Total War: WARHAMMER III

Total War: WARHAMMER III

Dwarven Rune Crafting Overhaul
151 Comments
Zamiel 12 Jul @ 7:22am 
found a small bug with Dwarf Cannons on my malakai campaign (the non-adventure ones) where you can apply the explosive + leadership debuff rune or the +armor piercing rune but the effects dont apply.

the +20% ranged dmg rune + aoe and the +large dmg + homing seems to work fine.

Tested and above mentioned runes work fine on all other artillery units, its just the cannons.

Funnily enough the 3 adventure cannons (they are apparantly not the same) you get as malakai DO apply the bonus correctly for the 2 non-working runes, might be a hint there.
나는나너는나 21 Jun @ 9:44pm 
I see the icons on the unit cards but they do nothing and there is no button in the lower bar ):
nullmana  [author] 19 Jun @ 2:03pm 
should be allowed yes
Wolski 18 Jun @ 9:16am 
Does this mod allow the use of runes by artillery grudgesettler units?
nullmana  [author] 18 Jun @ 4:56am 
-Updated to 6.2
- Removed changes to forge crafting (no more unlimited runes, no balance changes) to make it more compatible with overhauls. You can use othger unlimited rune crafting mods, if you are missing this feature.
-Added in-built compatability with Dukes Damned Nations
nullmana  [author] 1 Apr @ 2:48am 
Added Script by Rhox to enable Scrap Upgrade UI for dwarves.
The mod "Srap Upgrade UI Framework" is no longer needed.

This should also be compatible with future versions.
Uryens 31 Mar @ 4:07pm 
Oh, but that one is not updated for alast patch and breakis Kislev new mechanic.
nullmana  [author] 31 Mar @ 5:03am 
You need also the mod "Scap Upgrade UI Framework"
Uryens 30 Mar @ 3:42pm 
Is the mdo working? When I use it without anything else, I see the icons on the unit cards but they do nothing and there is no button in the lower bar

https://files.fm/u/cf44d8f46r

Other mods that add unit upgrade buttons to that bar ar having issues caused by the new button that CA added to Kislev armies. Some make that button disappear, but in this case, Kislev UI works properly, but dwarfs dont get the rune upgrades.
nullmana  [author] 28 Mar @ 6:39am 
Updated for 6.1.1
Sagittarius A 27 Mar @ 1:37am 
Understand, thank you
nullmana  [author] 26 Mar @ 3:14pm 
Yes, waiting for the hotfix from ca that will fix mods though.
Sagittarius A 26 Mar @ 12:02pm 
Will this mod be updated?
Tabitha_Rasa 17 Dec, 2024 @ 1:57am 
Thanks for the update! I really like this mod and didn't know how much I'd miss it!
nullmana  [author] 15 Dec, 2024 @ 9:40am 
Updated.
IMPORTANT: Since 6.0 it is neccessary to also subscribe to the "Scrap Upgrade UI Framework" mod by BAGholder (Check requirements on the right)
Hope#1243 21 Oct, 2024 @ 12:18am 
I salute you for having the patience to patch all those modded units. I went insane patching the 1861 units added by dawi gunpower and is now a permanent aslume resident:redbeard:
Tucanonerd 10 Sep, 2024 @ 11:58pm 
Basically what I am getting at, is that the limitation of 1 banner rune crafted PER CAMPAIGN is simply not a good system when you get hundreds of units by the mid campaign, and only a single master rune of any kind as a banner that you can craft.

It is already limited by cost. It is already limited by numbers. It is already limited by type. At least let us craft them more then just once as well, just like the character runes.

I would try to make an argument for implementing along with this mod, the removal of the rule "no multiple rune banners of the same type" which would allow for example, for a double buffed artillery line with 4 copies of the same runes, at a pretty exorbitant cost of thousands of oathgold, which seems like a very fitting progression.

It wouldn't make anything anymore broken then a vanilla thunderbarge anyway...
Tucanonerd 10 Sep, 2024 @ 11:58pm 
Hey Nullmana. Firstly, this is an absolutely awesome mod, specially for the built-in compatibility with things like the Expanded Roster.

However, if I might, I think that the limitation on the Banner Runes for crafting only 1 is still a problem, and it is not something I can fix with other mods while using this one for the other additions.

My argument here, if you care to consider, is that, even though there is in fact a HUGE power spike that could be gained from stacking the banner plus the "upgrade" on multiple units, basically giving 2 buffs to several of them, this system is still limited by both the ancilary cap on characters, meaning that a lord can only bring so many banners to battle, limited heavily by cost, with a maxed out army costing multiple thousands oathgold to double buff, AND also by the fact you can't bring duplicate banner into the same army (at least not without other mods).
BearArse 5 Sep, 2024 @ 8:29pm 
Nice
nullmana  [author] 5 Sep, 2024 @ 3:29am 
AI should also use it
BearArse 4 Sep, 2024 @ 9:34pm 
AI uses this mod or its just for the player?
Daverin2112 29 Aug, 2024 @ 2:31pm 
You are so awesome!!! Thank you!
nullmana  [author] 29 Aug, 2024 @ 2:28pm 
yeah i am planning doing this next
Daverin2112 29 Aug, 2024 @ 1:19pm 
Hey null! I imagine adding mod compatibility is a pain, but any chance you could add Deco's Expanded Roster?
XIII07 21 Aug, 2024 @ 7:49am 
thank you @nullmana
we appreciate your efforts :D
nullmana  [author] 21 Aug, 2024 @ 7:25am 
-Updated for 5.2
-Added back unit runes for grudge settler units
neverending 30 Jul, 2024 @ 2:35pm 
@rayden_solo In RPFM I changed it from 3000 to 1000 pretty easily under

db/resource_cost_pooled_resource_junctions_tables/!!!!!null_rune_cost

and it appears to work fine
Sir Nicholas 29 Jul, 2024 @ 10:13pm 
Hi! New campaign. I just recruited a Hammerers Grudge Settlers unit but I can't put a rune on them :( The mod works with the "normal" units
sephiroxical19981202 18 Jun, 2024 @ 8:50am 
May I request support for the expanded roster - dwarfs mod?
TheRageQuitter 17 Jun, 2024 @ 11:31pm 
@Gugman its not a mod bug but a base game bug with the runes themselves. CA oversight *sigh*
Gugman 13 Jun, 2024 @ 9:46am 
Love the mod a lot! It's unfortunate that the mod disables grapeshot on cannons, but I'm looking forward to that getting patched!
Not a NHP 4 Jun, 2024 @ 8:33am 
In the vanilla game artillery specific runes can't be applied to grudge settler artillery but everything else is allowed for grudge settlers. Would it be possible to only limit the grudge settler units so that their artillery can't get the artillery specific upgrades?
rayden_solo 19 May, 2024 @ 6:44am 
I'm playing with Malakai right now and the banner runes cost 3000 oathgold to make, the unit upgrades are 100-300, are those numbers right?
-Da-_-Goddess- 17 May, 2024 @ 5:13am 
this is a geat mod mate, is there any chance to alter this to work on all ally recruited units, im using this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2870764835 and yours together, i think it would benefit your mod.
nullmana  [author] 6 May, 2024 @ 2:28pm 
Thank you for testing this. I do not have much time for play testing atm. I may consider to add them back.
Nighthawk8799 6 May, 2024 @ 2:24pm 
After reading sephiroxical's comment I went in game to check. Started an unmodded test campaign and I was able to apply banner runes to Thorgrim's starting grudge settler units (Hammerers and Longbeards with great weapons), as well as the recruitable mercenaries added to the pool from the Age of Reckoning.

What banner runes can't be applied to are the spawned temporary grudge settler armies from the AoR, but that is because you can't access the panel of the lord leading it to add the banner to their ancillaries. Applying these runes to the temporary units doesn't seem like the best use of resources anyway.

If you'd still rather not have grudge settlers be able to use the features of the mod it's your call, just wanted to make sure the earlier point was cleared up.
nullmana  [author] 3 May, 2024 @ 4:26pm 
I am not sure what causes this, maybe the exclusive tag on unit_purchasable_effect_sets_tables of my mod. For now better do not use runes with malakais upgraded units.
Red October 3 May, 2024 @ 4:17pm 
yeah can confirm this. it disable the grapeshot ability on my cannons
Dog 3 May, 2024 @ 4:16am 
It works fine with the Banner Runes but as soon as the upgrade is applies you lose the ability
nullmana  [author] 3 May, 2024 @ 4:08am 
I do not have a save to test this. So are you saying if you applying a rune with my upgrade system malakais units lose it's improvements? If so, does this also happens with the vanilla banner runes?
Dr Charko 3 May, 2024 @ 2:27am 
MMM they overide the improvements from Malakai's adventures alas.
Dog 3 May, 2024 @ 1:54am 
Hmm these seem to disable the Grapeshot ability in the Makaisson Campaign could you fix that ?
nullmana  [author] 2 May, 2024 @ 12:24pm 
@Darkwolf prices are now 100 for normal rune 300 for master rune. Removed any changes to vanilla prices.
the master of lies 2 May, 2024 @ 11:35am 
thanks for the update, now i enjoy the mod more.
Darkwolf 2 May, 2024 @ 11:10am 
Hey @nullmana
Can we get pics of the updated prices from this mod? Kinda wanna check something.
BearArse 1 May, 2024 @ 10:45pm 
@nullmana yeah Mixu has a reputation for not communicating or being weird with the community about his mods. I mean he did update his and a few other mods he has but hopefully it'll be fine once Radious and or SFO finish with their updates.
Warhound 1 May, 2024 @ 4:20pm 
Fantastic mod, cheers. :retro_beer:
nullmana  [author] 1 May, 2024 @ 4:19pm 
@BearArse not sure how far Mixu is with fully updating his mods, but for now it seems not not be needed anymore.
nullmana  [author] 1 May, 2024 @ 4:07pm 
Update:
- Removed Grudge Settlers from upgrade system
- Added Malakais Adventurers to upgrade system
- Added Goblin Hewer to upgrade system
- Removed Thunderbarge of Grungni from upgrade system (it is only a summon?)
- Updated the oathgold prices to fit the vanilla price increase
BearArse 1 May, 2024 @ 3:23pm 
Submod in the workshop doesnt work anymore for Mixu. Did it get taken down or being updated?