Total War: WARHAMMER III

Total War: WARHAMMER III

Patron Gods (Updated)
Theakrus  [udvikler] 6. sep. 2022 kl. 21:00
Bug Reports (Not Crashes)
This mod works well, please report bugs only (ie voice lines, stats, recruitment etc.)
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Theakrus  [udvikler] 7. sep. 2022 kl. 10:33 
Maybe a current problem with Slaanesh monogod faction due to the Marauders, I will look into tonight and test complete compatibility with BMF & TTC :WH3_horror_Blegh:
-Theak
fish 18. okt. 2022 kl. 14:43 
All new nurgle units aren't properly affected by effets from mod landmarks and new skills. My guess is it's because they are name theakrus_nurgle_(unitname), since the other god units with a different naming scheme aren't affected.
Theakrus  [udvikler] 19. okt. 2022 kl. 16:26 
I think the landmark mods probably use different unit_groupings or new unit groupings, they would be attached to existing units but not modded units, if I use their groupings though it will cause anyone without those mods a crash I think
Theakrus  [udvikler] 19. okt. 2022 kl. 16:26 
@Freya
Sebastian 15. maj 2023 kl. 14:40 
Marauder Hunters of Slaanesh (Javelins) appear to not have any voice lines, tested without any other mods running. All other marked Marauder Hunters voice lines work fine.
Hell Brothers 23. maj 2023 kl. 14:31 
Marauder unit don't use missile thing ...
Diesel215 30. maj 2023 kl. 17:35 
I don't know if this was an issue in 3.0 that was fixed or not, but currently, khorne marauder throwing axes don't throw and neither do tzeentch marauder javelins. Nurgle throwing axes and slaanesh javelins seem to be fine though?
GreyHound 5. juni 2023 kl. 23:36 
Can confirm the issue with Marauder Hunters of Khorne (Throwing Axes), their shooting animation is either broken or absent so they can't throw axes.
Wikist 26. jan. 2024 kl. 17:55 
Khorne Marauders with throwing Axes can not shot. They just start their shooting animation and do not finish it. I remember in the past that was linked with a bug in battle animation mod, but I am not using it. This bug might affect also other shotting units that were added. Please someone else confirm if also have the bug. Maybe it is some of my other mods that cause it, but I suspect it is this mod in base.
stompie5  [udvikler] 27. jan. 2024 kl. 7:07 
@Wikist Mod is updated. Khorne and Tzeentch Marauders throw weapons again
Olive 8. mar. 2024 kl. 0:40 
Tzeentch javelins don't benefit from redline skills whereas the other 3 God's missile infantry do. I did a temporary fix on this and I posted it in the skeleton crew discord.

In unit_set_to_unit_junctions_tables, the entries for tzeentch marauders doesn't link them to marauder horsemen unlike the slaanesh version. I posted a picture of what lines I changed in the #skeleton_crew channel in discord last January 26, just ctrl+f my name on that channel. Thanks!
Mr. Conquest 8. mar. 2024 kl. 16:37 
The Changeling mortal recruitment building chain is missing the ability to recruit Javelins, Glaives and Chosen w/ Glaives. Kairos is fine, it seems it's just the Changeling that cant recruit them.
AwDiddums 19. juli kl. 7:08 
I get a .lua script break when I attempt to summon a nurgle unit: script\campaign\mod\nurg_theak_recruit_health.lua. Can this be looked into please?
Sidst redigeret af AwDiddums; 19. juli kl. 7:08
stompie5  [udvikler] 19. juli kl. 9:12 
Oprindeligt skrevet af AwDiddums:
I get a .lua script break when I attempt to summon a nurgle unit: script\campaign\mod\nurg_theak_recruit_health.lua. Can this be looked into please?

Can you be more specific? Such as what you are summoning and the spell?
AwDiddums 19. juli kl. 16:48 
I was playing as Tamurkhan and attempted to summon a unit using the “Recruit Chieftain Units” option on the campaign map. I say *summon* because it functioned similarly to the “Raise Dead” mechanic—where the unit is recruited instantly on the same turn.

However, the unit spawned at full health, and shortly afterward, a .lua script error occurred. Following that, I was no longer able to summon any additional units from this mod.

From what I understand, the intended vanilla behavior—at least for Nurgle—is for these types of summoned units to appear at half health. This was my first time playing Nurgle, so please correct me if I’m mistaken, but that seems to be the expected mechanic. I don’t believe I have any other mods installed that would interfere with this system.
Sidst redigeret af AwDiddums; 19. juli kl. 16:52
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