Total War: WARHAMMER III

Total War: WARHAMMER III

Empire, Bretonnia, Vampires(EBV) Additional Units Mod -Sigmar's Heirs Comp.
65 Comments
libērtaŞ  [author] 18 Jun @ 4:29pm 
Updated
libērtaŞ  [author] 29 Nov, 2024 @ 10:32am 
I wont be back to settle down and set up my pc again till March
Kane Beckett 17 Nov, 2024 @ 2:33am 
Will you update it soon? :(
sigmars_disciple 1 Jun, 2024 @ 8:31am 
Thanks! <3
libērtaŞ  [author] 28 May, 2024 @ 5:15pm 
updated
sigmars_disciple 26 May, 2024 @ 8:01pm 
Hey, is this ready / "safe" to be played in a 5.0.3 campaign, does anybody know the definitive answer? Thanks <3
sigmars_disciple 8 May, 2024 @ 3:51am 
Dear author, I also miss this mod. This will get an update for 5.0 at some point, right?

Hope you enjoy the Wissenland campaign <3

BTW, I really recommend most Sigmar's Heirs users "Sigmar's Heirs Lite" submod by @chopchop. 3 things it does for you are re-uniting the two seperated vanilla und provincial recruiting chains. It also brings back the gunsmoth/armoury instantly - and all the modded units that are still tied to it - it also brings back landmarks SHs messes with like Alrdorf Zoo

Among other things. Recommend 100x more than e.g. the "novanilla" submods (well, nobody here is prob using that as it would make the units from this mod disappear)

Looking frwd to the mod coming back

<3
Kane Beckett 30 Mar, 2024 @ 3:52pm 
I hope for an update. I love your mod!
libērtaŞ  [author] 19 Feb, 2024 @ 6:26pm 
k
Karl Franz 18 Feb, 2024 @ 9:55pm 
Hey, we spoke about this unit mod a while back, i was hoping to ask you a few questions about modding, is it cool if i send you a friend request and DM you about the questions i've got?
sigmars_disciple 6 Jan, 2024 @ 1:55pm 
Oh, just noticed you mentioning a knights unit being added Warband upgrades. I didn't know this was a part of this mod - why? This could possibly be a problem. I found no further info on this speedreading the description.

Maybe this is easier... I try to run this with this life-changing compatibility mod pack:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3111165166 Maybe you'd like to try it out even and have a look? It's really cool, saves you some mods as well (e.g. submods for Warband) and gets some nasty not-100%-4.x ready mods to safely work again
sigmars_disciple 6 Jan, 2024 @ 1:54pm 
Hey Edmon, I know this is a unit mod and that it should work, but have you or any of your users confirmed it's 100% compatible with the Immortal Empire Extended map by Chaos Robie?

I'm having mysterious end turn AI crashes, and this mod is one of 3 or 4 mods left that could possibly be the problem. Sorry for not having more info and some guessing being involved. Appreciate you, love the mod! <3
Mosketero 28 Dec, 2023 @ 6:59am 
Incredible work, thanks :Honored:
libērtaŞ  [author] 8 Dec, 2023 @ 11:05pm 
Updated units cards and introduced Blazing Sun Knights to warband upgrade system, however you can recruit them the normal way if you want
libērtaŞ  [author] 19 Nov, 2023 @ 10:24am 
updated melee weapon on reiksguard cav and reiksguard(claymore) better distinction now between them, improved stats, also the 2-handed sword wielding reiksguard have a very small splash attack, max 2 units at once
libērtaŞ  [author] 19 Nov, 2023 @ 7:40am 
Update, completely reworked the stats on demi-grpyh weapons and inner circle knights weapon and melee/defense stats, a lot of math was involved....a lot, and I used the grail guardians in my mod as a base, first calculating weapon damage to be on par points wise after factoring in the unit size difference, then reducing it by 20%, then taking into account the vanilla ratios, then keeping the ratio in damage between halberd and lance to calculate the halberd stats, but fixing something regarding the lance(the lack of bonus vs infantry) that made it pointless to ever hire lance over halberd demis..and then did the same with the inner circle only I reduced the damage by 10% after doing the prior math instead of 20% and their bonus vs is split nearly half and half.
libērtaŞ  [author] 3 Nov, 2023 @ 10:12am 
I know what happened now.
In my mod I went through the trouble of giving WH1 assets blood textures, spears and swords and other things didn't have them
the file is pointing to a wsmodel instead of a rigidmodel but it doesn't exist, for w.e reason I missed that, so give me a moment I'll fix it immediately
sheaim 3 Nov, 2023 @ 5:56am 
their spears go invisible. From what I've seen deleting the variant mesh definitions for spears_1h and spears_2h fixes the issue. Some mapping problem there I suppose.
libērtaŞ  [author] 2 Nov, 2023 @ 11:03am 
the heck? lol, like physically drop their spears? I'll check it out later don't worry
sheaim 2 Nov, 2023 @ 2:38am 
seems to cause spearmen to drop their spears for some reason.
libērtaŞ  [author] 24 Sep, 2023 @ 5:39pm 
Um, no that's a separate standalone mod.
✠♠Kn1gHtFuRy♠✠ 24 Sep, 2023 @ 10:52am 
libērtaŞ  [author] 23 Sep, 2023 @ 12:43pm 
hotfix
libērtaŞ  [author] 23 Sep, 2023 @ 12:14pm 
Huge update, I added(cause I forgot) blood textures to all the custom units in this mod and even WH1 assets(some used by the mod) that CA never added blood textures to(like swords, spears, lances, wreaths, some shields for the Empire). Also blazing sun knights no longer have fire swords as it is not lore friendly at all, it was my misunderstanding cause CA gave them fire lances.
sigmars_disciple 21 Sep, 2023 @ 3:45am 
This is cool, I didn't know that this existed - now compatible with Sigmar's Heirs!
libērtaŞ  [author] 15 Sep, 2023 @ 1:00pm 
Also it shouldn't cause a crash, the units are still existing, only the permissions changed, whoever recruited the units should still have them when loading a save file, and they will lose them once they lose them in battle. Kind of like when you confederate a faction that has DLC units or unique units belonging to that faction only (say you play as Tyrion and then confederate Alith Anar, and get his elite shadow units, and you get to play with those units but you can't recruit them. So the update should be save-file friendly.
libērtaŞ  [author] 15 Sep, 2023 @ 1:00pm 
So update, I fixed it so that only Vampire Counts in Sylvania get the Sylvanian state troop units. There were only 2 factions I think, one containing Vlad, Isabella and some other guy, and the other containing Manfred, so I think I got them all.

Regarding red skill tree or technology tree buffs I just checked and I had added these units to the unit sets that belonged to skeletal warriors and the like so that they would be affected by related technologies and red skill points.
libērtaŞ  [author] 15 Sep, 2023 @ 12:46pm 
Already did, uploaded elsewhere, similar name.
Lys Albus 4 Sep, 2023 @ 1:52pm 
it is possible to make this mod without sigmar heir's?
Ciaphas Cain 2 Sep, 2023 @ 4:05pm 
Can you upload your changes of Vampires & Isabella please? I'd like to see if she has been made into something I'd rather not have to see or not...
libērtaŞ  [author] 16 Jun, 2023 @ 4:45pm 
Updated the mod with Ulrika Magdova getting the same vampire running stats
libērtaŞ  [author] 22 Apr, 2023 @ 11:35am 
Sry I took so long to update, some tables changed and attribute group names had changed so you must of seen units lacking any sort of buffs and the like. Anyway the mod is updated now.
Judge Dred.Fr 8 Feb, 2023 @ 9:37am 
we need Valten!
FreeMayk 1 Feb, 2023 @ 6:12pm 
Valten! :)
libērtaŞ  [author] 27 Jan, 2023 @ 5:35pm 
Updated unit upkeep for knight units and lowered defense stat on the 2 handed mounted reiksguard unit
tongmaster 23 Nov, 2022 @ 7:09am 
Valten!
libērtaŞ  [author] 22 Nov, 2022 @ 12:00pm 
I've been busy with other games but yeah I definitely want to do that eventually, I love Valten.
Carsyn 15 Nov, 2022 @ 6:57pm 
Definitely add Valten, it'd be a unique mod and one i'd really love to have! make sure to give him Ghal Maraz and to give the emperor his weapon Dragon Tooth :D
libērtaŞ  [author] 18 Oct, 2022 @ 10:45am 
yeah I'm reading it right now..........screw it then, I will remove the secondary building requirements then
888 18 Oct, 2022 @ 7:02am 
gg meanwhile patch 2.2 removed secondary building requirements completely ...
libērtaŞ  [author] 17 Oct, 2022 @ 4:46pm 
that's how it is in vanilla, there's also the gameplay aspect to these things the notion is that a good heavy tier 3 infantry is not something that you should unlock overly easily for gameplay reasons, I know it doesn't make much sense but that's how it is
888 16 Oct, 2022 @ 8:40am 
@edmon:
dont know if intended or not by you:
Reiksguard cavalry vanilla and claymores dont have any smithy requirement (so you can recruit them pretty early)
libērtaŞ  [author] 15 Oct, 2022 @ 9:35am 
na I haven't touched the boyz
888 15 Oct, 2022 @ 8:03am 
@Edmon:
just experiencing human and woodelf factions (I also have your elf redone active) perform better in my campaign with Franz (couldnt see they recruit any other than vanilla units)...also have an AI potential mod active (which I have since IO release)
specially Huntsmarshall Wulfhart and Volkmar are expanding fast now altough I have garrison mod for all non order factions and several other buffs. (last campaign they had harder time)

It is impossible that one of your last updates makes greenskins to not attack settlements and only besieging it....is it? (I go trough the last updated mods I´ve subscribed since I encounter this behavior as none should make changes there...)
888 13 Oct, 2022 @ 8:40am 
@Edmon:
Thx for explanation, just playing with Franz now so it wont be an issue I guess (Have to keep an eye on Volkmar, Gelt, Huntmarshal)
libērtaŞ  [author] 12 Oct, 2022 @ 3:31pm 
yeah they can I believe, I gave the recruitment to all of the empire culture, I have yet to see them because nobody bothered building a reiksfort in my campaign so far, so I guess the chances are random, and with Festus and Beastmen on the loose they seem to have a hard time staying alive unless I'm controlling an Empire faction and go save them. It ought to help them but it will be a while before they can build a reiksfort and armory lv2 and there's no assurance they get the chance.
But assuming they do, what matters is the melee combat potential of units for auto resolve in AI battles, and the values are very slightly higher than a greatsword unit for all these dismounted knights, meanwhile on the field the situation will be a different story, they aren't difficult to bring down but they aren't weak either, they can more than go toe to toe with chaos warriors(but not chosen unless well buffed by lord skills and spells).
888 12 Oct, 2022 @ 12:39pm 
@Edmon:
question: can AI recruit your Reiksguard units (foot) from Reiksforts? (cause this would buff AI significantly...wouldnt it?)
888 12 Oct, 2022 @ 12:22pm 
@edmon:
thx nevermind, great mod anyways .... again :-)
libērtaŞ  [author] 12 Oct, 2022 @ 11:27am 
I like to keep things cool looking but not at the cost of authenticity, I based it on models or artwork I've seen, which is why I rather keep all the other helmets the reiksguard have.

As for the ror cap and exp mod, I never really believed in that, sry I rather keep the RoR feel unique plus they are called Regiments of Renown for a reason.

Thank you for your suggestions though.
888 12 Oct, 2022 @ 8:23am 
@Edmon:
Oh and Zintlers Reiksguard also has the RoR mod problem, but I think there is no way around when changing them to sword.... except you add those RoR changes too (xp gain and cap increase, this way also any stat changes would be unneccassary? as the RoR increase their stats trough XP gain/ranks then??)