Total War: WARHAMMER III

Total War: WARHAMMER III

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Preytons SFO Submod
   
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19 dec, 2022 @ 20:48
28 jan, 2023 @ 12:15
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Preytons SFO Submod

Beskrivning
Now bringing you the awesome Preyton!

-Balanced out the stats to be in line with SFO.
-Added SFO Beastmen passive.

Thanks to ChaosRobie for the mod!

Thanks to Venris and the SFO Team!
8 kommentarer
General Vibes 5 feb @ 18:43 
is an update required for this to work?
她城执念 31 jan, 2024 @ 7:25 
update pls
RatboyW 15 maj, 2023 @ 14:37 
Getting this warning from wh3mm, seems like you might have to tweak a few things once you have time to update this

!!_preytons_sfo_nrke.pack:
Patch 3.0: Vanilla attributes renamed in main_units_tables.
Wyzilla 13 maj, 2023 @ 1:50 
This still working?
DoubleFishes 20 dec, 2022 @ 10:08 
Oh wow thanks for the mod manager, I never used that before! and I asked other modders in the past about loading submods after main mod like this:

1-blablamod
2-anothermod
3-a main mod
4- a submod for the main mod

they said because the lower you are the more you decide on the final change, like they "knda" overrule the ones that come before
NRKE  [skapare] 20 dec, 2022 @ 9:34 
@DoubleFishes
Good question, see the overrides win from top to bottom, meaning the higher something is loaded the higher priority it has.

Most mod authors will name their files such that if it is a submod or something it will load up higher. I am not sure why they would say it would have to be loaded after, maybe they know something I don't, but I test it with them loaded before and it works lol.

A simple solution would be to just use this mod manager available here in the workshop, it will auto sort for you based on naming conventions:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2845454582&searchtext=mod+manager
DoubleFishes 20 dec, 2022 @ 9:21 
hello! excuse me but all other mods say load submods after main mods, how come this needs to be loaded before main mod?
Horny Jail 19 dec, 2022 @ 21:06 
thk