Total War: WARHAMMER III

Total War: WARHAMMER III

Sir Fairlight of House Excalibur - A Bretonnia Campaign
58 Comments
marvstang 24 Jun @ 4:41pm 
yeah agreed, it's like the biggest problems out of all the ones that were already fixed
ZeButcher888 14 Jun @ 1:20am 
"Mixu's Legendary Lords - This mod leverages wh_main_brt_artois, which Mixu's LL also uses. You cannot enable both mods at the same time. I'll fix this at a later date."

any update on this?
aurore.auger 8 Apr @ 3:29pm 
Update please.
stevens2222 31 Dec, 2024 @ 2:19am 
up pls
Nutwit 13 Sep, 2024 @ 2:17am 
Hi, the crusader units have invisible bodies, only their weapons are visible. I checked it without any other mods so its not a compatibility issue.
stevens2222 29 Aug, 2024 @ 12:17pm 
omgggg thanks dante and mystical
Dante 29 Aug, 2024 @ 7:28am 
Awesome! :steamthumbsup:
Mystical Llama  [author] 29 Aug, 2024 @ 6:38am 
cdir_military_generator_unit_qualities_table has been updated. This should no longer cause CTD.
stevens2222 25 Aug, 2024 @ 2:59am 
It doesn't work with the latest update
Frosty 18 Jul, 2024 @ 8:05am 
does the mod still not work with mixu's LL'S?
Mystical Llama  [author] 10 May, 2024 @ 3:33pm 
@Fairlight - No worries chief, I did not take it as a direct request. This is all voluntary.

I was always gonna update this for the latest version release eventually. And a little extra meme-ry is all I needed to get the engine running. For Bretonnia! For the Empire! For Humanity!(fairB fairB fairB)
Mystical Llama  [author] 10 May, 2024 @ 2:52pm 
Okay, this is now working appropriately on the latest release. The faction is still functional, and all scripted missions are firing correctly. This has been lightly tested, so please let me know if anything is not working as expected.

I've not yet tackled reorganizing this into a new unique faction to improve compatibility with "Mixu's Legendary Lords", but I can give that a go sometime soon. In the meantime, it is safe for anyone who only wants to add the new Fairknights Crusade faction.
Artillery Division 9 May, 2024 @ 4:24pm 
looool no, don't take this as pressure to work on it, I was just spreading glorious imperial memes
Mystical Llama  [author] 6 May, 2024 @ 6:05pm 
Well, good news is that the update won't be as bad as I thought. Scripting still works, but the schema updates left ya boi without any skill tree. I know where to start with that, but gotta hit it again tomorrow.
Mystical Llama  [author] 4 May, 2024 @ 6:42pm 
Oof. Hard to ignore that. I'll get on it this next week.
Artillery Division 1 May, 2024 @ 11:11pm 
THE NATION CALLS
Mystical Llama  [author] 28 Apr, 2024 @ 11:58am 
@sigmars_disciple All good sir! I didn't take it poorly, just wanted to offer a complete answer rather than relying on something as vague as "We'll see" :)

Thrones of decay will likely pull me back soon.
sigmars_disciple 28 Apr, 2024 @ 3:52am 
All good bro @Mystical Llama, that's what I meant. It's absolutely understandable you're not knee deep into this game right now and even if you were it would be a major effort on your end. So it's cool that it won't happen. If this ever changes, I'll come back to play though <3 Again, really didn't want to sound like a prick, just speak facts so people don't wait around for this to happen sometime as it might not... <3

Very cool mod regardless!
Mystical Llama  [author] 20 Apr, 2024 @ 7:15pm 
@Marvin.tllr - Is the mod itself broken, or is just displaying a version warning?

I haven't booted up the new update yet, and life-events will prevent me from enacting a full overhaul right now. But I can bump the timestamp and/or fix minor issues no problem.
Marvin.tllr 20 Apr, 2024 @ 8:44am 
update plz
Mystical Llama  [author] 10 Apr, 2024 @ 3:01am 
@Sigmars_disciple - I understand, and while I sympathize, reworking the mod to utilize a new unique faction would require a pretty substantial rewrite. The original mod took almost 80 hours to write, test, and refine - and that was while I was still very familiar with the underlying database schema for TW:WH. I haven't done much modding in the last year, so the time and effort it would take to relearn the schema and rewrite my scripts to enact that change is extremely daunting.

I also seriously burned myself out on TW:WH by putting this together in only a few weeks previously, so I haven't felt a lot of motivation to even play the game in over a year - much less dive into the deeper ends of the modding pool. Though admittedly, I have heard the nation's call a bit more recently. I'll probably circle back to this, but I'm just not there yet.
sigmars_disciple 9 Apr, 2024 @ 9:26pm 
@Walkabout I was loosely tracking and it must be like 1,5 years now that it mentioned that Mixu compatibility will be looked at "a later date".... I wouldn't hold my breath if I were you <3

It should also be either ridiculously easy to fix, or actually be a large pain in the behind, now 'after the fact'. Setting up a mod with compatibility to the most popular mods that everyone uses (so for Bretonnia probably Mixu's Mixer, Mixu's LLs, Ubermorgen's Dukes, Lily's overhaul for additional units the Bergerac mod for the 4 hero types it brings?) is an ideal thing to do in the concept phase, not 1,5 years after upload. We need to be realistic here

@Mystical Llama, really not trying to be rude, just sayin' <3 All love. Still a very cool mod, sadly can't be used together with any larger modlist which is said coz otherwisse at least AI Sir Fairlight would be in all my campaigns
Walkabout 26 Jul, 2023 @ 7:29pm 
Looks great, how r u tracking with Mixu's LL compatibility?
Mystical Llama  [author] 23 May, 2023 @ 10:07am 
@Nanio - This would require releasing and maintaining an entirely separate mod, which is not something I'm willing to deal with at the moment. Sorry.

Bretonnia as a faction is particularly vexing to handle, due to the amount of vanilla scripting that goes into their army list. Updating it to fit SFO would be a substantial effort, and this mod is fairly niche as is :)
Nanio 23 May, 2023 @ 3:40am 
can you PLEASE MAKE A SFO PLEASEEE!
Mystical Llama  [author] 16 Apr, 2023 @ 8:41am 
Custom animation sets were pretty thoroughly borked in the Chaos dwarves update - so all of my animation sets have been set back to their default unit analogues to avoid conflicts and interference with other units - both default and modded. This is a problem CA introduced and caused, not anythings modders changed.

Animations will still be functional and look good under casual observation, but will be less thematically appropriate under close scrutiny. This will need to suffice until CA updates their tools, and I take the time to rebuild my custom sets.
stevens2222 15 Apr, 2023 @ 10:51am 
obviously not, but i think it interferes with something that causes that and i love this mod :(
Mystical Llama  [author] 15 Apr, 2023 @ 2:31am 
@stevens2222 - THIS MOD MODIFIES NOTHING ASSOCIATED WITH CHAOS DWARVES.

But I will have a look.
stevens2222 15 Apr, 2023 @ 12:58am 
THIS MOD HAS A BUG WITH THE MOVEMENT OF THE TAURUS OF THE CHAOS DWARFS
OmegaRed13 18 Feb, 2023 @ 8:59am 
Dude this looks awesome. I know you must be working hard but if you could in the future create a mod that just add Excalibur to the imortal empires camp. And if you could give Excalibur a greenish glow like in the movie "Excalibur" kinda similar to the Green knight that would be awesome as well. Going to keep a close eye on this.
Mystical Llama  [author] 1 Feb, 2023 @ 7:26am 
@Gundam - Thanks for the heads up! I'll tune in when I can.
Gundam 1 Feb, 2023 @ 1:14am 
He is playing it <3 Installed because I saw it on stream.
EzUNreal 15 Jan, 2023 @ 4:51am 
Cant wait to play this when conflict with Mixu is fixed:steamhappy:
n.pedrazalis 16 Dec, 2022 @ 7:59pm 
hello you can make monster units for this like angels
ZacharyBuilder 13 Dec, 2022 @ 10:48am 
Alrighty. Congratulations Btw.
Mystical Llama  [author] 13 Dec, 2022 @ 8:45am 
@ZacharyBuilder - I'll need to dedicate some time to investigate to be sure, but I'm sorely short on time at the moment since I just became a dad only a few weeks ago. Check back in a few months!
ZacharyBuilder 13 Dec, 2022 @ 3:02am 
does this mod need an update to 2.3?
sigmars_disciple 20 Oct, 2022 @ 3:28am 
Wow, these dudes working together on that Skilldump mod - crazy! One guy finds every single one of the new mods out and the other one adds support for them
Like clockwork!
TyArtikos 17 Oct, 2022 @ 6:25pm 
That worked perfectly! Thanks for the suggestion!
Mystical Llama  [author] 17 Oct, 2022 @ 5:44pm 
Hmm, looks like those skill dump mods have to add those skill nodes in manually, which as I mentioned I'd prefer not to do for the base model. But as it so happens, someone already added com-cat-ibility for this:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2858442239

Give it a shot and let me know how it works out!
Mystical Llama  [author] 17 Oct, 2022 @ 5:34pm 
Hmm, let me see how to double skill point mod adds those in. I don't want to add it to the base unit since it will be an aesthetic faux pas without the mod. Let me see what I can do.
TyArtikos 17 Oct, 2022 @ 3:10pm 
Hi,
I have a request, would you be able to add a dump skill for Fairlight? I use a double skill point mod for all lords and it gives him the double skill point but not the dump skill so I can't use all his skill pts.
Love the mod, it finally made me want to play the horsey faction.
Aeden 14 Oct, 2022 @ 11:28am 
Oh man this is such a great mod kudos for making it happen and this will be so much better when you eventually get around at fixing the incompatibility with mixu's LL's.Fantastic job and I bet fairlight will have blast .
Mystical Llama  [author] 8 Oct, 2022 @ 5:22pm 
@GuildedCharr - I've taken a look at the vanilla game and dug through the default data files, and this is expected behavior. Bretonnia does not grant additional defensive supplies per-cycle through their vanilla major settlement defensive chain.

Furthermore, this is the rule - not the exception. Neither Dwarves nor the Empire grant this bonus on their major settlement defensive structures either. This is likely a bonus given to the minor settlement defensive structure specifically to assist with defensive town battles, since garrison armies were nerfed into the ground.

"Is not bug, is feature". I hope this helps clear things up!
Mystical Llama  [author] 8 Oct, 2022 @ 4:54pm 
@soulmindproductions - I appreciate the input, but that information is in the "Known conflicts" section of the description and has been since this mod went public. I've added a clarification stating that both mods should not be enabled simultaneously as a compromise.

As for the "who would", Mixu's LL and the MIXER mod were made separate for a reason: Scenarios like this. Otherwise, they'd be the same mod. Honestly, it would have been easier to develop from a mod creator standpoint. I used an existing vanilla minor faction for the sake of speed and convenience with an eye to remedy the issue later, and Mixu basically left none to select with his LL mod since he spent so much time and effort fleshing the faction out.

If you would like to use Mixu's LL, you should! It's an amazing piece I couldn't hope to match, as this is my first foray into faction and LL creation. I know where I stand on the scripting hierarchy.
Mystical Llama  [author] 8 Oct, 2022 @ 4:36pm 
@GuildedCharr - I'll have a look at the defensive building disparity. Those ought to have the same bonuses as the previous buildings exactly. so I'll verify that the major settlement defenses should have those additions. Bretonnia adds "Walls" to settlements via the settlement chain, so it's possible it has moved there instead. But I haven't gone looking.

Lily's Bretonnia is an awesome mod, but its also a full overhaul of the Bretonnia faction while this is a lightweight Vanilla+ new faction. Lily's adds in a ton of skill and research updates that I likely wont spend the time to reconcile, since those groups are specific to that overhaul mod. They'll work together since I don't modify the peasant economy, but no guarantee they'll play nice.

Thanks for the note!
GuildedCharr 8 Oct, 2022 @ 9:55am 
As far as working with Lily's Overhaul goes, so far its not broken anything, however any bonuses added by either mod do not effect the other's added units that I've seen.

Also the province capital fortification doesn't show that it adds defensive supplies, the minor settlement one does though. Sorry if this isn't the place for this.
sigmars_disciple 8 Oct, 2022 @ 1:49am 
Thanks Mr. Llama, this clarifies things a lot. I'd put that down in the description of the mod as well, no? I mean who uses Mixer but doesn't use Mixu's LLs? That's like a banana split without chocolate....
GuildedCharr 7 Oct, 2022 @ 9:17pm 
This mod immediately became one of my favourites when I saw that the unique infantry weren't peasant units. Something I've wanted for so long.