Total War: WARHAMMER III

Total War: WARHAMMER III

519 ratings
From the Grave - Vampire Counts custom expansion
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units
Tags: mod
File Size
Posted
Updated
284.202 MB
29 Apr @ 11:10pm
5 Jun @ 4:07am
7 Change Notes ( view )

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From the Grave - Vampire Counts custom expansion

Description
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!UPDATE!



* 4 new units
- Barrow Guard (Sword and board infantry)
- Dread Marshals (2-handed infantry) + Officer unit
- Mourn Guard Knights (Cavalry)
- Mireborne Horror (Monstruous cavalry)

* Units added to the raise dead mechanic

* Spells added to the heroes/lords including custom raise dead spell ("From the Grave") - both campaign and custom battle though in order to use the spell properly in custom battle please deselect the vanilla raise dead spell.

* Minor bugfixes (Vlad fixed, Unit cap fixed)

* Building added for cavalry/monsters

* Overal adjustment of balance / unit spacing. (also more mass added to the Pale Monarch)
!This is a difficult topic hence please share your suggestions with us on how to improve this!

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Mixer dependent if you want the 2 heroes and 2 lords to show up.
Should be fully compatible with most mods. I will be adding more units going forward.



  • Big thanks to AwDiddums in helping me create all the skills / passives / balancing of the units and lords.
  • Big thanks to JAFAR FROM AFAR for providing screenshots.
  • Big thanks to iAboLo6fa for providing screenshots.
  • Big thanks to X-T for providing me with Barrow Guard & Mourn Guard Knight weapons.
  • Big thanks to Skeleton Crew for helping me with some of the DB/balancing stuff.
  • Big thanks to Frodo for creating RPFM.
  • Big thanks to Ole for creating AssetEditor.
  • Big thanks to Mixu for creating Mixer to unlock the agents for different cultures.
268 Comments
Hans Wright 4 hours ago 
Those guys could 100% be separate "awakened" undead faction, forgotten legion of Nagash or something like that. Great job with models! Thats some high quality right there!
KidouKenshi22 23 hours ago 
absolutely love the design and custom moveset and vfx! thats dlc quality, even better! Any way you could do a similar mod fpr greenskins? with new lords/heroes or LL who has custom animations? All greenskins have the same basic moveset, its so lame..
SirMemory 18 Jul @ 4:06am 
Will there be a SFO comp version at some point? :)
Kysaro  [author] 18 Jul @ 1:46am 
@GFreenD, my tag is Kysaro in discord as well. If not you can also type a message in the modding den discord, and leave a message in the skeleton crew channel.
GFreenD 17 Jul @ 3:43pm 
@Kysaro oh cool though how do i find your discord? (i would appreciate a helping hand in how to edit your mod (havent done any moding my self))
Kysaro  [author] 13 Jul @ 2:15pm 
@Reaper not too sure if it has a cap.. He is quite powerful comparing his costs to others will have another look at it when in updating it next.
Kysaro  [author] 13 Jul @ 2:13pm 
Thanks, as for rebalancing; wont be touched anymore. Impossible to keep everyone satisfied as its been modified multiple times now. But everyone is free to alter the mod to their liking. Feel free to reach out to me in Discord and ill even show you how to do so. :)
Reaper 13 Jul @ 11:35am 
Love the mod and the unit designs. The HP regen on the Pale Monarch seems a bit overtuned though, does it have a cap? He seems to be outhealing the damage he is taking even against AP.
GFreenD 13 Jul @ 6:24am 
great mod but my god it requires heavy rebalancing your units are costing twice as much upkeep as same or stronger units of base game (also some unit tiers dont seem to reflect their actual power as example vargul vs mireborne horror you can get vargul at castle lv 4 and he is tier lv 4 but mireborne is castle lv 5 building for a tier 3 who should be tier 4 if not 5 because all his stats are better then vargul apart his health and regeneration.)
Kysaro  [author] 13 Jul @ 2:57am 
Thanks for sharing will look into that. Material files sometimes get screwed up when creating wsmodels - should be an easy fix.