Total War: WARHAMMER III

Total War: WARHAMMER III

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Dark's More and Better Ancillaries
   
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1.173 MB
6 Jun, 2022 @ 4:53pm
14 Dec, 2024 @ 6:38pm
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Dark's More and Better Ancillaries

Description
This mod adds more ancillaries to the game, it also makes it so you can make crafted tier items (what does this mean, it means I made a bunch of new items that're for crafted tier, expect them to be roughly as good as rare or unique items, some exceptions do apply). I also buffed a lot of the vanilla items to be a tad more useful for their tier (currently under-development). This means items won't be as quickly scraped in some cases, that said, some items still will not be as good so you can fuse them (I merely want you to think a little harder before fusing items, not completely remove the desire to fuse altogether). Also certain items are exclusive to certain races (for example you won't be getting a chaos themed item while playing Cathay, Kislev, or Ogres), this will give factions a bit more to their exclusive items.

Of particular note, I would like to say an informal thank you to both the authors of New legendary artifacts, and advanced item fuse. As I did look at those mods for inspiration. Also advanced item fuse may not work with this mod very well, since most of the items I added are crafted tier (with a uniqueness score of 199), it's fundamentally conflicting with advanced item fuse (which sets crafted tier to a uniqueness score of 201), as such my items would not have a proper tier with that mod, thus a conflict may occur breaking the game (this is my guess on the matter though). I may see fit to make an alternate version that sets the score to 200, this way items are unique tier, and thus would not conflict with advanced item fuse (again this is my assumption, a fair assumption, but still an assumption).
Popular Discussions View All (2)
0
2 Apr @ 3:28am
Feedback and issues
DarkRite
46 Comments
Phukface 9 Jul @ 6:18pm 
Wanted to pop in and say I love your changes and look forward to seeing how it evolves for the coming rework/expansion whenever you get the itch to come back to it :smile:
Krakenous 2 Apr @ 1:07pm 
I appreciate your detailed explanations! I shall have a look and see with my mods setup and just see what happens, if the levels are to low or too scarce or something buggers everything up then I'll report back!

I may even look to perhaps instead add or look to add some kind of implementation with ragnaroks forge mod but...yikes...I simply do not have the time to do submods haha.
DarkRite  [author] 2 Apr @ 12:43pm 
And yes, to clarify most of those 300 items basically need to be gained via fusion as I do not touch drop chances for item tiers. All items are set to be able to acquire via random drop, but since I haven't bothered to check if crafted tier items can be gained via battle, it might not matter. But if they can, then the chance is likely so low that you'll almost never get them as loot aside from the few rare tier items my mod adds. So the most consistent way to acquire most of my items is via fusion. Which to me is fine as you'll end up with hundreds of rare items over the course of a campaign anyway. And so fusing the items you don't want will yield crafted tier items which most range from pretty decent, to pretty strong. I did also put a discussion that lists all the items currently in the mod though obviously that won't tell you their exact packfile key name.
DarkRite  [author] 2 Apr @ 12:43pm 
Reading Fusion Wizard, it does seem like it might not be entirely compatible, as in the to-do list section it mentions compatibility with improved item fusion mods. Which is one aspect this mod sort of does too because I make it so rare items can be fused up to crafted tier items. Though Unique tier items are still not fuse-able. I'm not sure what issues if any using both mods together would do, but I suppose if you know your way around RPFM you can just bump the uniqueness score of the items in my mod down and delete the table that sets which items can be fused. Though it will also remove the ability to fuse followers and banners unless fusion wizard also does that.
Krakenous 2 Apr @ 4:39am 
Problem is I'm interested more so in the new banners and followers. So for clarity, the majority of those 300 items all need to be CRAFTED for a chance to appear? I use Freyas auto sort mod and DrSupos fusion wizard so I wonder how they will interconnect with those mods...

I suppose there is only one way to find out, test this mod! Haha. I'll have a look in RPFM to check the names and or if I need to adjust the crafted tier to play nice. I'll have a look into it but for now, I'm just going to play with all the mods combined and see what happens 😁.
DarkRite  [author] 2 Apr @ 3:03am 
Also, using other mods that add items normally isn't an issue so long as they're not changing the table that determines the tier of item based on it's uniqueness score, which is the game's way of figuring out if it's a common, uncommon, rare, etc. Unless the change the mod does is the same change I do, which is merely making it so that craft tier items are fuse-able and giving you the ability to fuse followers and banners. Otherwise it could cause problems, but if the mod just adds items, then there likely isn't any issue. As there is a lot of mods that add items without touching the table that handles item tier score and fuse-ability.
DarkRite  [author] 2 Apr @ 2:57am 
I might consider putting a list of all items, but there's a lot of them, over 200 (actually it's just shy of 300). Most items are considered crafted tier so they'd be less likely to appear, so even though they are tagged to be potential drops, I'd not bank on getting most of them randomly. Though there is some marked as rare items, usually at least 1 follower and 1 banner per race is a rare item instead, so those are more likely to appear as random loot. But otherwise you're mostly looking at combining items to get these, which given how powerful some of the items are is fair. Though I don't know if I'd list all their current effects as I do occasionally make changes to them if I determine an ability or item to need re-adjusting.
Krakenous 1 Apr @ 1:22pm 
Would you consider listing their effects or adding some images? Are the banners and followers added to loot tables or ONLY craftable? I'd love a version that just adds the banners and followers, because the big banners mod has never been updated lol and I use some big mods like Ragnoraks forgageddon that add items and banners so...would be cool if they intermingled :).
crowbarthehamburger 22 Jan @ 11:17am 
I appreciate the response man, that makes sense. I was basically trying to decide weather I needed just this mod, or a separate mod for items too. Sounds like all I need is this one!
DarkRite  [author] 22 Jan @ 8:05am 
Sorry for the late reply, but the mod adds items, followers, and banners, as they are all counted as ancillaries in the packfile. There's a few hundred items added with this mod, most are unique to certain races, with a few that were added to everyone. For instance there's some items that you'll see when playing as Khorne, but not when playing as Cathay, and vice versa. So yeah, lots of things, the items are a bit on the strong side, but they're supposed to be comparable or better than rare items.