/venrissfo and his crew for creating BSB https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2817760696 the assets for that custom banner are from there.
Thanks to Phazer for RME editor!
Thanks to H3ro and his great tool!
Any of this would not have been possible without Frodo45127's RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!

[paypal.me]

[ko-fi.com]
Populära diskussioner Visa alla (2)
0
23 jan, 2024 @ 6:58
KLISTRAD: Balance tweaking
zerg93
17 kommentarer
zerg93  [skapare] 22 dec, 2024 @ 10:02 
No.
Despite the launcher claiming that it's outdated, the mod is perfectly fine and there is nothing to update.
The latest mobility nerf to vanilla Steam Tanks is already applied.
I will update this when there are actually outdated tables to update (next big update if I have to guess).
And before you ask again: yes, the same it's valid for most of my mods.
sigmars_disciple 22 dec, 2024 @ 9:27 
Will this require an update for 6.0?
zerg93  [skapare] 6 aug, 2024 @ 13:37 
Update: my investigation resulted in a whole lot of nothing, sadly.
I still don't know if this change to the Steam Tank Turret's hatch door position is either a bug or an intended and permanent change that CA "forgot" to communicate.
As such I have decided to "fix" the issue by forcing the hatch to stay half opened and vertical as it should be.
zerg93  [skapare] 11 jul, 2024 @ 16:15 
So, I'm not 100% sure yet, but there is currently a visual issue with this custom Steam tank turret's hatch door being fully opened and horizontal when it should be just half opened and vertical and this is causing major clipping issues.
The thing is that I manage to replicate the same issue with vanilla Steam tanks.
It's currently unclear to me if this is a bug or yet another change from CA: I'm still not sure if I need to fix this by myself or wait for another CA's hotfix.
I'll keep you posted.
Decomposed 19 mar, 2024 @ 11:40 
Oh ok, I must have mistaken it :steamthumbsup:
zerg93  [skapare] 19 mar, 2024 @ 7:58 
@Decomposed Nope!
Never removed one of my mods before.
Plus, the only thing that could barely even pass for as a "Dwarf mobile artillery" in my WH3 mod list is one of the variants in my Dwarf Steam Tank mod.
Decomposed 19 mar, 2024 @ 7:32 
You had another dwarf mobile artillery up and you removed it?
Ciaphas Cain 30 jan, 2024 @ 9:26 
Yeah now that you've just explained what needs to be done, that's a bit much for a tiny detail haha!!
zerg93  [skapare] 27 jan, 2024 @ 10:14 
Thankfully, we got a streamlined and simplified workflow with amazing tools like RPFM and Asset editor but make no mistake: pain and tedium are still there. :cozycastondeath:
zerg93  [skapare] 27 jan, 2024 @ 10:14 
It's doable but it would require to:
-Shrink those shields for the unit's default and destroyed model
-Redo all of the associated wsmodel files
-Adjust the engine's destroyed model
-Test the unit again
-Take the unit's screenshots again
-Modify the unit card

Prolly too much trouble to fix something so minor (well, minor in my opinion at least).
Generally speaking modifying any type of custom model after release is always a pain (especially if said custom model has a lot of props and custom wsmodel files) and that's even worse with engine custom units since you have to modify the default model first and then the destroyed one.
My custom models are usually "final" not because I think that they are perfect or anything (far from that, a lot of my stuff could always use some graphical and desing improvements) but because even very small modifications can result in a painful and tedious experience as a whole.