Total War: WARHAMMER III

Total War: WARHAMMER III

[Submod] Tabletop Caps - Additional Caps for Legendary Lords [IE Updated]
26 Comments
Bleeding Heart 25 Jun, 2024 @ 7:44am 
Yeah, it doesnt. Shame, really.
blood for the blood god 18 May, 2024 @ 11:01pm 
i think it dosent work now
dewpiece 4 Oct, 2023 @ 8:34am 
Is this or/and the Unique rulse submod compatible with SFO?
Jagielka 23 Jun, 2023 @ 8:28pm 
Hey sorry for the late response, I could teach you or just send it to you (author's permission permitting) if you just add me on steam and message me
Siltherium 13 May, 2023 @ 8:54am 
@Jagielka How did you did it? I haven't been capable off.
Jagielka 17 Apr, 2023 @ 8:42am 
Nevermind, the picture made it very easy to do myself, thanks again for this great mod!
Jagielka 17 Apr, 2023 @ 7:34am 
Hey! Sorry to bother you again, any chance this gets updated for the new LLs from the Chaos Dwarves pack? If not, I can try and give editing the pack a shot for myself, what software are you using for the third picture?
Jagielka 7 Sep, 2022 @ 2:01pm 
@NeVerForEver Yes it all looks fixed now! I might be going crazy with Snikch, I could've sworn he didn't have it before I commented but he does now. Thanks so much!
NeVerForEver  [author] 7 Sep, 2022 @ 3:57am 
@Jagielka ur welcome:) And yea good spot! Taurox, Nakai, Gor-rok and Wulfhart for some reason uses a different name scheme for their innate traits - should be fixed now! For Snikch, I just tried a new campaign on my end and he does have the extra caps, can you double check?
Jagielka 4 Sep, 2022 @ 2:54pm 
Thanks for making this mod! I've been liking it so far but noticed some LLs don't seem to have the trait to increase caps, maybe it's on my end? Examples I've found so far:

Beastmen: Taurox campaign, Taurox doesn't have the increased caps but all other confederated LLs do
Lizardmen: Itza campaign, neither Nakai nor Gor-Rok have the trait
Skaven: Eshin Campaign, Snikch doesn't have the trait, he's the only one in this campaign so far.

Is anyone else having these issues or is it just on my end?
NeVerForEver  [author] 30 Aug, 2022 @ 12:19pm 
@Zarif try now - Queek's key got changed in IE looks like, I've updated that and added the four CoC champions:)
Zarif 26 Aug, 2022 @ 11:53am 
I like the concept of this mod but having in enabled (with the required mod) prevents my game from loading. Gets indefinitely stuck loading the main menu. Tried with only this and TC enabled.
HungryBat 23 Aug, 2022 @ 7:39pm 
I used a skilldump mod and reprogrammed it modify the unit cap currently it works okay
NeVerForEver  [author] 23 Aug, 2022 @ 7:21pm 
@Nothing. sorry about the late reply - been busy. So what you have is probably what I would've done, though I haven't looked into the auto mount skill toggle thing they recently introduced. But I'd imagine you do that and make it hidden. I'm sure there's an easier way to do it via scripting but I haven't touched any LUA scripts in WH, but folks in the Modding Den might be able to help if you wanna do it "perfectly". Otherwise maybe settle for like 4 hidden, auto-level skills granted at lvl 10, 20, 30, etc. Then just use DrunkFlamingo's template (included in this mod) to apply the effects. it'll be pretty tedious tho doing that for all lord types
HungryBat 16 Aug, 2022 @ 9:25am 
do you happen to know if you're able to make the cap increase scale per general level? say per general level the rare cap increases by 1, and the special cap increases by 0.5?
I'm currently trying to make a new skill line that uses the mount skill mechanic that levels by itsself to have every lord skill the skill that increases the cap on a fixed level, but maybe you're better at this and know a much easier way of getting this done, like adding a trait that increases per level the general levels.
NeVerForEver  [author] 8 May, 2022 @ 9:33pm 
@DrunkFlamingo ah thanks - just did!

@Kerberos2000 yea i noticed that as well but it's pretty minor - i don't think it'll too hard to fix but tbh i just haven't been playing the game at all recently. I'll try to take a look when I have time
Kerberos2000 7 May, 2022 @ 3:23am 
Great Submod. But I noticed some missing texts, like on the campaign start pages where you can see the campaign effects of lords, you only see one blue und one purple points without any text beside them. This feels a little bit like a visual glitch.

Could you maybe add some text here?
NeVerForEver  [author] 17 Apr, 2022 @ 6:45pm 
@president samblers what step are you stuck on? I can try and help you troubleshoot
president samblers 16 Apr, 2022 @ 11:31pm 
hey dude, love this mod. just wondering if you would mind adding more detailed instructions to use rpfm to edit the extra amount a LL gets? I am new to this and am having trouble getting it to work just using your pic and what you wrote above. if not i understand.
Mors Avis 16 Apr, 2022 @ 11:20am 
Wow ... this is a great addition to DF's TTC mod! Simple, but elegant.
NeVerForEver  [author] 15 Apr, 2022 @ 7:31pm 
@Queek Headtaker @zelensky glad it's useful:)
MushroomMan 15 Apr, 2022 @ 7:02pm 
I literally posted not too long ago how this limit would be perfect for me

Great work!
Maníaco do Astra 140 15 Apr, 2022 @ 1:54pm 
Excellent idea
NeVerForEver  [author] 15 Apr, 2022 @ 7:43am 
@옴니시아 let me know how that goes! I haven't really thought too much about balance just yet since I'm waiting for SFO to come out first;)
Revelation 15 Apr, 2022 @ 4:03am 
I've probably played 2000 hours or so with TTC mod adjusted over the last game and this one. I found the best when I could adjust was to drop 1 rare and add 2 special or remove 2 special and 2 rare.

HOWEVER; I never considered that the big names should get something special, interesting. I shall give it a shot :D