Total War: WARHAMMER III

Total War: WARHAMMER III

Better Chaos Dwarfs
61 Comments
中國製造 6 Jul @ 4:52am 
Thank you
Decky  [author] 19 Jun @ 3:55am 
updated
中國製造 25 Dec, 2024 @ 2:16am 
update pls, the game crashes
jjthom 26 Jul, 2024 @ 9:20am 
taurus still broken rn unfortunately :(
GreyGhost14 18 Jun, 2024 @ 9:25pm 
i have same bug as flux, non mount taurus and other dont have animations they just stand still and do nothing.
Ordo Malleus 8 Jun, 2024 @ 4:09pm 
Does it sill work with the actual version of the game? :)
ConsiderableFlux 5 Jun, 2024 @ 3:55pm 
There is a bug in the current version of the mod, which causes Lammasu, Great Taurus and Bale Taurus (non-mount versions) to have no animations during combat and just being stuck without having any animation movesets (and therefore no attacks).

The bug is caused by 'Man Animation' under db\land_unit_tables to be changed in the game from 'ox1_dlc23_taurus' to 'ox1_dlc23_taurus_feral' in the latest patch. Same goes for Lammasu which changes from 'bc2c_dlc23_lammasu' to 'bc2c_dlc23_lammasu_feral'.

Updating these tables makes the animations work again
spartan090 28 Sep, 2023 @ 1:46pm 
That's fair man, at least give us a heads up. Going dark is the universal sign of content being dropped.
Decky  [author] 28 Sep, 2023 @ 10:16am 
sorry for the late update... but I have health problems at the moment and I have to look for a new job. Real life just comes first. sry.
Decky  [author] 28 Sep, 2023 @ 10:14am 
The mod has been updated.
spartan090 23 Jul, 2023 @ 8:10am 
My advice is everyone drop this mod. The creator is clearly uninterested in fixing its issues seeing as they've been happening for 2 months and people have to post fixes for people to handle manually.
ConsiderableFlux 29 Jun, 2023 @ 1:42pm 
I solved the problem. In RPFM, open the mod-file (chd_better_decky.pack). Then, go to the path db\land_units_tables, and select @chd_better_decky.

At the bottom right, change the search column to AI Usage Group. Then to the left of that in the search field, type in "hybrid_indirect_shock_arty" without quotation signs. Now you get all instances where that text string is found under the AI Usage Group column.

Now scroll right until you find the AI Usage Group column. Now, in every field where it says "hybrid_indirect_shock_arty", change this to "hybrid_indirect_shock_arty_gatecrusher", once more without the quotation marks.

Now save.

The game should no longer crash when entering battle with certain artillery units.
Burninwolf 27 Jun, 2023 @ 12:21pm 
this is causing crashes due to the ROR for any chaos dwarf to use it even A.I.
[TARV] Rayen32CZ 26 Jun, 2023 @ 12:14pm 
Hey, if I recrut the RoR unit The Daemon's Tongue and I atack with my Lord, the game was crashed. And Better is other Artilery will be in 1, no 2. It is very OP and when I want have more artilery, I can subscribe other mod with it. I Think alot of users want artilery with 1 canon, no with 2. Do it pls, this mod is great. Thanks
Alwaor 3 Jun, 2023 @ 1:38pm 
Hello I already found the problem why the war machines come out with 0 hitpoints you just have to enter land_unit_tables and change in the mount part and put chd_hidden_mount_locomotive from row 1 to 9.
Then [row 85 chd_hidden_mount_dreadquake] [row 86, 89 and 92 chd_hidden_mount_locomotive row] [87, 88, 90 and 93 chd_hidden_mount_train]
Achondrios 27 May, 2023 @ 11:35am 
Hello, first of all thanks for the mod. Since the last update 3.1, the Dreadquake Mortars have 0 life as soon as a fight is started (then disappear after the fight, of course), both in skirmish and campaign.
Any guess what this could be? Thanks and greetings
ConsiderableFlux 22 Apr, 2023 @ 12:32pm 
To change the artillery limit back to the original, we need to alter two sets of data, using RPFM.

1st, under land_unit_tables, find 'Num Engines' and change every instance which says 2 to 1.

2nd, under main_unit_tables, values were also changed for 'Num Men', 'Min Men Per Ship' and 'Max Men Per Ship' for each artillery type. You can change those to match the values found in the corresponding folder in the main data.pack file. Search for each type of artillery in the mod's pack file, and change them to those values. That is, search for dreadquake, iron_daemon, skullcrusher, deathshrieker and magma. That will bring each up.

Now you should be good to go.
ConsiderableFlux 19 Apr, 2023 @ 2:58pm 
@Decky - what do we need to edit in your mod, if we want to set the artillery limit back to 1? :)
NotAnarchy 19 Apr, 2023 @ 11:01am 
Imho the real problem is the Skullcrasher/Iron Demon: they have identical stats, yet one cost more and dont have a ranged attack.
Skullcrashers desperately need a buff.
ConsiderableFlux 19 Apr, 2023 @ 5:11am 
Besides, you can just use the two mods that add two or three extra models to artillery in combination with this mod. It should just be a matter of load order. Just like I use the fireglaive mod you linked to earlier in the thread.
SimeDLK 19 Apr, 2023 @ 4:51am 
@Decky For me personaly the iron daemon, skullcrusher and pulled mortar seem buggy. The mortar especially since the second train doesnt have a mortar but thats because the second mortar is clipping trough the first.
Personaly i think the magma cannon and rocket launcher work fine as 2 entities and the rest is designed to be single entity.(especialy the mortar since its MASSIVELY powerfull.)
Thats why i asked what must I edit in the table. I tried it myself with rpfm but i could change nothing and i didnt want to force you to change it in your mod.
If other people like it than i dont want to ruin their fun.
ConsiderableFlux 19 Apr, 2023 @ 4:41am 
He can't. The second mortar is actually there. It's just on the first train. So two mortar shots are fired. The model isn't designed to be split up in two like that. So it becomes a glitch. Dreadquake mortars are so OP anyway. They don't need additional models.
NotAnarchy 19 Apr, 2023 @ 4:07am 
Then he should change it to have a second mortar on the second train too, reducing it to 1 isnt the right solution imho.
ConsiderableFlux 19 Apr, 2023 @ 3:59am 
It's not about nerfing the unit. It's because the unit becomes glitchy with this mod.

To illustrate, this is The Daemon's Tongue with the mod. Notice the extra train engine which is just hanging out on the left, detached from the main body of the train. It makes no sense: https://www.dropbox.com/s/gshruzkfcjoeiv2/WH3.png?dl=0
NotAnarchy 18 Apr, 2023 @ 2:27pm 
What's even the point on downloading a mod buffing units just to ask for a nerf is beyond me.
ConsiderableFlux 18 Apr, 2023 @ 2:23pm 
@NotAnarchy - I can see that there now is a separate mod, which sets the Chaos Dwarf artillery size at 2 or 3 respectively. So you should be able to use that with this mod, if it just leaves artillery size at 1?
ConsiderableFlux 18 Apr, 2023 @ 2:14pm 
If nothing else, where in your mod can I change the artillery size limit back to 1 myself?
ConsiderableFlux 18 Apr, 2023 @ 2:09pm 
The Dreadquake Mortar trains make no sense with an artillery limit above 1. You have this loose iron daemon train riding on the side of the main train, doing nothing and just following it around
Decky  [author] 18 Apr, 2023 @ 9:45am 
@NotAnarchy: thank you for your voice,feedback.
Decky  [author] 18 Apr, 2023 @ 9:43am 
If a few people are in favour of setting the unit size of the artillery and tanks to 1, then I would be happy to do so. But I'm not going to make a mistake now if I have to set the size back to 1 anyway. That's why I won't change anything in the mod for now and wait for your feedback. So please feedback in the comments what you want.
NotAnarchy 18 Apr, 2023 @ 9:18am 
No dude, leave it at 2 please.
I mean, 1 is Vanilla, so this mod would be pointless if you make them as in Vanilla.
Decky  [author] 18 Apr, 2023 @ 9:07am 
I can reset the units limits of the artillery to 1 again...that's no problem for me if you want to do that.
SimeDLK 18 Apr, 2023 @ 6:48am 
How do i edit the number of units?
I like this mod but i want to change the iron daemon, skullcrusher, and mortar+pulled variant to be single entity while the magma cannon and rocket launcher are the normal or 3 entities per unit.
I dont want to bother the mod creator so im trying to do it myself.
ConsiderableFlux 17 Apr, 2023 @ 3:16pm 
@NotAnarcy Thanks! :)
ConsiderableFlux 17 Apr, 2023 @ 3:16pm 
Hey :) Your mod cause a strange bug with Dreadquake Mortar trains, where for example the RoR unit The Daemon's Tongue spawns with two locomotives. One pulling the train, and another disconnected next to it
NotAnarchy 16 Apr, 2023 @ 10:50am 
There's already a mod that gives "Dig In!" to the Fireglaives and works perfectly along with this mod.
Decky  [author] 16 Apr, 2023 @ 8:45am 
@ConsiderableFlux: thank you for your idea, I will check and add it.
ConsiderableFlux 16 Apr, 2023 @ 1:46am 
I can see that it's an upgraded version of the ability. So there's a basic version of dig in which gives +40% range with 25 sec spinup. And then upgraded versions which gives +60% range, and one which gives 5 sec spinup. If only one can be selected, go with 5 sec spinup time. Otherwise going with both upgrades could be cool :) Making Fireglaives the ultimate long range rifle units, if they get time to deploy. +40% range after 5 sec, and then another 60% after 25 sec :)
ConsiderableFlux 16 Apr, 2023 @ 1:28am 
Hi :) A request for your excellent mod. Could you add the Dig In passive ability to the Fireglaives? Maybe the one with 5 sec spinup time. That would give them increased range after being settled for 5 seconds, and more utility compared to the Blunderbuss units, which currently clearly out-trades them in close-range firepower.

The Dig in passive ability is found in association with the Infernal Castellan hero type
Decky  [author] 15 Apr, 2023 @ 8:11am 
Mod updatet.
A Golf Hitter 15 Apr, 2023 @ 5:37am 
triple regiments of renown only works for like half the units not the blunderbusses for example which is kinda a let down ngl
akuro 15 Apr, 2023 @ 1:28am 
maybe change lord effects? this reddit posts has some good input on better Lord Effects https://www.reddit.com/r/totalwar/comments/12mu6ke/why_does_astragoth_doesnt_buff_kdaai/
NotAnarchy 14 Apr, 2023 @ 10:33pm 
Plus, any chance of further buffing Skullcrackers? Atm they cost more than Iron Daemons but they have same stats.
NotAnarchy 14 Apr, 2023 @ 10:11pm 
Ehy man, any chance of buffing also K'daai units?
Sadly this mod is incompatible with this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2961831995
Skaldr 14 Apr, 2023 @ 1:20pm 
Thank you for the fun little mod, but it seems not all of the regiment of renown units can be recruited 3 times. Only the Wolf Riders, Bull Centaurs, Dreadquake mortar can be recruited 3 times
fildur 14 Apr, 2023 @ 10:25am 
Cant wait for a nice tech mod :-) (Have them always on when playing). THANKS for your nice work :-)
[CI] Álvaro ♿ ♿ ♿ ♿ 14 Apr, 2023 @ 8:45am 
you expressed yourself perfectly, I just hoped it would be easier xd
Decky  [author] 14 Apr, 2023 @ 8:21am 
I'm not that fluent in english, so you should look elsewhere for help. Search discpord for a modding forum... they will help you. They can then share the screen and show you some things^^
[CI] Álvaro ♿ ♿ ♿ ♿ 14 Apr, 2023 @ 8:00am 
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