Total War: WARHAMMER III

Total War: WARHAMMER III

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Zaskar70's Knights of Morr
   
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File Size
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70.591 MB
27 Sep, 2022 @ 7:49am
26 Mar @ 11:14am
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Zaskar70's Knights of Morr

Description
*NOTICE* All of my screenshots are taken with my certified potato pc™.
This means (at least in theory) that my custom units will look better on your high-end machine (if you do have one).
So don't be scared off by my horrible screenshots, thanks.

This is a direct port of my Zaskar70's Knights of Morr mod from Warhammer 2 with just some minor changes.
This mod adds the following units for the Empire, respectively:
-Knights of Morr Halberdiers (capped at 10)
-Knights of Morr Cavalry (capped at 6)
-Knights of Morr Cavalry (Lances) (capped at 6)

NOTICE: these units have been integrated in Heimdal's Immortal Landmarks and if you are using that mod the campaign cap for these units will be different= they will be capped at 1.

They both have access to officers now.
They are available through the Empire's barrack and stable building chains.
You'll also need a tier 2 forge.

Here's some lore fluff for the ones who are not familiar with the Knights of Morr:

"Encased within black armour and deathly silent when on the battlefield, the Knights of Morr are the dark guardians of the Empire. When parents wish to get their children to sleep at night, they tell them that the Knights of Morr will come for them unless they rest. The Knights of Morr are widely feared for their devotion to the god of the dead, and dark tales abound regarding their initiation rites. Even so, their martial prowess is more than welcome to those they fight alongside, for their silent efficiency is among the best in the Empire.

Whilst the cult of Morr has few, if any, official templars, they do have the Black Guard. These universally dour and serious warriors have an even more serious responsibility: to guard both the living and the dead from the endless malice of the Undead and those who would raise them. For the most part, they are a defensive order, protecting the great temples and graveyards of the Empire and the dignitaries of the cult, only riding to war in exceptional circumstances, such as during a crusade against the Vampire Counts."

Credits compendium:

Thanks to Zaskar70 https://steamhost.cn/steamcommunity_com/profiles/76561197971858133 for his great mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1181702197
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!
29 Comments
zerg93  [author] 17 Jan @ 4:23am 
And before you ask: no, I'm not going to increase the caps again nor make a capless version of this mod.
zerg93  [author] 17 Jan @ 4:21am 
Nope, caps are modified directly inside the mod before launching the game, the only way to dinamically modify caps while in-game would be through scripting if I'd have to take a wild guess.
Anyway, I have already increased the caps in the past and I personally find that the current ones (x10 x6 x6) are already quite generous, especially since we are talking about units that should be considered somewhat unique/special by the lore.
And by lore's standards you shouldn't be able to walk around with Knights of Morr full stacks anyway, considering the fact that they are an exclusive templar order with very strict vows.
The life of an average Knight of Morr is not exactly one that can boost recruitment numbers, both on the short and long run.
_NotACriptyd_ 16 Jan @ 7:47pm 
is there any way to increase the caps?
Bantichai 16 Jan @ 5:24am 
That would be cool, if you bring it down, it will probably even out with my other cav units too.
zerg93  [author] 16 Jan @ 4:37am 
I think there is something going on with you considering that I just ran vanilla + this mod and I'm looking at 8k health vs 4/5k health for vanilla cav in custom battles.
But yeah, 8k is still a lil too much, especially for their price.
I don't particularly like to touch the balance of other modders unless is absolutely necessary but this might be a good time as any.
Bantichai 15 Jan @ 8:47pm 
I just noticed that the knights of morr cav have like 11k health, at least on my end. Other vanilla cavarly have around 7k health, if it isn't a mod load order issues, perhaps you should take a pass at their health?
zerg93  [author] 2 Jan @ 1:59am 
Nope, but it doesn't "need" an update because there is nothing broken to fix nor anything outdated to update.
The "outdated" label on the mod it's currently just the version number and that's it.
So this mod is perfectly fine to use because literally nothing changed for it between 5.3 and 6.0 : it's the same mod.
I'd rather wait and push an update when it's really needed.
Bantichai 1 Jan @ 10:24pm 
Hey man, does this mod need to be updated?
zerg93  [author] 20 May, 2024 @ 2:31am 
Fixed.
Since it's UI stuff the update may not be save compatible.
Sorry if I borked your save in the process.
Bantichai 20 May, 2024 @ 1:32am 
So I believe "Knights of Morr Cavalry", the one that doesn't use lances is currently listed as "Shock Cavalry" in the tooltip details when it should really be listed as "Melee Cavalry" instead. It can get a bit confusing.