Total War: WARHAMMER III

Total War: WARHAMMER III

Ghost Knights for Bretonnia and Vampire Factions
23 Comments
Professor Boondoggle 29 Mar @ 6:11am 
I built totems as the vampire coast, and Grail buildings as Bretonnia and even with no other mods... this doesn't seem to work.
Мариус 24 Feb @ 11:46pm 
No need to update?
HavocAndZeal 24 Jul, 2024 @ 2:32pm 
Is there any plan to update this mod? I think it's conflicting with SFO.
Pwner1  [author] 8 Aug, 2023 @ 9:27am 
Counts as hexwraiths.
Nobody 8 Aug, 2023 @ 8:29am 
ghost knight seems not gain the buff from redline when playing vampire count
🐰Futrzaczek ⁧⁧🐰 8 Jul, 2023 @ 3:44pm 
Cool mod. Can you add Damned Paladin to be recruitable too?
Daverin2112 8 Jun, 2023 @ 11:05am 
Any chance you can add a submod making this work with Mixus Mousillon? currently it seems to not take any modded units for VC or Bret.
Millor 6 May, 2023 @ 3:43pm 
damn I really like this mod but making them benefit from so many techs becomes way too OP. You can get 90% phys resist on vcoast
Ciaphas Cain 5 Mar, 2023 @ 10:36am 
Any chance of adding mod compatibility to the Campaign Configuration Mod so we can change it to only allow Bretonnia/Vamp Pirates??
Pwner1  [author] 12 Nov, 2022 @ 4:46pm 
By default they have wh3_default_land_monsters_flanking_strong value of 10, but I don't know if bretonnian AI algoritm dabbles in monsters.
Marteinn Jón Þórarinsson 12 Nov, 2022 @ 1:56pm 
Hey thanks for the mod in the first place. My question is, will the AI also create those knights if possible?
Pwner1  [author] 2 Nov, 2022 @ 11:12pm 
They count as wh2_dlc11_cst_all_monster_ultility
wh2_dlc11_cst_all_monsters
wh2_dlc11_cst_army_chain_set_monster
wh2_dlc11_cst_inf_syreens
wh2_dlc11_cst_infantry_melee
wh2_dlc11_cst_rite_vanguard_monsters
wh2_dlc11_cst_syreen_mournguls
wh2_dlc11_cst_inf_all_zombie_deckhands_mobs
wh2_dlc11_cst_prometheans_leviathon_colossus
wh2_dlc11_cst_terrorgheist_scurvy_dogs_syreen
Void 2 Nov, 2022 @ 4:38pm 
I was looking for a mod like this for vampire coast for ages, so huge thanks! Just out of curiosity are they buffed by any coast tech? :)
Pwner1  [author] 27 Oct, 2022 @ 12:55am 
Of course it is intentional. Whoever wanted units that did not get bonuses?
세랖랖 26 Oct, 2022 @ 7:40pm 
I'm not sure if you intended this, but are these ghost knights supposed to get benefits from bretonnian skills&techtrees? I am currently playing as the enchantress and I found out that all of the buffs they give to their knights are being applied to these ghost knights too. If you intended this, great job!
Masterdelta41 20 Oct, 2022 @ 7:35am 
This is perfect thank you man I appreciate it.
Pwner1  [author] 20 Oct, 2022 @ 1:44am 
Coast and Counts included.
Pwner1  [author] 20 Oct, 2022 @ 12:47am 
Should I expand this?
Masterdelta41 20 Oct, 2022 @ 12:27am 
@Jordanzeeg I would like it if you could post that mod on the workshop, cause I want them for the vamp coast too.
Jordanzeeg 19 Oct, 2022 @ 3:49pm 
Just wanted to thank you for doing this. I wanted this kind of mod in vampire coast for the longest time, and by referring to how you did it I was able to make it happen. Great mod and great work. :steamthumbsup:
Masterdelta41 15 Oct, 2022 @ 12:21am 
Checked it everything is working fine now thanks.
Pwner1  [author] 14 Oct, 2022 @ 8:50pm 
How strange. Maybe I didn't save. Remember that if another mod modifies data__ land_units_to_abilities or copies the whole list in there they will unbind. Using No summon degrading mod will help. I have now fixed this.
Masterdelta41 14 Oct, 2022 @ 7:44pm 
All versions of the ghost knights still are on 90 second timer, and can you also make a mod version of this for the vampire coast? Thanks for making this mod though these units always felt underused for how cool they are.