Total War: WARHAMMER III

Total War: WARHAMMER III

960 ratings
Lustria Rises - Lizardmen Overhaul
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overhaul
Tags: mod
File Size
Posted
Updated
816.570 MB
1 Mar, 2023 @ 9:33am
9 Jul @ 6:56pm
72 Change Notes ( view )
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Lustria Rises - Lizardmen Overhaul

Description
Lustria Rises is an overhaul and expansion for the Lizardmen race. New additions include 7 new units, 3 new hero types, a new lord type and a new faction. There are significant changes to Legendary Lord's skills, items and effects, buildings, units and mechanics, and the Technology tree has been completely replaced.

Now has Building Progression Icons support, make sure to use this submod if you don't want to crash with BPI: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3011811672

F.A.Q:

Q: I don't like X or only want Y, will you make a new mod just to suit me?
A: No. What you see is what you get - it's all or nothing. Feel free to leave feedback on contentious issues down in the relevant discussions channel below though, if you make a decent enough case I might be persuaded to make changes - unless it's about giving the Skink Oracle magic again; no chance there.

Otherwise I will simply delete any requests posted asking for standalone content.

Q: Will this mod work with my favourite overhaul, such as SFO, Radious or whatever?
A: No. It is NOT intended for usage with any all-in-one overhauls, this mod is balanced for *VANILLA ONLY* - usage of this mod with a full overhaul WILL have issues. If people want to make a submod for an overhaul they can do it themselves. Do NOT ask about it here, I will delete any comments mentioning SFO or other overhauls.

Q: I am suffering from a crash while using this mod, what's the big deal?
A: Make sure your mod and its required mod are both up to date and both enabled - this may require unsubscribing and resubscribing. If they definitely are and you've triple checked, and you continue to crash with *ONLY* those two mods enabled, please leave pertinent information down below, such as what faction you are playing, when the crash is occurring etc.

If you are playing on a Mac, then my advice is to get a PC.

Q: Will this mod work in multiplayer?
A: I am informed that issues do arise when attempting multiplayer campaigns - being that I have absolutely zero interest in multiplayer and have been told that even in vanilla such problems aren't unheard of, I can't help you should you attempt to use it in such a fashion. Use at your own precaution.

Q: Will this mod work with the Old World map?
A: I am not subscribed to that particular mod so I don't know. Lizardmen are not particularly present in that area of the world, so I don't see why anyone would be interested in playing them there. There may be issues but I have zero interest in looking into the matter. Use at your own precaution.

Q: Will this mod conflict with other Legendary Lord mods?
A: I am unaware of any conflicts at present. Some Lizardmen content from other mods is altered by this mod, such as Mixu's Legendary Lords characters.

Q: Why do I need Mixu's Unlocker?
A: Mixu's Unlocker is an integral part of being able to recruit Kroxigor Elders, usage of certain Landmark buildings, being able to play as Lord Adohi-Tehga and will cause the game to crash if you do not have it enabled.

Q: I confederated a faction with the Geomantic Reservoir, now it doesn't work any more.
A: The reservoir is on cooldown.

Q: I'm taking attrition damage from somewhere but I have no idea why, what gives?
A: That's very probably due to a Tzeentch faction effect used on you, and not part of this mod.

Q: X Landmark is no longer there, and there's a new one instead - why did you delete the old one?
A: Certain Landmarks have been moved to different locations, but none have been removed entirely. Look around a bit.

Check out the discussions section to see the changes to Gor-Rok, Kroq-Gar, Mazdamundi, Nakai, Oxyotl, Tehenhauin and Tiktaq'to, or other characters and units. Be sure to leave bug reports or feedback in the relevant discussions section, not the comment section.

























And other information available in the discussions section that I can't be bothered to make more images to link to.


Big thanks to the contributions of Calm&normaltime, Ubermorgen, Drazhir, ChaosRobie, Partypus, Driblex, Milkbot and the frameworks of Phazer, Ole, Mixu and Drunkflamingo. Plus various others in Da Modding Den.


Offer up any feedback here.
Popular Discussions View All (19)
212
17 Jun @ 6:56pm
PINNED: Bugs, Incompatibilities and Issues
Conflagration
109
26 May @ 1:35am
PINNED: Balance and Feedback Suggestions
Conflagration
62
1
27 Apr @ 1:27pm
PINNED: New Units and Characters
Conflagration
962 Comments
bless up
Conflagration  [author] 10 Jul @ 5:13pm 
Well, I'm glad you're enjoying it and appreciate the report.
it really doesnt affect the campaign that much i just wont use that feature too much
ty for ur mod
Conflagration  [author] 10 Jul @ 5:02pm 
I don't expect there to be any conflicts on this front. If it's working in a new campaign but not the old one, that's kind of weird but there might not be anything I can do regardless.

Unfortunately the issue is that one of CA's script commands is bugged, and it's the one relating to adding new units to the blessed pool. I've been trying to do stuff relating to that a lot lately and have had basically no success despite spending days working at it. Much harder to mod these units in the way that I wanted than I expected.
its working in new campaign mod is updated i may have a mod conflict
Conflagration  [author] 10 Jul @ 4:39pm 
Try unsubscribing and resubscribing, then get back to me.
im still getting new ones every turn maybe a mod conflict then
Conflagration  [author] 10 Jul @ 3:53pm 
It won't remove existing Blessed Spawns from save games, if that's what you're asking, but they should no longer be constantly generating in save games.
does new update apply to save game specially the blessed unit fix?
Aegis 10 Jul @ 7:05am 
based. lizardmen forever