Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Unit Pack
57 Comments
MVGkaiser 6 Apr @ 2:19pm 
update?
SteelBlood  [author] 9 Jan @ 3:08pm 
Finally got around to the balance update. Depth guard stats have changed, overall buffs, though the pistol version doesnt do as much AP as it used to, since it didn't make sense compared to similar units. They did gain fire while moving as they should of had though.

All units should* also be recruitable by allies now.
SteelBlood  [author] 5 Jan @ 10:05am 
Sadly I my vanilla game is broken right now so I couldn't tell you. If you can start your campaign with the mod enabled, you should be fine.
Lee Perry 5 Jan @ 8:35am 
need updatre 6.0 or still works?
SteelBlood  [author] 4 Jan @ 7:23am 
Probably not the right place to ask, but if you use the custom wh3 launcher, there should be an option to disable certain units from mods last I checked.
theoddassity 4 Jan @ 12:13am 
Anyone aware of any mods that add single units to VC like just some pistol/rifle infantry/cavalry? Got too many mods adding the same thing over and over or only see what I want for vamp coast...
⎛⎝Wafelkowiec⎠⎞ 8 Oct, 2024 @ 1:20pm 
Thanks! You're GOAT.
SteelBlood  [author] 8 Oct, 2024 @ 10:31am 
I'll add it to the list, It's a long list though so good chance it'll be awhile.
⎛⎝Wafelkowiec⎠⎞ 8 Oct, 2024 @ 9:32am 
Any chance for giving pistol variant shoot on the move? I'd love for them to be able to shoot a salvo or two before going in melee.
Smoking Cat 24 Aug, 2024 @ 12:16pm 
:P sounds nice, I like my One-Eye Jack Zombo, since I think about that xD
SteelBlood  [author] 22 Aug, 2024 @ 8:09pm 
I normally use the Gunnery Wight if I want a sniper, but that's a good idea. I'll consider it, play around with some ideas and see if I like any.
Smoking Cat 22 Aug, 2024 @ 10:23am 
ty.
have you ever think about a zombie sniper, something like one-eye jack-zombo?
i'm sure we need one. then we can say:
"one-eye jack hits everything"
"he is not only missing an eye, he is missing the half head"
"yes, but he hits everything!"
SteelBlood  [author] 22 Aug, 2024 @ 6:41am 
Updated
Smoking Cat 22 Aug, 2024 @ 12:58am 
looking forward to this :P ty for the fast respond
SteelBlood  [author] 21 Aug, 2024 @ 5:03pm 
Thank you! Also for the feedback. I will try to have it fixed tomorrow.
Smoking Cat 21 Aug, 2024 @ 2:01am 
need an update, with the last patch every unit mod crashs. :S
btw nice mod :P
SteelBlood  [author] 24 Jul, 2024 @ 3:29pm 
Thank you! And that is exactly what I go for. I just hope I can achieve what I hope to. Appreciate your feedback and hope to improve it in the future. Have fun!
Albert Jester 24 Jul, 2024 @ 7:32am 
That's more than fair, thanks for taking the time to respond, I hope those road blocks get resolved, there's nowhere near enough mod makers who focus on "seamless" unit packs. Nothing against big overhaul mods or the various big creative unit packs, but honestly, sometimes you just want a little more roster variety in line with the vanilla units to flesh out factions and you're very good at that.
SteelBlood  [author] 24 Jul, 2024 @ 5:18am 
For now, I haven't done much modding in awhile. I am currently pretty much just making sure they stay working. I would like to go through each mod I have at some point and add in 1 or 2 units to most of them, maybe some balance changes on some mods, better unit cards, etc. But I have other mods I still want to make for some factions as well. You have good suggestions, but I don't think I'll be able to implement them, at least for awhile. There have also been some roadblocks on some of the other mods I have been trying to work through but haven't been able to get any help with.
Albert Jester 23 Jul, 2024 @ 11:28pm 
If you were to add another unit, would you consider a, higher tier Gunnery Mob? like, the difference between Empire Handgunners and Empire Nuln Ironsides. Roughly the same unit but with generally better stats at a higher cost, (maybe using the Gunnery Wight Torso to visually differentiate them.)

Say, Zombie Pirate Marines with swords and pistols at 500gp, and Zombie Pirate Marines (handguns) at 800gp? both just flat improvements on their lower tier versions in terms of armour, stats, speed, accuracy etc, with a slightly lower unit count (say, about 70).

The Coast's "Skeletons VS Grave Guard" units.

(And If I can be very impertinent, would you consider using Edited Unit Cards for this mod? as in slightly tweaked/recoloured versions of the existing depth guard/zombie unit cards, so they blend in better with the others? The units themselves already feel like they fit right in with the vanilla roster so if the cards could match it'd be a perfect "official expansion we never got" mod)
SteelBlood  [author] 20 Jun, 2024 @ 4:22am 
Thanks for the heads up sigmar, I'm sure it's fine though. This mod has been around since WH2, and mod authors often use inspiration or certain aspects from other mods so it's not uncommon to see some overlap, as long as they make sure to credit the original.
sigmars_disciple 18 Jun, 2024 @ 9:07pm 
Odd, I just went through some Coast unit packs and there is this one by Ghido (hope I spelled that right) that has 4 instead of 3 units but it's almost like I read the same(ish) unit names on 2 different mod pages. Is probably all good and just an odd coincidence (he has a full compilation out with units for almost every race, usually pretty extension-of-vanilla ish), but maybe you wanna take a look <3
sigmars_disciple 18 Jun, 2024 @ 8:40pm 
Hey, you could update the bit in your description about removing units, as this is easily done via WH3MM, but users seem to know very little about it! Any activated mod containing units will show a settings icon on the right hand side. Clicking on it allows to deactivate units - settings are saved, locally. <3
Majyek 18 Jun, 2024 @ 9:10am 
Well that's a bummer. I feel like it's a missed opportunity on CA's side with that one.
Oh well at least I can enjoy what I have :steamhappy:
SteelBlood  [author] 17 Jun, 2024 @ 7:34pm 
@vo That's kind of odd, I just compared the vanilla units and they are the same size. Perhaps you have a mod that affects the size of the vanilla units?

@Majyek Probably not sadly. That's a bit outside of the scope of this mod, and I'm also not currently actively modding, just trying to keep them up to date. Likely at most at some point I might add another unit to this mod, if I can make it work.
Majyek 15 Jun, 2024 @ 7:55am 
Are you planning to also add a Depth Guard dedicated lord?
Maybe a 5th Legendary Admiral from the tech tree.
That or just replacing already existing one.
I really like Depth Guard armour and it's a damn shame that they don't have a lord option.
He could have a Death Shriek Terrorgheist mount and focus around buffing Depth Guard and Terrorgheists. With a mix of both blood and depth magic.
What do you think?
vo 9 Jun, 2024 @ 12:54pm 
For some reason the depth guard variants in this mod are huge compared to vanilla depth guard 😂
SteelBlood  [author] 12 May, 2024 @ 10:05am 
No one's reported any issues like that on any my mods before, so sounds like a conflict probably. Can't say for sure until tested with only my mod enabled though. I doubt resubbing will change anything, unless something didn't download properly.
mrfatbard 11 May, 2024 @ 10:09pm 
no but its the only mod i disabled and the game seems to be working now, it might be a conflict with one of my other mods like the neferata mod or possibly mixus legendary lords mod (most of the other mods i have are just unit replacers) but no worries maybe ill just try resubbing and see if that works later
SteelBlood  [author] 11 May, 2024 @ 6:11pm 
Have you tested with only this mod enabled?
mrfatbard 11 May, 2024 @ 4:27pm 
im still getting crashes over the end turn around turn 3-6 when playing as the beastmen and after four hours lol i found out that it was this mod somehow, it might also be a conflict with another mod i have but i thought id let you know anyway
Chemiker94 2 May, 2024 @ 2:10pm 
Thanks a lot man, really appreciated :)
SteelBlood  [author] 2 May, 2024 @ 6:07am 
Thanks for letting me know, should be updated and working now.
Chemiker94 1 May, 2024 @ 2:44pm 
causes crashing since 5.0 unfortunately :(
GOW LIKE A BOSS 14 Dec, 2023 @ 7:44am 
Gotcha, no worries!
SteelBlood  [author] 14 Dec, 2023 @ 12:34am 
I'll add that to the list, though sorry it may be awhile. Don't play much anymore.
GOW LIKE A BOSS 12 Dec, 2023 @ 7:23pm 
Would you consider adding the "fire whilst moving" ability (trait?) to the Depth Guards (Pistols)? It feels like they should be able to fire on the move.
fredrowe234 12 Dec, 2023 @ 8:34am 
Thank you! I like the Zombie Pirate Gunnery Grenadiers in particular
SteelBlood  [author] 27 Nov, 2023 @ 7:22pm 
Thank you!
mrfatbard 27 Nov, 2023 @ 4:39pm 
i cant belive ca doesnt belive in shields for this faction, nice mod
SteelBlood  [author] 20 Aug, 2023 @ 2:50am 
Thanks, that's always great to hear! :) happy you enjoyed it.
SteelBlood  [author] 27 Apr, 2023 @ 6:15am 
It is :)
Madder Red 26 Apr, 2023 @ 10:38am 
Wait, is this the same mod that also was in TWW2?? If so, freaking awesome
SteelBlood  [author] 23 Apr, 2023 @ 9:45am 
Yea, update changed some stuff. Fixed.
SteelBlood  [author] 23 Apr, 2023 @ 8:51am 
That's super weird, maybe the 3.0 update broke something, I'll look into it, thanks for letting me know.
Majyek 22 Apr, 2023 @ 8:41am 
It seems like the units this mod adds are not considered undead. You cannot heal them with Invocation of Nehek and they run from battle after suffering casualties.
fredrowe234 1 Feb, 2023 @ 5:38pm 
Thank you!
SteelBlood  [author] 1 Feb, 2023 @ 4:54am 
Yep! Feel free to do that to any more of mine :) You made it available to more people and followed the permissions section perfectly. Thanks and nice work!
Diablo™ ( music ) 1 Feb, 2023 @ 4:21am 
SteelBlood  [author] 15 Nov, 2022 @ 4:42pm 
Updated depth guard health. Also yes all my mods are available for AI.