Total War: WARHAMMER III

Total War: WARHAMMER III

Lustria Rises - Lizardmen Overhaul
962 Comments
bless up
Conflagration  [author] 10 Jul @ 5:13pm 
Well, I'm glad you're enjoying it and appreciate the report.
it really doesnt affect the campaign that much i just wont use that feature too much
ty for ur mod
Conflagration  [author] 10 Jul @ 5:02pm 
I don't expect there to be any conflicts on this front. If it's working in a new campaign but not the old one, that's kind of weird but there might not be anything I can do regardless.

Unfortunately the issue is that one of CA's script commands is bugged, and it's the one relating to adding new units to the blessed pool. I've been trying to do stuff relating to that a lot lately and have had basically no success despite spending days working at it. Much harder to mod these units in the way that I wanted than I expected.
its working in new campaign mod is updated i may have a mod conflict
Conflagration  [author] 10 Jul @ 4:39pm 
Try unsubscribing and resubscribing, then get back to me.
im still getting new ones every turn maybe a mod conflict then
Conflagration  [author] 10 Jul @ 3:53pm 
It won't remove existing Blessed Spawns from save games, if that's what you're asking, but they should no longer be constantly generating in save games.
does new update apply to save game specially the blessed unit fix?
Aegis 10 Jul @ 7:05am 
based. lizardmen forever
Conflagration  [author] 9 Jul @ 10:20pm 
No? I don't care about Skaven.
Any chance of you overhauling Clan Pestilens? They're one of my favorite clans but got left in the dust
Conflagration  [author] 9 Jul @ 7:42pm 
Alright, thanks. Glad you're enjoying it.
gramnd paul 9 Jul @ 7:20pm 
ah well, it's not a real crippling issue. i'll get back if anything changes, but this is still an amazing mod. keep up the good work!
Conflagration  [author] 9 Jul @ 6:35pm 
Confederating via the Reservoir does impart a 10 turn global cooldown to it, but confederating normally won't.
gramnd paul 9 Jul @ 6:13pm 
the only notable event that could be related is that I had confederated Kroq-Gar's faction with diplomacy, and then before the confed effect was over I confederated Tehenhauin's faction.
gramnd paul 9 Jul @ 6:09pm 
it's gotta be, used it against skulltaker's faction and they've been dead for more than 20 turns now. gonna keep messing around with it, i just used another one so maybe when that one comes off cooldown it'll fix it.
Conflagration  [author] 9 Jul @ 6:06pm 
I doubt it, unless you have another mod that adds content to the Mortuary Cult for Lizardmen. You sure it's been 20 turns?
gramnd paul 9 Jul @ 5:59pm 
hm, maybe another mod is interfering with it. thanks for confirming!
Conflagration  [author] 9 Jul @ 5:55pm 
No, they're on an 8 turn individual cooldown plus a three turn global cooldown.
gramnd paul 9 Jul @ 5:49pm 
absolutely love this mod, actually made me realize the lack of campaign mechanics for vanilla lizardmen factions. there is one question i have though. are the cataclysmic spell invokations a once per campaign deal? it's been 20-some turns since i used the ashes and dust invoke and it still just has a green checkmark next to it.
bless
Conflagration  [author] 9 Jul @ 5:19pm 
Yeah that's not meant to be happening at all. I'll look into that.
one of every kind every turn
Conflagration  [author] 9 Jul @ 5:17pm 
One of every kind, or one of a random type, or what?
im getting 1 every blessed units every turn
Conflagration  [author] 9 Jul @ 4:54pm 
When you say blessed units every turn, explain a bit more please.
is it normal gor rok faction new blessed units every turn? tested using mixer immortal empire expanded mct and this mod
Conflagration  [author] 9 Jul @ 3:42pm 
Read the FAQ.
Babbysaurus 9 Jul @ 1:56pm 
is this not working for everyone else?
Conflagration  [author] 8 Jul @ 7:23pm 
I don't dislike them at all, they just don't make sense as they currently are based off of the lore, and I like to change things to fit more in line with pre-existing themes and lore where possible.
DragonSlayer 8 Jul @ 7:12pm 
I personally love the blessed dinos but I understand if you don't. This is probably the best mod for Lizardmen in TWW3! :)
Conflagration  [author] 3 Jul @ 3:07pm 
Well, he gets a skill that buffs 'em (and all other dinos), and honestly between that, the tech buffs, and the Lost Valley landmark buff I dunno what more improvements would be warranted.
Harlock 3 Jul @ 3:00pm 
Besides Grymloq or any "legendary" dino, yeah no dinos should be blessed. Maybe a passive with that Krog Tar that would improve the carnos. Once Grymmy is unlocked?

just giving an idea love the mod, and support you 100%
Conflagration  [author] 3 Jul @ 6:48am 
I am aware of Grymloq, he is a special case. While I'll probably remove the existing Blessed SEM dinos, I may yet add in a replacement system for them specifically that are not blessed. We'll see. I have plans in the works that may or may not pan out.
TheRexYo 2 Jul @ 9:07pm 
@Conflagration If Creative Assembly added it, then GW had to approve of it. Which means it's canon. But in any case, Grymloq is (according to the 8th Edition Army Book) most likely blessed by the old ones, it's what allows him to live so long.
Conflagration  [author] 24 Jun @ 8:28pm 
Because the dinosaurs themselves are not in fact given Blessings, that is strictly a Lizardmen thing.
Why?
Conflagration  [author] 24 Jun @ 6:39pm 
Also as a side note I am almost certainly going to disable Blessed Carnosaurs, Stegadons and Bastiladons (Solar Engines) entirely in the future.
Conflagration  [author] 24 Jun @ 6:33pm 
As we discussed before, the dinos still use the old system which is completely separate from the newly added true Blessed units - but they technically should be more common than before as there is less chance for other non-dino units' missions to generate.

Again, I do intend to redo the way the true Blessed Spawns are generated, the current system is just the first pass. They are still going to be rare though, it is not intended that you get them commonly.

Although to be honest the fact you're actually getting any Spawn Leaders or Temple Guard spawns is surprising since looking at the files they actually shouldn't be able to spawn at all because I forgot to add the required files. So that's interesting.
DragonSlayer 24 Jun @ 6:08pm 
Is there any chance of increasing the random events to get the blessed spawnings? There are so many variants now that while this new system seems much cooler than the official one, in practice you basically never get blessed dinos or higher-tier units. In the old system you'd basically always get a mission to get a blessed carnosaur in the early game, but in the couple campaigns I've tried I basically end up getting 1-2 good blessed infantry (spawn leaders or temple guard) and then just a bunch of skink skirmishers...
Conflagration  [author] 24 Jun @ 8:17am 
Actually giving Maz access to Tablet of the Slann right off the rip is probably too much, I'll go with Tablet of the Warrior instead. Fits him just as much but isn't quite as powerful.
Conflagration  [author] 24 Jun @ 8:12am 
Good point. I might change Hexoatl to start with Tablet of the Slann, give Tablet of Monuments to Tlaxtlan and Tablet of Crafts to Xlanhuapec.
Manii Names 24 Jun @ 8:05am 
Giving Hui a try again. Suggestion: Maybe have him start w a technology of some kind? Mazda starts w Monuments, which gives +20 growth and is astounding. Hui starts with ... nothing =)
Conflagration  [author] 24 Jun @ 4:57am 
Read the FAQ.
Conflagration  [author] 23 Jun @ 8:17pm 
I have genuinely no idea.
I don't have all of the lizardmen dlcs, I can still use this mod right or will it break?
Conflagration  [author] 23 Jun @ 12:11pm 
You mean the spell rework? The making of Xuaxamul.

I compared Huini to the other Legendary Slann, who in this mod all have a hybrid of 2-3 Lores, but Huini was much less consistent and even had spells outside of faction boundaries. While I originally was fine with this when I added them, I've become less satisfied with the concept and also felt there was also unnecessary overlap with existing abilities and such.

So I just wanted him to match up but also have a well-rounded yet still unique Lore of his own, really.
Manii Names 23 Jun @ 8:58am 
What drove the Lord Hui changes? Am curious.