Total War: WARHAMMER III

Total War: WARHAMMER III

Legendary Lords of Legendary Mastery Enhanced
663 Comments
Commisar Jon Fuklaw  [author] 16 Jun @ 2:47pm 
That's not a normally playable LL, so I need a screenshot of the skill tree in question.
HarryBaboon 16 Jun @ 1:26pm 
Sarthorael the Everwatcher has a bugged skill tree, the magic line is split across 2 lines blocking progression and overwriting other skills.
Exterminator 14 Jun @ 1:51pm 
godly, you are a saint
tongmaster 14 Jun @ 1:32pm 
o7 Commisar ty for your service to the Emperor
Commisar Jon Fuklaw  [author] 12 Jun @ 12:44pm 
Really scraping the bottom of the barrel (because CA is with these literal nobody characters), but all of the new Khornate characters are included now. Also for no reason in particular, Yuri Prime (not Daniel, that's a stupid name) has received a major update.
Magus 10 Jun @ 4:13pm 
See, I think "Carlos the Weavemaster" sounds more like the flamboyant Latin guy who works down at the hair salon, but different strokes for different folks.
Reaper7heGrim 6 Jun @ 3:57pm 
Any chance we will be getting capstone skills for the lords added in OoD
Aelfric 31 May @ 2:59pm 
it's been 5 mins and I am still laughing...
Commisar Jon Fuklaw  [author] 31 May @ 12:36pm 
Okay, whatever machine translation you are using needs to be thoroughly rebuked. "Carlos the Weavemaster" sounds like some basket weaver lazing about outside Home Depot who needs to be deported.
31 May @ 7:30am 
yeah,I believe the conflict occurs because the skill row added by this mod for the Eight Winds of Magic overlaps with the newly updated passive skill row for Karlos the Weavemaster's Eight Winds magic. Specifically, the row beneath Karlos' new special spell lore (highlighted in the screenshot) contains both modded content and part of the original skill tree. Shifting this modded row to the right or removing it might resolve the issue. Great work, thanks again
Commisar Jon Fuklaw  [author] 31 May @ 4:13am 
Not my problem. Sorry.
31 May @ 4:10am 
This mod conflicts with the special spell lore of the newly updated Carlos the Weavemaster , causing his new Eight Winds passive effect to be disabled.
Dingo 27 Apr @ 5:24pm 
awesome! thanks for the quick reply.
Commisar Jon Fuklaw  [author] 27 Apr @ 5:19pm 
Yup
Dingo 27 Apr @ 5:18pm 
Does the AI make use of the Skills?
icyricee 26 Apr @ 11:20pm 
is this mod supposed to turn greater arcane conduit into normal arcane conduit? My Katarin only gets the normal arcane conduit in her skill tree now
Utopiaone 24 Apr @ 9:43pm 
Oooo amazing that you're updating this app! Just wondering if there's any plans on adding capstones to the new dlc characters?
YinYangTW 19 Apr @ 8:02pm 
It looks like that did work. Thanks again.
Commisar Jon Fuklaw  [author] 19 Apr @ 10:54am 
Luckily, I didn't lose any work by uploading the version from my testing folder. Your submod ought work again.
YinYangTW 19 Apr @ 6:05am 
I was so focused on updating on my end that I didn't zoom out to see the larger picture. I will take a look at it now. Thanks to both of you.
Commisar Jon Fuklaw  [author] 18 Apr @ 11:39pm 
Must've let a test build get published, then. That bodes ill.
Arcrier 18 Apr @ 9:31pm 
@YinYangTW
Idk if it's related to your issue, but I have a few submods myself which didn't seem to be working. It looks like this mod got set as a movie type at some point in the last couple updates which basically gives it priority over pretty much everything (which will make it so submods are just overridden). I just tweaked it in RPFM back to being the 'Mod' type and that fixed my issues
YinYangTW 17 Apr @ 12:21pm 
Yeah I love CA but its like the people who built Warhammer III and the people who maintain Warhammer III fundamentally disagree on how the game should have been built. So we are suffering the consequences of that for eternity I guess.
Commisar Jon Fuklaw  [author] 16 Apr @ 10:29pm 
And 5$ says the answer is "black magic" and/or "voodoo". Total War is so shoddily assembled in places that it's a valid answer to more issues than I'd like to think about.
Commisar Jon Fuklaw  [author] 16 Apr @ 10:27pm 
Nor was I assuming blame had anything to do with it. I'm just noting it seems to be an odd situation that requires troubleshooting.
YinYangTW 16 Apr @ 9:39pm 
Yeah I understand that. I wasn't putting the blame on you, and honestly I couldn't care less about my little mod with a couple dozen subs. I gave Karl his hammer back and gave up. Maybe I will fix it another day or maybe I'll delete it. Regardless I love your mod so much that I would rather make submods than give it up so thanks for staying with it.
Commisar Jon Fuklaw  [author] 16 Apr @ 9:33pm 
The name change was simply due to the fact that CA made any capital letters in packfiles CTD the game (allegedly fixed, but I'm not wasting two hours of my life renaming every table in every mod again). Regardless, there're a dozen ways animations can break due to the way the game is structured and how mods are loaded. The only thing I can think of related to a table renaming - assuming that's the issue trigger in the first place - that would cause issues is load priority, but that shouldn't be an issue if both tables have the same name, as it's just a matter of mod load order at that point.
YinYangTW 16 Apr @ 8:26pm 
Yeah I inserted, the Karl Sword animation from Sigmar's Heirs but it seems to have stopped working. I see that you changed the land_units_tables name, but even when I changed my table name to match, it still doesn't seem to take. Not sure what I could be doing wrong. It's literally a single table submod.
Commisar Jon Fuklaw  [author] 16 Apr @ 8:19pm 
As a side note, all DLC25/26 legendary character stats will be updated in the next day or two, as that has been (mostly) done elsewhere.
Commisar Jon Fuklaw  [author] 16 Apr @ 8:17pm 
Franz was literally untouched.
YinYangTW 16 Apr @ 6:32pm 
That's odd. For some reason it affected Karl Franz. Thanks for letting me know.
Commisar Jon Fuklaw  [author] 16 Apr @ 4:44pm 
wh3_dlc25_skill_node_emp_elspeth_death_magic_dummy was moved to column 99 where dummy nodes should be
YinYangTW 16 Apr @ 3:19pm 
Anyway you can say what you moved? I have a submod for this plus Sigmar's Heirs and now its broken. It would save me a ton of time if I knew what changed.
Katxine 14 Apr @ 12:26am 
Thank you for the reply! I'm going to sleep now and when I'm back from work tomorrow I'll try and test it.

I've edited some mods for Warhammer 2 in the past but I'm rusty now, what's a dummy skill?
Nekiritan 13 Apr @ 11:55pm 
@Katxine Just took a look at what you're describing in RPFM, in the original game files is a dummy skill called "wh3_dlc25_skill_node_emp_elspeth_death_magic_dummy" that has the exact same indent and tier as the "wh3_dlc25_skill_emp_elspeth_self_capstone" that is Hues of Death. Shifting around indent and tier a little might fix it. Gotta go now though so can't test it ingame. Best of luck!
Katxine 13 Apr @ 10:45pm 
I was messing with some mods and noted that if I have a mod that alter Elspeth skill line like the mod "armored Elspeth" the UI becomes all buggy for her skill tree, but I see the "Hues of Death" that this mod here add to her, but if I only use this mod, it doesn't appear.

I opened RPFM to see if I was going crazy but no, this mod does indeed add the "Hues of Death" to Elspeth, but for some reason it is not appearing when I only use this mod. Could someone shine a light at how can I fix this? I don't know how to make the skill appear on her skill tree
Katxine 12 Apr @ 9:05pm 
Just a question here, the description says "Reworked magic trees for every mage-LL. This includes access to new lores and - in a few cases - standalone abilities." But I didn't see any difference on Elspeth or Miao Ying, Tzarina is changed, didn't check the others lords. I was using only this mod. Does some lords didn't needed the changes or it isn't appearing on mine? (With Elspeth I see that Earthing and Magical Reserves changed places with the other 2 skills on the same line, but nothing besides that)
sigmars_disciple 8 Apr @ 1:53pm 
WHOA, this mod is B.A.C.K. I see <3
Grimm 4 Apr @ 2:31pm 
Well, at least not the signature ones (the last ones on blue, red and yellow line) - for the faction leader
Grimm 4 Apr @ 2:27pm 
Amazing mod. But Golfag Maneater does not have any skills from your mod in his skilltree.
Snekken 4 Apr @ 9:37am 
I really enjoy this mod. Can you please add skills to Gorbad?
Commisar Jon Fuklaw  [author] 3 Apr @ 11:41am 
You are a week late. Its already updated.
alexusher_92 3 Apr @ 2:10am 
Are you going to update this mod? I really like the twist you give, but with the new 6.1 it seems some things are a bit off :)
Commisar Jon Fuklaw  [author] 29 Mar @ 11:11pm 
Not unless you feel like going through the packfile in RPFM. Individual changes are too numerous to list.
Katxine 29 Mar @ 8:42pm 
Is there a place where I can see all the changes? Also, thank you for your mod, it seems to be really fun and open other playstyles, I'll play my next campaing with it
will1066 26 Mar @ 8:44am 
Thank you for all you do, Commisar!
Mortai 25 Mar @ 10:55pm 
Nice works like a charm Thanks for the update!
Commisar Jon Fuklaw  [author] 25 Mar @ 10:52pm 
Works now. I missed a single capital letter in the file headers. NOT THAT CAPITAL LETTERS IN FILE HEADERS SHOULD HAVE BEEN AN ISSUE WITH THIS PATCH IN THE FIRST PLACE, CA
Mortai 25 Mar @ 10:25pm 
Having issues as well with this mod in particular tried unsubscribing/resubscribing and just loading this mod even though this has been updated does not appear to work at this time. Thanks for all your work love this mod.
Freakshow 25 Mar @ 8:05pm 
It's amazing how CA keeps managing to sabotage the modding community. I have no idea why, but I can't get the mod to work. Please help, in the Name of Sigmar