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It's incredibly complicated and hard work. It's not an attractive mount to me that requires such effort.
Legions of Nagash adds a whole new species, right? If so, that could happen. It would have been compatible if it was a mod that added a new faction to the Vampire Count.
all the legendary characters like (Vlad and Isabella) do not have their mounts when recruited by Nagash.
There won't be any game crush. But maybe no mounts will be added to the new heroes and lords added in that mod.
This mod is compatiable with it.
In the process of updating the mod many times, the name in table and the actual unit are often different. If you refer to the unit description, it will be easy to find what the actual unit is.
Yes.
Sorry, I don't make a submod.
What is Greasus mod?
It can't be compatible. Need to create a sub mod to be compatible.
Calm's Greasus Reskin: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2797285695&searchtext=Gre
I've never heard of a problem in the campaign before, and I'm surprised. However, it's a bug that's hard to find a solution, so it's hard to solve. Sorry.
But I did encounter the problem in the campaign first, the combat losses are reported to be in the billions.
There's no problem in the campaign, so don't worry too much.
There is no mount choice for Skarr, but Karanak has one, and yes if I win a custom battle without losing any unit, the remained count will be deployed count plus 2, which is exactly the number of Karanak's bodyguards
Did you get a problem when it was a custom battle?
수정했습니다
No, it doesn't matter.
They'll show up at the start of the battle.
Line 18, Column 2
variantmeshes\variantmeshdefinitions\rider_infernal_castellan_03.variantmeshdefinition
Expected closing tag 'VARIANT_MESH' (opened in line 1, col 1) instead of closing tag 'SLOT'.
Line 18, Column 2
variantmeshes\variantmeshdefinitions\rider_infernal_castellan_04.variantmeshdefinition
Expected closing tag 'VARIANT_MESH' (opened in line 1, col 1) instead of closing tag 'SLOT'.
Line 18, Column 2
variantmeshes\variantmeshdefinitions\rider_infernal_castellan_05.variantmeshdefinition
Expected closing tag 'VARIANT_MESH' (opened in line 1, col 1) instead of closing tag 'SLOT'.
Line 18, Column 2
variantmeshes\variantmeshdefinitions\greasus_goldtooth_on_mount_standing_form.variantmeshdefinition
Expected closing tag 'VARIANT_MESH' (opened in line 8, col 3) instead of closing tag 'SLOT'.
Line 10, Column 2
variantmeshes\variantmeshdefinitions\grimgor_stonehorn.variantmeshdefinition
Expected closing tag 'VARIANT_MESH' (opened in line 9, col 3) instead of closing tag 'SLOT'.
Line 11, Column 2
variantmeshes\variantmeshdefinitions\rider_infernal_castellan_01.variantmeshdefinition
Expected closing tag 'VARI
variantmeshes\variantmeshdefinitions\rider_infernal_castellan_02.variantmeshdefinition
Try to delete my mod and re-sub it.
They're usually very slow or very big. I think it's a natural balance to be given more HP than those who are faster and smaller.
Question: Is it possible to tweek the hp values geting 10k hp is a bit much.
I gave it another try today, unsubscribed and resubscribed the mod, and it now works for me even for the existing save.
So yeah, the mod is fine; Steam Workshop updates, less so. Sorry for causing a panic.
(On a side note, Force Download in WH3 Mod Manager unfortunately does not work.)
Did you try deleting my mod and re-sub it? Or intergrity check?
Now when I turn on the mod it crashes before I even get to the main menu.
Is my mod the only one you guys use that was updated yesterday? Or is there another updated mod?
Experiencing crashes after today's mod update as well.
Only on loading an existing save game, new game loads fine.
Then I don't think it's my mod's problem. This update didn't have any elements to crush the game at all.