Total War: WARHAMMER III

Total War: WARHAMMER III

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The Blightwing Duchy
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Tags: mod
File Size
Posted
Updated
53.478 MB
21 Oct, 2023 @ 2:24am
12 Dec, 2024 @ 9:38pm
18 Change Notes ( view )

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The Blightwing Duchy

Description
What it do?
This mod adds a new playable Daemons of Nurgle faction to the campaign map featuring two original legendary characters and a couple of unique units together with a supplement of turncoat Bretonnian units also. The Blightwing Duchy may recruit all Nurgle units as standard but may also recruit the common folk of the land from any settlement via a unique minor building chain.

The faction begins in the heart of Bretonnia, Massif Orcal, with all kinds of enemies on both sides and very few friends. As such the early campaign can be quite challenging if you ruffle the wrong feathers so be mindful of your step. The evicted Grom the Paunch now makes his start on the coasts of Ulthuan nearby.

The focus of the faction is largely on Rot Flies and Plague Drones. As The Duke of Flies you'll be able to field them in greater quantity and swarm the enemy while as Ghithrus Maggotkin you'll find yourself out muscling your opposition with a number of buffs to make your buzzers into real terrors of the skies. The effects of the faction will depend on which you choose to start your campaign as however you will be able to use both Legendary Lords later in the campaign by completing a small quest that begins on your second turn.

Known Issues:
- The two have the same starting army on the faction select screen. This however has no impact past faction select.
- There is an unexpected guest in the lord pool when playing on ChaosRobie's The Old World map. Not sure what he's doing there or how to get rid of him, don't bother him and he won't bother you.

Future Plans (maybe):
- Some form of custom mechanic for the faction that will have you collecting souls to work towards an endgame reward.
- Personalised victory conditions.

Compatibility Notes:
- I don't use any overhauls and will not be making submods for any either. Anyone is welcome to make one on my behalf, throw me a link for it and I'll put it here.

- This mod is compatible with the Variant Selector mod allowing you to choose your Paladins' appearances.

- This mod is compatible with The Old World, starting along Bretonnia's mountain borders in the lowly hold of Grim Duraz.

- This mod is compatible with Immortal Empires Expanded

Submods:
- Russian Translation
- Chinese Translation
- Korean Translation

Credits:
- Frodo for creating RPFM
- Ole for creating Asset Editor
- Phazer for creating QtRME
- Chasslo for helping to write the code for the Legendary Lord unlock quest
- Calm&NormalTime for his texture work on the Duke's fancy hat
- Dungeon Master for the lovely screenshots used above
- All of the folks over on Da Modding Den[discord.gg] that assisted me along the way
112 Comments
Leonardo 2 Jul @ 1:00pm 
Seems im not the first one getting LUA error with this mod. Got it everytime starting golf*g campaign with IEE and another faction on (TEB during my testing). With only Mixer, IEE and this seems to work
jab_ra 31 Jan @ 8:57am 
mod "!b_mixer.pack";
mod "groovy_mct.pack";
mod "!a_meh_blightwing_duchy.pack";
jab_ra 31 Jan @ 8:56am 
LUA error
Serj Targarien 5 Nov, 2024 @ 10:45pm 
Quickly tested again today.

Either the other offending mod fixed the incompatibility issue, or Steam messed up the download the first time, I assumed it would either work or not work, and I assumed wrong. It's working properly for me now. Thanks for your work. This is one of the most unique faction mods in the Workshop. Really enhances the Bretonnia part of the map.
Meh  [author] 4 Nov, 2024 @ 10:57pm 
Sure thing. Feel free to update me on compatibility issues, no promises but if it's something I'm doing wrong then I can look to resolve it. I always test only with my required mods as I can never account for user mod lists, as far as I see everything is working fine with no unexpected errors put out in the log.
Serj Targarien 4 Nov, 2024 @ 10:45pm 
Will have to try again to see if it's a compatibility issue with OVN Lost Factions or any other big mod.

To clarify, it doesn't crash my game, but if I enable the Context Viewer with the Script Break warning, it shows a big red X on campaign start, which is further confirmed by Script Logging activated either in WH3 mod manager or the mod here in the workshop. Haven't tried playing for longer because script breaks usually cause problems later in the campaign.

Before testing anything else, if it works for everyone else, my hunch may be the aforementioned OVN Lost World changing something about the settlements the factions are supposed to spawn in, or something similar.
Meh  [author] 4 Nov, 2024 @ 8:41pm 
Works on my machine
Serj Targarien 1 Nov, 2024 @ 12:26am 
Just a heads up. Causes a script break at the beginning of the campaign after 5.3.0. Need an update.
Meh  [author] 29 Oct, 2024 @ 12:01am 
Run this mod together with your list https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789857593
It will dump script log files to Steam\steamapps\common\Total War WARHAMMER III
Alternatively if you're using PJ's WH3 Mod Manager then you can find it built into his Other Settings
Pfleger Von Yggdrasill 27 Oct, 2024 @ 11:55pm 
@hi3r0ph4nt
How did you get this? Can't it be considered the actual trackable crash report, since ca's crash report is unreadable.