Total War: WARHAMMER III

Total War: WARHAMMER III

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High Elves Warband Upgrades - Unit Upgrades Compilation
   
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827.893 KB
7 Apr @ 4:41am
13 Aug @ 1:37am
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High Elves Warband Upgrades - Unit Upgrades Compilation

In 1 collection by Bischop
Bischop's High Elf Mods
7 items
Description
This mod enables warband upgrades for 10 different High Elf unit packs.

The mod is modular; all the unit packs listed on the right are optional!
Best experienced with all the unit mods enabled.

Currently supports:
  • Vanilla Units
  • Dragon Legion
  • Phoenix Legion
  • Highborn Elves - Unit Pack
  • Sisters of Avelorn - Unit Pack
  • Griffon Knights & Pegasus for High Elves
  • Alshua's Ellyrion
  • High Elf Elites
  • The Ten Kingdoms
  • Zerooz High Elf Units
  • GLF Unit Expansion

Units require their respective buildings to be build to be upgraded.

The only required mod is Warband UI Framework.

⚠️ Not compatible with Warband Upgrade Ultimate ⚠️

Leave a 👍like if you enjoy the mod, and a 💬comment if you have suggestions for balance improvements for costs and such.

👉 If you enjoy this mod you may also like: High Elves - Modded Units Balance Patch
24 Comments
Junglist_ 11 hours ago 
Awesome mod, any chance we could get a support for High Elf Expanded Roster mod please?
Bischop  [author] 28 Sep @ 1:54am 
You will need RPFM (rusted packfile manager) to open the .pack file.
In the unit_upgrade_to_building_level_requirements_tables you can edit the building requirements.
Dion 27 Sep @ 3:57am 
Hey, would you be able to point me in the right direction for removing the building requirements aspect? Happy to do it myself, just unsure where to start. Thematically I'd quite like to be able to upgrade my confederated Alith Anar's shadow warriors up to shadow walkers etc. but I'm unable to build the building required for it.
grovinch 15 Aug @ 4:46am 
No prob man everything runs swimingly now!
Bischop  [author] 13 Aug @ 1:37am 
Thnx for the detailed report! It helped me fix it within 2 minutes.
grovinch 12 Aug @ 10:44am 
Edit: reloading my initial modded save without this mod solve both crash the one during AI turn and the clicking on the city one
grovinch 12 Aug @ 10:38am 
Hey! I encountered a weird crash involving this mod that I am able to reproduce:

- So first the crash occured during AI turn and using the concole comands I was able to narrow it down to whoever controlled the cities of Tor Elyre and Whitefire Tor in the donut.
After some test it turned out that the crash also occured when I owned those region ans I clicked on one of the cities.

Strangely enough, after some troubleshooting it seems that this mod is the culprit.
To reproduce the crash I only activated this mod, the warband UI framework and the console command.
I then started a new game, disabled the fog with fff, gave myself the incriminated regions with gr and clicked on one of the cities and BOOM crash

The crash also didnt occur whith my modlist minus this mod.
chromedbustop 29 May @ 9:24pm 
Cool compilation that worked great. The only possible downside is that so many units are added that it can be hard to tell the difference between them.
So this is great if you're more interested in making thematic armies because there's a lot of units that really just overlap with each other.
Bischop  [author] 25 Apr @ 12:23am 
The initial building allows it.
davidperez84 24 Apr @ 9:25pm 
One question, when you say that the building is needed, do you have to be in the province with the category of the building where the unit to be upgraded is recruited or does the initial building already allow it?