Total War: WARHAMMER III

Total War: WARHAMMER III

Better Slaughter and Carnage
41 Comments
TOOTHBRUSHDUCK  [author] 16 Apr @ 5:53pm 
Is something not working? Since the capital fix, should be unchanged
Atheon484 16 Apr @ 7:23am 
please update
dragonfable211 24 Jul, 2024 @ 7:23am 
this what i looking for. thanks mate
TOOTHBRUSHDUCK  [author] 12 Mar, 2024 @ 11:37pm 
No idea, I do not use SFO, and don't know how deep it's changes run
Stranger-Come-Knocking 12 Mar, 2024 @ 9:42pm 
I'm using it with SFO and Skarbrand gets tempered rage but the AP and melee attack values are still the same. I had it both overriding and being overridden by SFO and it's still the same. Is there any fix for this
TOOTHBRUSHDUCK  [author] 26 Jan, 2023 @ 7:15pm 
Alas, not much can be done with overhauls (particularly those I don't use) without making it reliant on them
lupus 26 Jan, 2023 @ 6:56am 
it is the same for sfo the bonus is up to 100% but not higher
TOOTHBRUSHDUCK  [author] 22 Jan, 2023 @ 4:06am 
Glad you like it :)

And yeah, big mods like that will always be annoying for compatibility
***Fro$T*** 22 Jan, 2023 @ 1:45am 
I set the priority higher and lower, but your mod does not work completely. But the fact that it partially works is already excellent. Anyway, thanks for this mod!
TOOTHBRUSHDUCK  [author] 22 Jan, 2023 @ 1:09am 
Looks like it is overriding almost everything, interesting. Seems like in whatever load order you have atm it's either totally overridden, or Radious completely swaps it out for a different item. If you tried having it above in loard order, maybe try below, or vice versa. Else I don't think there is much I could do without making it totally dependant on radious
***Fro$T*** 22 Jan, 2023 @ 12:11am 
turned off your mod to write what bonuses are in the mod radio: income from trophies after the battle 10%, khorne filth +6, recruitment cost -5%, melee attack +5, weapon damage through armor +100. Massacre and Carnage: base weapon damage 0-60%, damage through armor 0-60% and that's it. The weapon is too weak for the radious mod, I wrote to the developers but there is no answer. Your mod would be indispensable as a radious submod and I think it would be popular, since the radious mod itself is very popular.
***Fro$T*** 21 Jan, 2023 @ 11:43pm 
I am writing all the bonuses that I currently have working with a radio mod, and you compare with your mod, it will be easier: income from trophies after the battle is 10%, filth of khorne +6, recruitment cost -5%, melee attack + 5, weapon damage through armor +100, save 10%, frenzy (works well!)
Massacre and Carnage : AoE Attack Power +100%, Base Weapon Damage 60% (should be 300% like in your mod), Damage Through Armor 60%, Containment Effort (works +20%)
TOOTHBRUSHDUCK  [author] 21 Jan, 2023 @ 11:25pm 
Interesting, but the base stats of the weapon are working fine?
***Fro$T*** 21 Jan, 2023 @ 11:13pm 
base weapon damage (in the radious it is set to 60%, but it should be like in your mod 300% but does not work) and weapon damage through armor (60%) Perhaps somewhere else the values ​​​​of your mod do not correspond, but what I wrote above immediately noticeable.
Sorry if there are mistakes somewhere (I write through a translator)
TOOTHBRUSHDUCK  [author] 21 Jan, 2023 @ 6:18pm 
What aspect isn't working with Radious?
***Fro$T*** 21 Jan, 2023 @ 10:08am 
Changed priorities, does not help (
TOOTHBRUSHDUCK  [author] 21 Jan, 2023 @ 6:59am 
I have never used the radious mod so have no idea what does/doesn't worth with it, best solution I can offer is moving it higher than Radious in the load order (or after, can never remember which takes priority)
***Fro$T*** 21 Jan, 2023 @ 6:40am 
Good afternoon. Can you somehow make your mod fully work with the radious mod? Your mod works but partially ((
Sin 20 Oct, 2022 @ 11:41pm 
I knew u would change this! Great job
TOOTHBRUSHDUCK  [author] 17 Sep, 2022 @ 6:27pm 
I have a big mod, Artefacts of Legends, which is linked at the bottom of this mod, which focuses on doing just that!
ArchAnge1LT 17 Sep, 2022 @ 11:15am 
Thank you so much. Can you please revisit more items if you can, like Teclis and Malekith.
TOOTHBRUSHDUCK  [author] 4 Sep, 2022 @ 3:00pm 
Probably a conflict with legendary lord artefacts, ai should get the full benefits of this
Keep calm 4 Sep, 2022 @ 2:28am 
Why AI don't get this weapons? This is intended or it's a some conflict with legendary lord artefacts mod?
IIFriggII 30 Aug, 2022 @ 11:20am 
this is Awesome :D ty
honestly i don't get why this wasn't the sword +- from the start.
seriously these two axes should at bare minimum rival khain (which at least now it's a good choice for most situation, but that clear 900ap, 20wards save and unbreakable can't be contestet easily :P )

you really should add unbreakable, like khain etc; skarbrand shouldn't be able to "break" ^^
TOOTHBRUSHDUCK  [author] 25 Aug, 2022 @ 3:11am 
I haven't tested removing it though, but since it's just table changes it shouldn't cause trouble
TOOTHBRUSHDUCK  [author] 25 Aug, 2022 @ 3:10am 
Should work fine with save games, and should also be fine to remove
marc.on.pluto514 25 Aug, 2022 @ 2:05am 
saved game comp?
Sin 22 Aug, 2022 @ 6:02pm 
10 4, copy that
TOOTHBRUSHDUCK  [author] 21 Aug, 2022 @ 6:45pm 
Shouldn't need an update, but I'll make sure to update the version :)
Sin 21 Aug, 2022 @ 9:16am 
Will this need to be updated for IME DLC release or un-necessary? This mod is STILL A MUST HAVE for my boi GIGA CHAD Skarbrando
TOOTHBRUSHDUCK  [author] 30 Jul, 2022 @ 2:50am 
Updated the version, shouldn't have the wrong version warning again for now. Lemme know if it actually breaks
Sin 30 Jul, 2022 @ 1:28am 
Update?
Aurelius3K 18 May, 2022 @ 1:15pm 
Update Please
TOOTHBRUSHDUCK  [author] 24 Apr, 2022 @ 12:18am 
No plan atm, but I can have a look and see. Normally as long as it's unique I don't mind it being a bit weaker, but slaughter and carnage were a case where they were outright worse at the same gimmick as the chainsword
Altus Aquila 22 Apr, 2022 @ 8:48pm 
Thank you. Do you planing to rework witstealer sword too?
Sin 21 Apr, 2022 @ 5:18pm 
ahh I see
TOOTHBRUSHDUCK  [author] 21 Apr, 2022 @ 4:49pm 
I should have removed the false unending flock of doom passive, but the slaughter and carnage passive will still show, I don't know how to remove that without starting to edit the quest screen which would cause more trouble than it's worth
Sin 21 Apr, 2022 @ 7:23am 
+Like n Fave

I assume the bug below mentioned will be fixed too?
TOOTHBRUSHDUCK  [author] 6 Apr, 2022 @ 8:20pm 
The quest screen is bugged I believe, since both of those abilities are specifically disabled in the actual table. slaughter and carnage to remove the double up, and it seems I left unending flock of doom in from testing
Sky 6 Apr, 2022 @ 12:20pm 
Hey, cool mod. In the quest screen it says, the items also grants unending flock of doom and both the chainblade and "slaughter and carnage" passive.
Wolfskralle 6 Apr, 2022 @ 7:59am 
good shit ty