Total War: WARHAMMER III

Total War: WARHAMMER III

Lost & Found Dwarfs: Complete Collection
796 Comments
Shogii 15 Jul @ 6:32am 
is it SFO comp ?
lordziffy 6 Jul @ 8:17am 
So how is this mod balance wise relative to the base game?
Altey 23 Jun @ 8:58am 
I do agree slayers need variety
Óðinn Alföðr 22 Jun @ 8:07am 
All sincere fans of your work are glad to hear this.:steamhappy::steamhappy::steamhappy:
greenphoenix23  [author] 21 Jun @ 4:44pm 
I think it should be fine, as I haven't gotten any reports of it broken, but I plan on going through all my mods tomorrow to make sure
Óðinn Alföðr 21 Jun @ 7:33am 
Do you need to update this mod after the last major patch?:WH3_nurgling:
greenphoenix23  [author] 23 May @ 11:21am 
@Criton21
I can look into it. I'm not sure if that would be possible.

@Big Bad Wolf
Thanks for the report! There shouldn't be any other mods required. They might have done something in the most recent patch. Is the mod fully up to date? There was a similar issue a while back that got fixed, and sometimes Steam doesn't automatically update the mod. You can unsub, open the game, and resub to manually update any Workshop mod.
Big Bad Wolf 23 May @ 9:45am 
Belegar Runic Mount visual is broken on campaign and in battle. Is there a visual mod that is needed?
Criton21 8 May @ 4:41am 
Would it be possible to add the Lord and Thane alts to the MCT as an option to remove, like you have for all the other new units?
greenphoenix23  [author] 1 May @ 2:27pm 
@Omnplayer
Compatibility submods are perfectly okay!
Just make this one a required mod and I'm good!
greenphoenix23  [author] 1 May @ 2:26pm 
It might be a specific income or it could be I need to update this for the patch.
I will be updating it this weekend.

As for seeing if it is an incompatibility you can always test things in halves (turn off half of your mods and check if this one still works. Then the other half. Then repeat narrowing it down).

Most common ones would be mods making very similar changes to the dwarfs, though the Resized Lords and Heroes mod is a known incompatibility.

If you find something else it doesn't work withn, please let me know!
Johann der Alte 1 May @ 2:49am 
Ahoy! Is there anything else that this mod is incompatible with? Just reworked my mod list after the update, but this is the only thing that doesn't seem to work after I've set up the list (so I think it's a specific mod it's conflicting with). It still works by itself though. Cheers!
Omnplayer 7 Apr @ 10:39am 
Would it okay if I posted a submod for this that fixes issues with this Dux's Dwarf Rework and Bring Back the Mid-Game?
Ben 29 Mar @ 9:18am 
I have a suggestion for the mod.
Slayer Runesmiths and Engineer Heroes. The last ones would synch well with Malakai.
demon xenomorph1987 22 Feb @ 8:22am 
im playinf with my friend im playing malacai and my friend plays the empire but he cant get the units throu the alliance menu
greenphoenix23  [author] 10 Feb @ 10:12pm 
@Tal'Raziid
Yes, SFO submod still isn't out.

@voiceofreason467
Try manually updating the mod. That was an old bug that got fixed a while back and sometimes Steam doesn't automatically update them.
voiceofreason467 10 Feb @ 8:43pm 
The new mounts for lords and thane's are bugged visually. The one on the left is cut in half and is warping.
Tal'Raziid 8 Feb @ 10:07pm 
This is still waiting on an SFO submod, right?
greenphoenix23  [author] 21 Jan @ 6:51am 
Thanks for the report!
I will look into it!
Are you running any other mods with it?
Big Bad Wolf 21 Jan @ 1:12am 
Trying to do Grungni Trait stacking to reduce construction cost of buildings. However the new construction cost aspect of the Ancestral Blood Grungni trait is not working as intended and does not reduce the cost of construction at all.
Mingnit 19 Jan @ 1:18am 
Honestly dont worry too much about it, it doesnt seem to ruin anything. But most likely its a conflict with some other mod that adds either LL or heroes(like mixu LL, kraka drak, legendary characters, etc).
greenphoenix23  [author] 18 Jan @ 7:26am 
Thanks for the response!

That is a very strange interaction for sure. Does it happen when you have all of those mods, but not mine installed? I don't know what would be causing that since any default heroes they have should be the normal axe and shield versions.
Usually when I test for incompatibilities I usually remove half of the installed mods with each iteration to narrow it down quickly.
I will look into adding MCT support for that, but I am not sure how well it will work with heroes.
Mingnit 18 Jan @ 3:05am 
No, not like belegar. When I select these heroes they dont show any UI unlike other heroes and the AI never moves them from their capital and when I confed them I cant move them either.
Testing what mod has a conflict with yours is a pain since I would have to play for a little bit (10-20 turns) confed another faction to check if they have these heroes and do this every time I turn off 10 or so mods (have around 150).

Anyway, they dont seem to create issues asides from being somehow immortal so they can only be wounded by the kill command and having upkeep.
greenphoenix23  [author] 17 Jan @ 3:10pm 
That is a very odd bug. Do you mean ghost thanes like Belegar's? Or just not present on the map?
Did you add a mod in the middle of a campaign? And which mod is incompatible?
Mingnit 16 Jan @ 10:32am 
Both the AI and I get "ghost" heroes (always thanes). I cant select these heroes but I can kill them with console commands, however they just get wounded so they come back. Usually this happens after a confederation.
greenphoenix23  [author] 16 Jan @ 7:02am 
What sort of conflicts are you having with them?
Mingnit 16 Jan @ 6:29am 
Is there anyway for you to add an option to turn off the Lords and Heroes with crossbows and etc and just leave the vanilla ones on MCT? It seems that these lords and heroes conflict with other mods and I have 0 insterest in them. Asides from this I love what this mod does.
greenphoenix23  [author] 15 Jan @ 7:38am 
He should be able to! I will look into that and get it updated to fix it!
achris1206z 14 Jan @ 1:53pm 
Is it possible for Malakai to recruit dwarf warriors and miners from his airship at tier 1
For me I can only recruit miners with blasting charges via T1 airship and dwarf warriors with heavy weapon from the building
The Large Lad 27 Dec, 2024 @ 2:05pm 
Alrighty, it works just fine now. Any mods I add from here on out (very few) if it returns, I'll know those are the ones that broke it
greenphoenix23  [author] 27 Dec, 2024 @ 6:37am 
Oh yeah. It will not work with modded lords those woulf need a submod.
The Large Lad 26 Dec, 2024 @ 9:17pm 
I was using the expanded Immortal Empires map. I did not try playing one of the base lords, I'll give it a shot when I can.
greenphoenix23  [author] 25 Dec, 2024 @ 8:18pm 
@The Large Lad
Which campaign were you running and do you have any other dwarf mods installed? I just checked and was not having any issues recruiting other variants on a fresh Thorgrim campaign right now.
greenphoenix23  [author] 25 Dec, 2024 @ 8:04pm 
Thanks. I am looking into it now. Nothing I did should have caused that, so it may be something in the most recent update causing some issues.
The Large Lad 25 Dec, 2024 @ 7:38pm 
Yes, brand new save.
greenphoenix23  [author] 25 Dec, 2024 @ 2:58pm 
Thanks for the update!
I will have to poke around to see what has broken the other types from being recruitable.
Is this happening on a new save?
The Large Lad 25 Dec, 2024 @ 2:30pm 
Okay, the thane is no longer duplicated despite not having access to the other types of Thanes. It's quite strange but everything else is working as intended it seems.
The Large Lad 25 Dec, 2024 @ 2:01pm 
While I cannot see the Thane duplication as of yet, I cannot see any Lords or Thanes hireable other than the Axe and Shield ones. They're not even options to hire anymore.
The Large Lad 25 Dec, 2024 @ 1:26pm 
I haven't been able to try it yet but I will as soon as I can. I'll let you know.
greenphoenix23  [author] 21 Dec, 2024 @ 1:04pm 
I think so, but I would double check to make sure.
I am currently working on a big mining project that is overhauling all of that stuff pretty heavily, so I haven't been touching it much for this pack. I might have forgotten to port that change here since all my new work is in a separate packfile currently.
Kimplin 21 Dec, 2024 @ 10:11am 
did the latest update give the drill tank collision attacks? Dont see any patch notes anywhere.
greenphoenix23  [author] 16 Dec, 2024 @ 3:47pm 
Thanks!
Are you still having the issue after rhe update?
I fixed something that might have been causing that bug. I did not see that behavior after the fix, but want to verify it works for everyone.
The Large Lad 16 Dec, 2024 @ 3:45pm 
And they are each on their own Oath Stone.
The Large Lad 16 Dec, 2024 @ 3:44pm 
Apologies for the late reply but yes, it's two Thanes that act as a dual entity unit and it's only for the Axe and Shield, no other Thane suffers from this issue. It doubles their HP and damage output basically making them unstoppable.
greenphoenix23  [author] 8 Dec, 2024 @ 3:03pm 
I still have plans to add some, but it won't be for a while yet.
Kimplin 8 Dec, 2024 @ 2:55pm 
I imagine with the new Runic Units mod you wont be adding ur own to this mod?
greenphoenix23  [author] 7 Dec, 2024 @ 1:19pm 
@b621204 @Alastor Moody @Avery
I am not getting any crash with that mod. There is a required Asset Mod to go along with the polearms, though. Do you have that installed?
It is also possible that whatever the issue was was fixed on the other end. Let me know if it is still crashing for you!

@The Large Lad
I found a potentially related bug that I fixed, and could not replicate the bug you found, so hopefully that took care of it. I will post the update after the patch (along with whatever fixes I wind up needing for that).
greenphoenix23  [author] 7 Dec, 2024 @ 11:38am 
Also, to clarify, by two entities do you mean there are two overlapping thanes on the mount? Or two separate thanes each with their own mount?
greenphoenix23  [author] 7 Dec, 2024 @ 11:34am 
@The Large Lad
Thanks for the info!
I have been having quite a lot of trouble tracking down what has been causing that, but this is very useful information.
To confirm, you do not have this issue with the other variants, correct? Just the axe and shield version?
The Large Lad 1 Dec, 2024 @ 5:17pm 
Coming to you again with a repeating issue. While I do have several mods on which may be causing an issue, something which I have noticed may help in identifying the issue.

When I put a thane with axe and shield on an Oath Stone, they will duplicate and become two entities - making them very broken. However, I've noticed that it only occurs if I raise their hp cap. If I never touch any skill which increases their hp, they remain a single entity. Any idea how this could be interacting with other mods? Could mods which add variants to thane styles be causing this issue?