Total War: WARHAMMER III

Total War: WARHAMMER III

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Apply all Flesh Lab Augments to Units, Lords & Heroes - Clan Moulder
   
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26 Mar, 2023 @ 7:28am
19 Jun, 2024 @ 1:40pm
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Apply all Flesh Lab Augments to Units, Lords & Heroes - Clan Moulder

Description
Description:

With this mod you can apply any Infantry and Monster Augment on all your skaven units, lords and heroes using the Flesh Laboratory mechanic, when playing as Clan Moulder.

Works with all skaven units from all DLCs, including RoR units, heroes and lords. Works with all confederated (legendary) lords and heroes too.

All Lords & Heroes are not able to get any instabilities.
But normal units can get instabilities, like in vanilla! (you can use one of the "no instability"-mods from the workshop to get rid of that)


Compatibility:

The mod should be compatible with pretty much everything, as long as it doesn't change the Flesh Laboratory augment mechanic.
It is save game and multiplayer compatible aswell.


Known issues / additional information:
  • The augment to gain extra ranks from the "Infantry Augments" section has no effect on lords and heroes. So don't waste your Mutagen on it.
  • It seems that Augments that change upkeep cost have no effect on lords and heroes too.
  • Augments on lords and heroes sometimes aren't applied to the unit card correctly until you enter a battle.
  • Changing the mount of a lord or hero will remove all the augments you put on it. This is also the case, when it unlocks via level up. So it's best to wait until you have unlocked all mounts for a lord/hero and then change to the one you want that lord/hero to use permanently. (Changing it back to the initially augmented mount, after switching mounts, won't bring the augments back)
  • Moving a hero out of an army (onto the campaign map) and back into the army will remove the augments aswell.
  • Transitioning heroes directly between two armies will keep the augments tho.


Disclaimer:

I know, there used to be a mod like this on the workshop, but it suddenly disappeared a few weeks ago. Since it wasn't brought back online, I created this mod as a replacement.


Here is a version of this mod for all the non-skaven Units:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2975891008
19 Comments
kevinonetwothree 25 Nov, 2024 @ 8:59pm 
Actually I got it to work, I just copied over the db_purchasable_effects table from your mod to the Skaven mounts mod and renamed it!
kevinonetwothree 25 Nov, 2024 @ 7:49pm 
Hey great mod, I downloaded the Mounts for Skaven Engineers mod and they can't get fleshlab upgrades after their mounts. Do you think this is possible to add in? I tried modifying some of the db_purchasable effects tables but kept getting crashes. Understand you're busy; if you have any recommendations on mixing these two mods or where I should read up on merging them would be great!
Revan 16 Sep, 2024 @ 3:39pm 
:< Moulder Menagerie is literally the best mod for Moulder Clan
DrSchrank  [author] 9 Sep, 2024 @ 6:33am 
As I already wrote in the comments of the non-skaven version of the mod:
If you want to have a submod for another mod that adds units, it would be best to create it yourself. It is really not that hard to create simple mods like these. There are some really good resources online.

But I can't add every single mod unit that exists. That's just not possible. Not to mention, that I would have to keep it all up-to-date.
So there is no "fix" for this, that I can do.
Eldritch kitten(s)? 7 Sep, 2024 @ 9:57am 
Hello, I play a game with the mod "Moulder's Menagerie", and I was not able to mutate the unit of the mod if I enable this mod too.@DrSchrank do you think you can fix this?Or can anyone create a sub mod of compatibility? I sadly do not know how to do it my self.
I love this mod but not being able to play with modded units is a bit sad.
DrSchrank  [author] 19 Jun, 2024 @ 1:47pm 
Should be working. I just tested it.
@ZET-U, as I already stated in the comments, the mount bug will happen 100% to all of us. It's how the system is coded. I am not able to solve this, as it would be really complicated to do, if even possible.
So just as I wrote in the "Known issues": Wait until your Lord/Hero has unlocked all his mounts, switch to the one you like and then start augmenting him.
ZET-U 1 Jun, 2024 @ 6:42pm 
Sad, the Hero gets his mount and all of his augments are gone. Got this bug at every hero : (
Naustghoul 26 May, 2024 @ 8:07am 
@DrSchrank thanks for this, I think one lord from Mixu is not working though. Feskit will upgrade, but they go away after the next turn.
DrSchrank  [author] 19 Oct, 2023 @ 12:19pm 
@Moody! Yeah that's true. It works only for vanilla units.
One exception: I added the lords/units from "Mixu's Legendary Lords" mod, because I use it in a lot of my own campaigns.
But I surely won't add every unit from every mod that exists. I hope you can understand that :).
If you want a specific mod to be supported, you should create a sub mod for it.
Moodi! 17 Oct, 2023 @ 11:29am 
This doesn't work for mod units you can recruit as clan moulder I suppose? (I tried and the answer was no I couldn't mutate any mod units, but i thought i'd ask in case that's a mod compatibility)