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Modders aren't allowed to use anything from other IP's. That being said, at the moment I don't have any interest in making a character like that.
They count as wrathmongers, so no.
By that logic, Khorne as a faction break lore, because they have skullcannons which are ranged units.
Hi there! I don't remember when, but I removed the skullfeast ability from the unit. I felt it made more sense for the unit to have their ranged attack be a limited use, and not something they could replenish. I must've forgotten to update the mod's description, my apologies!
I remember in the modding den one of the recent big patches changed the tables used for assigning abilities to units, could that be the issue? Just guessing, but either way right now they don't seem to have skullfeast.
That's great! RoR's can be tricky as the require scripts in order to properly spawn in, as well as a few other tables to work.Typically, any table with "mercenary" in it will revolve around RoR's, and the scripts are what you use to actually spawn in the RoR to the factions pool.
I appreciate the kind words! The reason the mortal stuff isn't available for Daniel is because he's the daemon faction. His vanilla roster doesn't really include mortals, so adding my units to him doesn't really fit his theme. However, I can absolutely suggest trying to mod yourself! I started modding simply because I wanted to play with something that didn't exist in the game, and rather than waiting for someone else to come along and add it, I just made it myself. It was one of the best decisions I've ever made.
Maybe it's time to learn how to mod a bit myself cause there is never enough khorne. Anyway, thank you again! Love your work. :)
The ability to upgrade via the warband system was removed and replaced with the new recruiting method.
+putting them on top of load order didn't change it either so it doesn't seem to be a mod override issue
Tested it and they appear just fine. Please make sure you are using the most updated version of this mod.
Skullcannons exist, so the whole "Khorne doesn't use ranged weapons" argument doesn't really make sense.
Just Valkia.
True.
@waddysjunk
I'd say that's certainly a possibility.
@Xeonzs
The issue of them not having proper xp levels is now fixed. The other issue you mentioned I didn't encounter.
This is applying to several of the units introduced by your mods, the chosen bloodletters seem to be unaffected though and spawn at max rank.
No.
Tested it and the mod works just fine. There is likely a mod conflict on your end.
There are multiple other champion mods on the workshop that offer different variants. I'd recommend giving some of them a look!
It's certainly something I can try out.