Total War: WARHAMMER III

Total War: WARHAMMER III

Sons of Grimnir - Dwarf Unit Collection
212 Comments
opuntia 18 Apr @ 11:33am 
Does this still work after the 6.1.2 update?
Elv 18 Mar @ 4:44am 
请问有只有屠夫的兵种包吗:steamhappy:
wahan85- 28 Sep, 2024 @ 1:52am 
Could you please update the SFO patch now that they are finally done?
eldiabs 25 Sep, 2024 @ 1:27pm 
Wouldn't worry about it too much then. Especially if no one else is reporting it. Could be some weird combo of mods I use. Thanks for the explanation!
Mystical Llama  [author] 25 Sep, 2024 @ 12:56pm 
@eldiabs I'll take a look at this once I get a chance.

That would be odd, given that the stone sound effects are all vanilla from the original grudge thrower. This mod does not touch that audio.
eldiabs 24 Sep, 2024 @ 5:32am 
I think the rune golem hurlers have a sound bug. Their projectiles leave a looped smashing sound upon impact.
Voltorx 24 Aug, 2024 @ 5:23pm 
Oh thank you
Mystical Llama  [author] 24 Aug, 2024 @ 11:05am 
@Naofumi - Try unsubscribing and resubscribing to ensure you get the update. The error you identified is exactly what I fixed just today.
Naofumi Iwatani 24 Aug, 2024 @ 8:12am 
Seems to cause a crash when trying to launch the game. "sonsofgrimnir_wh2.pack" Something about "default_land_melee_infantry_main_flankingdwf_runegolem" in table "cdir_military_generator_unit_qualities_tables".
Mystical Llama  [author] 24 Aug, 2024 @ 7:51am 
This should be fixed.

Good ole' CA dramatically altering a table schema they've used since TW:WH1, just 'cause they can.
Voltorx 23 Aug, 2024 @ 1:20pm 
Crashing for me to now with 5.2 update
IM_mavio 23 Aug, 2024 @ 12:16pm 
Irondrake Grenadiers assets crash my game
lukearound 22 Aug, 2024 @ 4:21pm 
Can we get a hot fix PLZZZZ
Techno Kaskader 22 Aug, 2024 @ 9:15am 
Crashing with 5,2
eldiabs 14 Aug, 2024 @ 1:04pm 
That did it. Much thanks!
LeKopic 14 Aug, 2024 @ 12:50pm 
Yep, no CTDs after the latest update, thank you
Mystical Llama  [author] 14 Aug, 2024 @ 12:42pm 
@eldiabs - Updated again, I think I uploaded the wrong version previously. Give it another go.
eldiabs 14 Aug, 2024 @ 10:42am 
ctd with latest update. Not sure why? Worked just a couple of hours ago. Disabling this mod and game loads properly. New conflict with other mod perhaps?
Mystical Llama  [author] 14 Aug, 2024 @ 9:02am 
TL;DR - I don't know Singe's work that well, but my units should jive with all mods and effects which affect Vanilla slayer units - unless that mod is designed to pull Vanilla units in to a custom group, rather than pushing custom effects out to vanilla groups.
Mystical Llama  [author] 14 Aug, 2024 @ 9:02am 
But some modders go the other way, and create specific alternate attribute groups and designations for their work. They then add the vanilla units to these alternate attribute groups (A unit can belong to multiple if you do it right) as a way to control the implementation of their mods to only the intended targets. This reduces compatibility with other mods, but also avoids potential conflicts with other custom content which might be trying to apply other similar effects to the same units. However, if the mod is popular enough and designed correctly, other content creators can include compatibility within their own database that does not trigger unless that popular mod is also present. I don't do this, because designing your mods around other content creators is an exhaustive process that never ends.
Mystical Llama  [author] 14 Aug, 2024 @ 9:02am 
@AlertedCoyote - Every modder has a different philosophies on how to connect units to specific attribute groups. To my mind, using the vanilla designations as much as possible is always ideal. That ensures maximum compatibility with other mods, as you are using existing keys that every user will have regardless of any other custom work going into the game build. To that end, my units are all tagged the exact same as Vanilla slayers or their specific equivalent. All should be subject to the same skills and modifiers that affect those same vanilla units using those same original tags.
AlertedCoyote 13 Aug, 2024 @ 2:18am 
Love this mod - only one problem, the slayer units don't seem to count as Slayers as far as other mods are concerned, for example Singe's Skills, which is weird because other mods work. It might be an issue with the units being considered their own individual things rather than a "gets benefits from X upgrades". Hopefully that gets fixed! Great work!
sigmars_disciple 25 Jun, 2024 @ 7:40pm 
Hey, any experience reports from trying to run this with 5.1, anyone?

I mean as it's basically a unit mod, it could....
Elv 23 May, 2024 @ 12:31am 
兵牌能优化一下就更完美啦!玩了很久很久的MOD,感谢更新!
Mystical Llama  [author] 22 May, 2024 @ 9:45am 
Updated to allow for slayer unit recruitment on the Spirit of Grungni. Get 'em, Malakai!
The_Fr33_Man 18 May, 2024 @ 10:05am 
Thanks for your work, are there any plans for a radious submod in the future?
Mystical Llama  [author] 8 May, 2024 @ 9:13am 
@Guts Okay, think this should be fixed. If not, I can take a look after work today. Apologies for being unable to test it directly at the moment.
Mystical Llama  [author] 8 May, 2024 @ 9:08am 
@Guts Oof, yeah. I think I can see why. Let me fix that!
What a jOAK 8 May, 2024 @ 6:00am 
Awesome, not too far into a Dawi campaign, keen to add these in!
Guts The Black Swordsman 8 May, 2024 @ 4:02am 
Gromril gunners and rune golems disappear from recruitment once the building is upgraded to rune lord's hall
Mystical Llama  [author] 7 May, 2024 @ 3:40pm 
Fixed the rampage issue on the Sappers. Thanks @ryukon!
Mystical Llama  [author] 7 May, 2024 @ 3:39pm 
Okay, made a few small tweaks to keep these units on level with their vanilla counterparts.

Keep in mind, some of the units here are a departure from normal dwarven strategy. You can't expect them to perform the same way similar units do in other armies, since they don't have a unit roster that supports them the same way.
Mystical Llama  [author] 30 Apr, 2024 @ 3:35pm 
@ryukon - Thanks for the info! I'll set some time aside to check it out this weekend.
ryukon 30 Apr, 2024 @ 4:53am 
I hope you will update this mod for 5.0.
Especially the rampage effect of the sappers needs to be adapted to the changes of 4.2.
Mystical Llama  [author] 18 Apr, 2024 @ 8:45pm 
@Thatguy, @Hound - I do not have a Radious submod for this. Puddles404 had posted one previously, but he appears to have taken it down once he realized how annoying it is to faithfully maintaining one :)
Hound 14 Apr, 2024 @ 12:22pm 
Id also like to know if there is a Radious submod
Thatguy 11 Mar, 2024 @ 3:35pm 
what happened to the radious submod
Red Panda 22 Feb, 2024 @ 8:24pm 
Since cathay has terrocota hero, golem hero would make sense
NINA rojozangre 22 Feb, 2024 @ 7:00pm 
...
Mystical Llama  [author] 6 Feb, 2024 @ 5:33pm 
@Anax - Yessir, it ought to be working. Let me know if you spot anything busted!
Pawlick 6 Feb, 2024 @ 7:47am 
Congratulations on becoming a dad! Great mod as well :)
iDon'tSpeakRussian! 15 Jan, 2024 @ 10:20am 
Joining in with congratulations :)
Moxifloxacin 15 Jan, 2024 @ 10:06am 
Thanks for the update, and congrats on becoming a dad!
Anax 15 Jan, 2024 @ 8:01am 
the last update is for the newest patch working now?
Mystical Llama  [author] 4 Dec, 2023 @ 6:01pm 
Apologies for the delays, folks. I'll try and handle a proper update after the holidays. I've been having some issues with time management after becoming a dad this last year, but I haven't forgotten!

Sons of Grimnir will return.
johnny2hesh 14 Nov, 2023 @ 12:07am 
does this one work still guys?
Solaire 10 Nov, 2023 @ 8:34pm 
I hope this mod can return.
Colithiel 25 Oct, 2023 @ 1:48pm 
Would hate to see this mod die :(
roguestates 24 Sep, 2023 @ 10:52am 
Appreciate your work! Can we please get an update?
Saikyoku 22 Sep, 2023 @ 1:51pm 
Hello, update please ?