Total War: WARHAMMER III

Total War: WARHAMMER III

Not enough ratings
Custom Legendary Lords for Vampire Coast - WH3 - Standard Version
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
156.045 MB
7 Mar @ 3:00am
20 Apr @ 5:58am
5 Change Notes ( view )

Subscribe to download
Custom Legendary Lords for Vampire Coast - WH3 - Standard Version

Description
This mod contains four new Legendary Lords for the vampire coast faction. They are all original characters with their own unique skills, bonuses and abilities.
This mod is for Total War: Warhammer 3, however, if you rather want to play the Warhammer 2 version click here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3360040073

Disclaimer:
I am not a game developer or a warhammer lore expert but i have tried my best to ensure that the characters are balanced and somewhat lore-friendly. These characters are also vastly different from other conventional lords with skills and abilities that might appear overpowered, underpowered, strange, weird or outright silly.

Standard or Distributed?
This mod comes in two versions; standard and distributed.

Standard gives the player (and ONLY the player) all four characters at the start of a new game, should they play any of the four Vampire Coast sub-factions. Most suited for singleplayer and seeing all that the mod has to offer.

Distributed gives all four sub-factions one lord each (details below) regardless if you play the Vampire Coast or not. This one is intended for multiplayer, roleplaying or if you are playing an entirely different faction and want the AI to use the lords.

Distributed version can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439879548

DO NOT USE BOTH MODS At THE SAME TIME! It would most definitely break the game.

Features:
- 4 new custom made legendry lords, available for both Vortex and Mortal campaign.
Elizabeth "Deadeye" Ghastly, The Vampire Pirate Gunnery Specialist (The Awakened, Harkon's Faction)
Henry Krellington, The Powerful Vampire Pirate Necromancer (The Dreadfleet, Noctilus' Faction)
William "Billy" Bones, The Exiled Wight Lord, and his wife Ophelia Bones (The Drowned, Cylostra's Faction)
Salastor Fortune-Finder, The Mercenary Captain From Tilea (Pirates of Sartosa, Saltspite's Faction)
- Quest Battles! All four legendary lords have their own quest battle, with powerful and useful rewards. All quests unlock when the corresponding lord reaches level 8. (Some of the quests might be hard to beat, so be prepared!)
- Ship Building! They all have access to ship building, as well as their own unique buildings.
- New units! Everyone (except for Salastor for reasons to be discovered) have a unique unit they can recruit.
- Skillpoint dump! All the lords come with a skillpoint dump incase you use any extra skill point mods alongside this one.

IMPORTANT!
If you are going to play Krellington's or Deadeye's quest battle you might want to know that they are siege battles, so you might want to use some form of siege overhaul mod because sieges are... not great.
If you do not use some form of siege balancing you can expect Deadeye's quest to be much easier and Krellington's quest to be much harder.

Known Issues (ALSO IMPORTANT!):
- The quest battles CAN NOT be teleported to unfortunately, unless I find a fix for it. I am afraid you are just going to have to sail to it. I Blame CA for changing the quest/objectives menu from WH2.
- The quest battles can be fought by anyone, so make sure you use the correct character for the right quest.
- The quest rewards items do not automatically equip to any character when gained like in the regular game, so you will have to manually equip them. The items are although locked to their corresponding lord so only they can equip them.
- Is the mod SFO compatible? No clue! I have never used it myself. Use at own risk, I suppose.

If you have any questions, run into any issues or have cool ideas, please leave a comment!
If you do run in to a issue and want to tell me, please tell me if you used the Standard or Distributed version.

If you like the mod and want to support you can send a donation through Ko-fi with this link!
https://ko-fi.com/sebbelanian

Special thanks:
Cryswar for writing several great modding guides that I used (a lot) to achieve this.
Mixu and their "Mixu's Legendary Lords" mod, I had to take a peek at the mod to figure out how to do certain things.
Zathoth and their "Generals and Heroes Maximum Level 60 2 points per Level" (WH2) mod for giving inspiration and the know-how to add a skillpoint dump.

I wish you all smooth sailing!
12 Comments
Sebbelanian  [author] 13 Jun @ 12:48pm 
@幡沫 I'm happy it worked out! And you are correct, the lords can not be selected in custom battles or be viewed in the unit browser. Although, the special units (such as Beth's Sharpshooters) can be used in custom battles, but none of them are really designed for it.
幡沫 13 Jun @ 11:41am 
Thanks for the reply! I didn’t realize they needed to be recruited — I thought they’d just show up at the start of the campaign, haha. I’ve found them now!

By the way, is it correct that they can’t be selected in custom battles or seen in the unit roster?

P.S. I’ll make sure to add your mod to the required items list as well.
Thanks again for the amazing mod — really love your work!
@Sebbelanian
Sebbelanian  [author] 13 Jun @ 10:08am 
@幡沫 Hello! I'm sorry to hear that you are having problems with my mod, however, I tested both the Standard and Distributed version just now and they are both working properly. It might be something on your end. I can suggest some solutions that might work.

1. Doublecheck that the mod is enabled in the launcher.
2. Only use one of the versions at a time.
3. The lords will only appear on a new game. A save made before enabling the mods won't work.
4. They will appear under "Legendary Admirals" when recruiting a lord.

If all else fail maybe try to verify the game files in steam? (Most unlikely to work, though)

And regarding any translation mods, It sound very cool and I'm all for it! However, I would like to ask you to please provide proper credit in your work. I spend a lot of time and effort making all of my mods. Thank you!
幡沫 13 Jun @ 7:59am 
Hi! I'm a translator from the Chinese Warhammer community. I’d love to localize your mod into Chinese, but I ran into an issue during testing — no matter which version I try, the four legendary lords don't show up in the game, and they’re also missing from the unit roster.

I’m not using any other mods, so I was wondering if you could kindly check if something’s broken?

Your mod looks amazing, and I’d really love to help more players enjoy it in Chinese. Looking forward to your reply — thanks a lot!
@Sebbelanian
Sebbelanian  [author] 15 Mar @ 4:38pm 
@Bionix No wait, that's not how it works. The missions should appear because I did not give the characters a start_pos ID, and that ID is the thing that determines the campaing. And by not having an ID the missions should appear on any campaing.
Sebbelanian  [author] 15 Mar @ 3:49pm 
@Bionix I did not realise it was a whole new map! That would, as you say, make the quest markers not make sense or not work at all causing the missions to break. However, all the quest are defined in the "campaing id" so they will only appear in the immortal empires campaing. So, worst case senario I expect the missions would not trigger at all. I might check this if I get the time.
Bionix 15 Mar @ 9:32am 
@sebbelanian Regardless of the mod, you should check The Old World out. It's a fully redone map that is significantly bigger. I was asking about compatibility because if there are hard set locations in this mod, like perhaps for the quest battles, it might not be compatible.
Sebbelanian  [author] 13 Mar @ 3:48am 
@Bionix I'm unfamilliar with The Old Word Campaing mod so I do not know, but if the pirate faction is left unchanged and the mod only adds thing it should be fine? Maybe? This mod only adds lords to the legendary lord pool at the start of the campaing.
Sebbelanian  [author] 13 Mar @ 3:33am 
@Ar_An Thank you for pointing it out! It caused issues with the general lord skills not applying to the units it should, so I switched out my "_lan" version to the base game ones. They still exist though so they won't disappear. And to be honest... I don't remember why I made my own version, but I've tested using the base game ones a bit and it seemed to work as well. Anyway, it should be fixed now!
Ar_An 13 Mar @ 12:34am 
Hi, thank you for mod.
You forgot add "wh_main_vmp_inf_grave_guard_0_lan" "wh_main_vmp_inf_grave_guard_1_lan" and "wh_main_emp_inf_greatswords_lan" to "unit_set_to_unit_junctions_tables"
Why you don't want use ingame graveguards and greatswords?