Total War: WARHAMMER III

Total War: WARHAMMER III

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Lord Hero Swap
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Tags: mod
File Size
Posted
Updated
21.628 MB
13 Jan @ 8:12am
15 Apr @ 5:13am
20 Change Notes ( view )

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Lord Hero Swap

Description
This mod allows you to convert all vanilla lords into heroes and all heroes into lords. These lords and heroes have different skills depending on what hero type they are.


How it Works:
Each vanila character that makes sense has a new button into lord/hero button in their character panel.

If the lord has an army they will re-spawn next to the army and you will be prompted to assign a new general.

Traits, ancillaries, items and character level will carry over.

Red and blue lord skill lines are swapped out for hero blue lines whilst the character is a hero and the opposite.

Restrictions:
You can always convert Legendary Lords(LL) into Legendary Heroes (LH), bu converting LH into LL requires you to have available army cap, like with tomb kings, and beastmen. You can only convert Generic Lords (GL) into Generic Heroes (GH) if you have the available cap for that hero, for example the "General of the Empire" to be converted into a hero you need capacity for "Empire Captains" since they share the type of champion. You can check what characters are what hero type by checking in the discussions .
For bretonia the vows will be converted from lord into hero but some of them can't be completed has a lord or as hero.

Compatibility:
This mod datacores db/military_force_type_feature_junctions_tables to remove entries so that this mod works with horde factions. This change means that for hordes you can lose your lord and the horde not be immediately destroyed and be substitute by another.
It also overwrites a lot of entries if there are other mods that mess with the same entries this mod won't work then.
If you use a mod that gives extra xp or levels then characters might lose progress when they get converted.

Incompatbility with "Daniel Not Poor (Normal Items for Daemon Prince)" mod

Works with multiplayer.

Bugs:
Sister os twilight require you to first turn on 2d portholes then select their skills then change the lord to a hero, do not click them, then save the game load that save and now you can use them as a hero and can turn the porthole back into 3d. the game crashes if you do not do these steps when you either look at their porthole or look at their character screen.

Just because a skill says "for agent in army" or "for general", etc that doesn't mean that a skill doesn't work, you need to actual verify if it works or not.
If you find a issue with skills not being in the correct place or not being able to command a hero to target something tell me and I will fix it.
Contact me either here in the comments or in the #skeleton_crew in the modding den for bugs and suggestions.

Credits:
Thanks for Partypus for the mod image.
Thanks to Chris for first making this mod, I wanted to do it but he managed to make it first.
Thanks for Mixu for giving his method so we could do it.
Thanks for Frodo for making rpfm
Thanks for the modding den for being a good and enjoyable community.
Popular Discussions View All (4)
3
12 Jul @ 7:46am
Kairos not attachable to army as hero
Echoo
5
19 Jan @ 9:02pm
Hero to Lord
SenPie69
3
24 Apr @ 4:45am
mod crashing new saved games
Deejons
233 Comments
All is Dust  [author] 10 hours ago 
@long schlong


local dust_new_entrie_example ={
["dust_agent_unit_nyletoth"] = {art_set = "dust_art_set_nyletoth", agent_type = "champion", generic = false},
["str_gutrot"] = {art_set = "str_gutrot", agent_type = "champion", generic = false}


}

if (type(dust_convert_character_details) == "table") then
for n = 1, #dust_new_entrie_example do
table.insert(dust_convert_character_details, dust_new_entrie_example[n])
end
end


something like above will add the new entries into the table it would mean that you would require this main mod and have not test it but it either should work or only require a first tick callback to function

If you want me to help you better I recommend you join the modding den discord and we talk there
long schlong 21 hours ago 
@All is Dust Thanks for the help, I was successful in making it work with a modded character, but how would I go about adding the modded character to your script? So far I just copy pasted the script file and added the modded character, but if I were to make a second patch for a different mod and did the same thing as I did with the first patch, wouldn't that overwrite my first patch?

So how would I go about adding new lords/hero's from different mods without overwriting each other and the base lords/hero's?
All is Dust  [author] 23 Jul @ 2:35pm 
@BuNNiFuFu I would guess you have a exp boost mod or a aditional skill points mod or something similar
BuNNiFuFu 23 Jul @ 6:47am 
every time I swap the character loses half their levels. oh nooo
All is Dust  [author] 23 Jul @ 2:23am 
Hey @long schlong yes, the new skills are required for, items, mounts, innate skills (trait) specially require the same formating due to my scripting and require an actual trait, and skills that affect units in that army also skills that need to be moved around. Because of them being so many I decided it was easier to do a copy version of all and fix all the wrong ones.
long schlong 22 Jul @ 10:28pm 
@All is Dust Sorry for being a pest, but I'm thinking of making mods that add new Lords/Hero's, compatible with your Lord Hero Swap mod. I just have a question, I noticed you made "new skills" that are from base game but just added dust_cc_new to them is that something I have to do with characters from other mods? (examplle Mixu's Legendary Lords) If so why is that.
BioVolck 22 Jul @ 9:39am 
Is there any way to make another lord/hero from the mod work with this mod?
Potato0 21 Jul @ 11:25pm 
pls make compatible with added lords too
T3RR0RBLADED_XIV_BALENCIAGA 14 Jul @ 12:20pm 
save game firendly?
Majo 7 Jul @ 6:17pm 
Any plan to make compatible with added lords? In particular thinking about Mixu's Legendary Lords.