Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost Factions: Fimir
610 Comments
Liara 19 Jun @ 5:13pm 
The Boglar Shaman's "hat" have some sort of LOD issue. When you are very zoomed in it light's up in glowing green like a traffic light.
the gnome warlord 18 Jun @ 5:02pm 
the faction isnt showing up in the immortals rising or ANY OTHER
ErraticPterodactylTTV 16 Jun @ 7:24pm 
I assume the team is aware that the portraits for the Fimm Finmor and the Fimiarch Noble are bugged? They work in campaign but in battle are frozen save for the occasional blink of an eye.

That's the only bug I've noted; mod otherwise runs great. If you're ever wanting to expand it, would suggest a few more Boglar units, now that there's a greater variety of Gnoblars to model them on.

@Slimey Kiwi

It's a midpower faction. Not overpowered, but perfectly capable of competing.
jamie_van 11 Jun @ 9:46pm 
I have tried uninstalling and reinstalling the mod it seemed to work at first, but them broke again
jamie_van 11 Jun @ 9:46pm 
The game keeps crashing when I use this and the lua mod log says some of the files are failing to load?
SlimeyKiwi 2 Jun @ 1:01pm 
Would you guys say this faction is overpowered? Strengths/weaknesses?
stevens2222 30 May @ 2:02am 
Hi, you're doing a great job, but you could update these factions, Albion, Fimir, Araby, update campaign mechanics or add new ones or two new units, playing with these factions feels very empty.
raw666 28 May @ 3:30pm 
@Datboi
Can you provide more details. Do you have the mod configuration installed as well, you need it to activate it in game and activate mods? Are you sure they downloaded. Sometimes mods will refuse to install though stated they did. In that case, you may need to force a reinstall of all game files.
Datboi 28 May @ 2:15pm 
Anybody know how to get this mod to work? Installed his mod, got Mixer. But this faction doesn't appear nor any of the lost factions mods. Anybody know what im doing wrong? Tried disabling all mods except this one and Mixer and it still didn't appear
Saetch 26 May @ 7:32am 
Hey! This mod kind-of sorta works in mutliplayer campaigns, but not really. You can play Fimir and I did, but unfortunately you will be stripped of all your faction bonuses and your legendary lord that is replaced by a generic norsca one. The armies will be reduced to the lord with a single unit of Fimir and you don't start with an owned settlement. Fortunately, both faction starts can deal with that through instant recruitment. It's hella tough, but you can make it work and have generic Fimir lords lead your armies and you can turn the empire into a swamp with your friends.
EnumaEllis 15 May @ 1:55pm 
Also, I think those Apprentices and caster character should get barrier. This faction is so squishy and it is difficult to set up reliable and stable regions of power. The apprentices cannot match enemy range nor rate of power, so getting some semblacne of barrier, like 500 health and for the heroes 1000, would be enough to help them out.
EnumaEllis 12 May @ 4:55am 
Can the apprentices not have arching fire in some form? They are the equivalent of handgunners, and it's really difficult to reliably use them.
tehswordninja 6 May @ 1:21am 
Sorry if it's been suggested before, but might Troll Hags (and River Trolls) fit the faction?
Hex: Ball Torture 22 Apr @ 8:58pm 
Is Kroll just meant to be completely unable to get through gates or is this just a huge oversight by the creators? lmao
killjoint666 10 Apr @ 10:34am 
Weird thing. I loaded up the Rancor Hold faction, and it showed every faction in the diplomacy window. The map fog was still there. I checked the Tendrils of Doom as well, same thing. Is this a feature of the race or just a bug?
Renegade Rabbit 7 Apr @ 10:36pm 
I recall the Fen Beasts having "Horrible Regeneration" which revived dead entities, ass opposed to standard regeneration. Was that an SFO thing or was it downgraded here as an unannounced change?
Rhox 5 Apr @ 6:13am 
Your mod is not updated. Resubscribe. Or force update
Finneg4n 5 Apr @ 5:08am 
Hey!
Unfortunately something is still wrong with this mod, I'm getting this info:

The following mod cause a crash to the database: ovn_fimir.pack
The first invalid databese record is 260500051 in table building_level_armed_citizenry_junctions_tables and pack file ovn_fimir.pack
The application will terminate now.

Please, help us to have fimirs in our campaigns again :)
Rhox 4 Apr @ 6:39am 
Script Break. Try with minimum amount of mods
Garvei268 4 Apr @ 6:36am 
i dont have any city or legendary lord when i initiate the campaign
Munia 30 Mar @ 10:22am 
for the old world bug were there is no tech tree just unsubscribe and re-subscribe to the old world campaign mod.
TTV Flannel_Beats_Denim 30 Mar @ 1:13am 
@PoisonClaw if i recall from a video its mechanical only
PoisonClaw 28 Mar @ 7:19am 
I am wondering. Does Kroll also grow in size with the mass growth or is it only mechanical and not visual?
Rhox 27 Mar @ 11:39pm 
Startpos thing. Nothing we can do about it. Wait for ChaosRobie's update, or update yours if he has updated it already
patryk_wesierski16 27 Mar @ 11:38pm 
For some reason, Fimir don't have acces to technology in Old World campaign

Research button is gone and Notification bubble brings us to empty research tab
gamestopjesus 27 Mar @ 12:05pm 
love it , would love like many others to see it work in the TOW but id rather just have the halflings back the Moot is missed. OVN rules
Rhox 21 Mar @ 5:36pm 
Likely case is you ignored required items and haven't activated Mixer, or using another startpos mod
AutotheDerg 21 Mar @ 5:18pm 
i cant get the mod to load properly, like it wont show up in the campaigns and only in the skirmish battles
Sin 17 Mar @ 10:42pm 
As feedback / Request, Would you consider giving bog octopus units the constrict effect that Kroll has?

Also maybe slightly better economy ( and not use the Norsa horrible Econ ) if not too much trouble
Rhox 16 Mar @ 8:04pm 
No, we can't and we won't
We can't as that is startpos that is something in the Mixer
We won't as we don't want to ask Mixu to do additional things while we're doing nothing on it
SHINGLES 16 Mar @ 1:18pm 
can you make the minor factions playable?
DeadRice 14 Mar @ 5:35pm 
Please make it compatible with Old World pls
Naxos 8 Mar @ 5:54am 
I had a thought, but wouldn't oxyotl's mechanic work relatively well for Fimirs ? As in go about the map to scare order factions, establish hidden spots in the fog within settlements and whatnot ?
KidouKenshi22 27 Feb @ 12:03pm 
is there noway these mods add mp support???
imma dead. 26 Feb @ 1:23pm 
For some reasons, this mod mod changes trees and grass in all Empire and Southern Kingdoms territories (pine woods for a mangrove like in swamps). Only this mod, others OVN races work fine. Is this intended or some bug/incompatibility?
Rhox 21 Feb @ 8:32pm 
Should be. Unless you're using some other mods that break ours. (I haven't tested with lost world though)
Illegal FQ 21 Feb @ 8:20pm 
Works with all other O N factions?
Akumaking1 9 Feb @ 6:43am 
A fitting song I found that you can play while being the Tendrils of Doom. https://www.youtube.com/watch?v=lHUTFThUhds
Crabdad 8 Feb @ 1:39am 
This mod rules. I wish there were more named Fimir to add as heroes or faction leaders, but honestly the Fimir getting any love at all is more than GW has done for them in decades, so good job fellas!
Rhox 2 Feb @ 4:17am 
Ignore it. If you're curious what happens, search modding den with json and PJ wrote about it.
tmehmel5 2 Feb @ 4:00am 
Part 2:
'data/script/campaign/main_warhammer/json.lua'no file 'data/script/campaign/main_warhammer/minor_cults/json.lua'no file 'data/script/campaign/_narrative/json.lua'no file 'data/script/campaign/_narrative/races/json.lua'no file 'data/script/campaign/main_warhammer/endgame/json.lua'no file '.\json.dll'no file 'D:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER III\json.dll'no file
tmehmel5 2 Feb @ 3:59am 
Are these lua errors from this mod or caused by a mod conflict? part 1:

Loading mod file [script\campaign\mod\ovn\json.lua]
Failed to load mod file [script\campaign\mod\ovn\json.lua], error is: cannot open json: No such file or directory.
module 'json' not found:jsonno field package.preload['json']no file '/script/campaign/mod/json.lua'no file '/script/_lib/mod/json.lua'no file \steam\steamapps\workshop\content\1142710\3338467886\json.lua'no file \steam\steamapps\workshop\content\1142710\3338467886\script/campaign/main_warhammer/json.lua'no file 'data/script/_lib/json.lua'no file 'data/script/campaign/json.lua'no file
Skullgar 1 Feb @ 8:35pm 
@regular Otaku as you can see near the bottom of the description multiplayer unfortunately does not work. Really wish it did though!
Regular Otaku 25 Jan @ 3:29am 
it doesnt work in coop right?
Multay 25 Jan @ 3:07am 
skill issue
Frostmere 18 Jan @ 11:40am 
So why does this keep crashing before it even lauches
KronicSD 13 Jan @ 7:47pm 
I've noticed that even when at 100% ambush chance, I have never once successfully popped an ambush. My attempts are always foiled. Is there an issue with the ambush stance for this faction?
Maxzan 12 Jan @ 3:27am 
I found the console tool to try it faster than doing the whole campaign and, NVM everything is working, both +10, and the Warp Fireball tech. I just got a bug that it wasn't in the character infobox until doing at least a fight after researching it.
So, all my apologizes if you lost time by checking it.
Rhox 12 Jan @ 2:17am 
Uh, no. RoR versions go up to 46 from 36, normal versions go to 40 from 30. (And this is the 3rd time I'm checking this in-game)
You know that while the code name is damage, but the icon is melee attack and loc says melee attack, not weapon strength right?
If you're really having that problem. post your screenshot in the modding den or OvN Discord
Maxzan 12 Jan @ 1:32am 
Oh I see, maybe it's +10% attack damage instead of the +10 melee ? I was looking for that since the icon represent the melee and say +10 melee for both skills. To be honest it surprised me a little, +10 for infantry seemed huge