Total War: WARHAMMER III

Total War: WARHAMMER III

Permanent Summons
176 Comments
Commisar Jon Fuklaw  [author] 5 Jun @ 5:26pm 
I could, but I won't. It's not within the scope of the mod.
Louie04k 4 Jun @ 7:37pm 
are you able to add debuffs to spawned units to make them more balanced similar to MB's Permanent Summons? youres is supported way better
Óðinn Alföðr 22 May @ 8:54am 
Ugh... pervert. You get erect about the old Vatican fart))):WH3_greasus_rofl::WH3_greasus_rofl::WH3_greasus_rofl:
Commisar Jon Fuklaw  [author] 22 May @ 8:42am 
Sarcasm only makes me more erect.
Óðinn Alföðr 22 May @ 8:38am 
Seriously??? I thought it was the pope's fault.))):WH3_greasus_rofl::WH3_greasus_rofl::WH3_greasus_rofl:
Commisar Jon Fuklaw  [author] 22 May @ 7:20am 
That's a mod conflict. Not my problem.
Óðinn Alföðr 22 May @ 4:23am 
And when I connected about 40 modifications and this particular mod, the crashes started. Without it, the aforementioned mods work without crashes.
Óðinn Alföðr 22 May @ 4:22am 
Maybe that's the way it is. I have not tested this in IE campaign. I'm currently sorting mods that can cause crashes.
Commisar Jon Fuklaw  [author] 22 May @ 4:16am 
Extremely unlikely. Zero errors and the tables used would cause a crash in all campaigns if there were a fault.
Óðinn Alföðr 22 May @ 2:09am 
This particular mod crashes in the Realm of Chaos campaign (I personally checked)
Captain Hater 8 Apr @ 10:57am 
Alright buddy! and thanks for the good work ^^
Commisar Jon Fuklaw  [author] 8 Apr @ 10:23am 
Doesn't bother me none. Have fun.
Captain Hater 8 Apr @ 10:22am 
Hi Commisar I made a version of your mod making the summons decay over time, if u want me to remove it from the workshop just say it that's why I tried to add you to ask first.
Commisar Jon Fuklaw  [author] 3 Apr @ 11:39pm 
Can now guarantee it is a conflict or similar issue, as expected.
Commisar Jon Fuklaw  [author] 3 Apr @ 11:31pm 
Almost certainly a conflict, then. All vanilla summon effects are completely disabled by this. I would look first at major overhauls like SFO or Radious, as they use their own unbinding effects.
Cactopus 3 Apr @ 11:27pm 
I'm using the external mod manager. I'm curious that there is no passive countdown timer showing for summons, but they still die after a couple of minutes (tried a couple of summons from different sources). Could be mod conflicts, but it was working fine for me before.
Commisar Jon Fuklaw  [author] 3 Apr @ 10:57pm 
You need to re-enable your mods when there is a patch.
optimusrhyme 16 Feb @ 1:22pm 
keep up the good work :)
☠✠endtimesmate✠☠ 15 Feb @ 2:52am 
du u use RPFM (Rusted PackFile Manager) ? when yes, which stats i must edit for the menace below clanrats? cause i want that other magically summoned units like bloodletters stay untouched.
marc.on.pluto514 17 Nov, 2024 @ 7:22pm 
update pls
Commisar Jon Fuklaw  [author] 14 Oct, 2024 @ 12:03pm 
For Total War, all mods are, so long as all parties have the same mods.
Realhollow 14 Oct, 2024 @ 4:28am 
just checking as you never know with mods :P
Commisar Jon Fuklaw  [author] 13 Oct, 2024 @ 10:08pm 
Of course.
Realhollow 13 Oct, 2024 @ 8:14pm 
is this mp compatable?
Realhollow 10 Oct, 2024 @ 1:05pm 
true haha
Commisar Jon Fuklaw  [author] 10 Oct, 2024 @ 8:57am 
People whine just to whine. It's the way of the world.
Realhollow 10 Oct, 2024 @ 8:54am 
i dont get why people are whineing about the Spirt it becomes permanent after the 2nd upgrade anyway and the AI gets it around turn 40 ish either way
89055908509 28 Aug, 2024 @ 4:51am 
Please update, thanks for this wonderful mod!!!
artem.rybalko 22 Aug, 2024 @ 2:54am 
Please update, thanks for this wonderful mod!!!
Human72 11 Aug, 2024 @ 9:11pm 
or they can be routed off the map for the unit summons. like the skaven clan rats summon etc they route off the map etc.
bing_crosby 16 Jun, 2024 @ 3:30pm 
For the folks who want to disable this for Malakai - it's super easy to go into RPFM and just delete the tables for the Spirit of Grungni. There's seven entries across the two tables.

Shit's still op tho haha.
Anvil 11 Jun, 2024 @ 8:24pm 
+1 to removing it for Malakai
zanoroun 2 Jun, 2024 @ 12:22pm 
i say keep in the spirit of grugni so i have time to shoot that rat bastard's balloon down as many times as i want
PIXY_UNICORN 29 May, 2024 @ 8:58am 
+1 to removing spirit of grugni. Just trivialises Malakai's campaign.
Mistersander 23 May, 2024 @ 2:09am 
Hi, I'm gonna add my voice to the request to leave the Spirit of Grugni out of this mod, it's simply too OP and forces me to not use this mod. Thanks
Flagelllant 11 May, 2024 @ 11:55am 
I still play with this mod since it's a must in my opinion, but permanent Spirit of Grugni has completely trivialized Malakai's campaign. Unlimited access to the strongest unit in the game from turn 1 and without even paying upkeep for it is too much.
Михал Пихалыч 8 May, 2024 @ 3:39pm 
does not work(( update plz
GLaDOS_cz 2 May, 2024 @ 2:14pm 
Does this affect Spirit of Grugni? I mean, that thing is bassicaly god mode with almost unlimited ammo.
ForrestFox 30 Apr, 2024 @ 10:01am 
Friendly reminder to have an update :)
pretty please :D
TimTheGamEnchanter 26 Apr, 2024 @ 8:29am 
Well hence I said “will support” !!
Commisar Jon Fuklaw  [author] 25 Apr, 2024 @ 11:50am 
No mod "supports" content that isn't currently out. Don't be ridiculous.
TimTheGamEnchanter 25 Apr, 2024 @ 11:49am 
Will this support Malakai's ship? the spirit of Grungni?
i_luzer 16 Feb, 2024 @ 10:09am 
посоветуйте мод с аналогичным функционалом который работает с модом radious
recommend a mod with similar functionality that works with the mod radious
Malnux the Restless 6 Jan, 2024 @ 6:10am 
i know this is pertaining to a separate mod, but in the nagash mod where there are a large amount of summons, none of the summons seem to be permanent with this mod.
Zeradus 25 Nov, 2023 @ 7:41pm 
Using the changeling lord my summons don't stick around.
Commisar Jon Fuklaw  [author] 25 Nov, 2023 @ 6:52pm 
Likely doesn't need one. Non-character models rarely get deprecated.
Zeradus 25 Nov, 2023 @ 4:14pm 
Any chance of an update?
game8breaker 17 Nov, 2023 @ 5:20am 
is their a way to overlap the 2x unit size so the units dont just pop out of existance
J/\S0|\|R0S 5 Sep, 2023 @ 12:38pm 
Fanatstic mod. A+. Confirmed working 4.0.1. Adds so much realism and immersion. WH3 is hardly the best contendor for a competitive esport so CA's intent to "balance" for MP seems pretty misguided from the jump. That's before we get into the ratios of SP vs MP playtime; why would any company choose to "balance" for the less popular method of play? It's insane.

Thank you so much, author.
Anima 31 Aug, 2023 @ 8:55pm 
Thats fast .Thx for the patch and take care.