Total War: WARHAMMER III

Total War: WARHAMMER III

Cryswar's Leaders of Legend + Legendary Lords of Legendary Mastery Enhanced Compatibility
46 Comments
SmithAoE 15 Apr, 2024 @ 10:31am 
hope you get a chance to update this, great mod!
Aelfric 15 Apr, 2024 @ 10:14am 
does this currently work ?
noneatimos 13 Jan, 2024 @ 7:31pm 
Take your time. It's still working and a must for all campaigns!
Sphinx  [author] 5 Jan, 2024 @ 9:45pm 
The Old World mod has caught my attention and I'm looking at what would need to be updated for me to play that.

Don't expect anything in the next week or two, as I don't know how much time I have to work on this, but the goal is bringing this up to date. No idea how long it will take to redo all the skill node tiers.

@noneatimos
Probably a lot. There has been a few updates since I last worked on this, most of which messed with skill node tables. The big character comp submod for lol is broken, for example.
noneatimos 8 Nov, 2023 @ 10:53pm 
Sooooooo, using that with the parent mods and IEE activated causes ctd when the start campaign has finished fully loading! What's wrong?
sigmars_disciple 28 Oct, 2023 @ 7:36pm 
Hey, just checking in to see if there's anything new?
Did you have a chance to see if it's lots of work or maybe just some small adjustments, if I may ask?
Sphinx  [author] 15 Oct, 2023 @ 11:17am 
I'll see about updating this mod in the coming weeks if I can find myself starting the actual game. Not much time for gaming currently.
sigmars_disciple 12 Oct, 2023 @ 4:02am 
Hey! So first of all thanks for the answers, people!
My new question is now, after both of the two required mods have been updated, will this get another update soon ish, dear author? <3 ;) WH3MM complains about missing 4.0 changes, so I'm leaving it off for now, I guess?

In the meantime: does anybody know if both main mods can run together without MAJOR issues (which this mod will fix usually)? MAJOR meaning the majority of LLs have issues, there could be crashes occuring etc. And is the assumption correct that before it's updated to NOT run this patch alongside? I might not be the only user with those questions, I hope. Sorry in case they're stupid. Thanks <3
Gleen Cross 10 Oct, 2023 @ 11:15pm 
And there you are, found the "culprit", finally lol your mod is crashing the game when loading a campaign.

Crazy how "less red more art" is still working, could swear that was the "culprit"... this UI mod is huge and outdated, deals with overwriting scripts, it conflicts with the main menu background, etc.. but it still works somehow
Gleen Cross 10 Oct, 2023 @ 11:07pm 
@soulmindproductions As Sphinx said, some skill mods moves the "grid" around, so that creates conflicts. On your case, I guess you played with some other lord who didn't had conflicts. For example, Katarin has all her skills working, meanwhile Boris has conflicts. Thus far, it seems no one attempted to make a compatibility mod between Cryswar and Expanded Lord Skills... a shame, they are the best in the workshop (Singe is also pretty good)
Sphinx  [author] 30 Sep, 2023 @ 6:07pm 
@soulmindproductions

Think of skills assigned on a grid. If you have two skills assigned on the same spot on that grid, you will have conflicts. If you have skills with prereqs that are removed, you will have issues. If you add skills and remove skill groups, or reorganize skills in that grid, you will have issues.

Some skill mods can coexist, because they just add things. Some skill mods move things around, remove other things etc. If you have several skill mods that do the latter, you're likely to run into issues.

I bet you just didn't realize you had issues with your lord's skill trees.

As for the mod being updated, there could be issues, I've not played 4.x yet. But if there are issues, it should only be for newly released lords, or where things have changed to cause a conflict.
sigmars_disciple 20 Sep, 2023 @ 6:33pm 
Hey Sphinx, I'm pretty sure I used this, Cryswar's Leaders of Legend AND the Expanded Lord Skills (plus submods for factions) on a pretty large modlist - I believe under 4.0 and before, with 3.xxxx, that is. Singe's Lord Skills was also running plus >400 mods and everything at least seemed to work surprisingly fine.... No script breaks on campaign start etc.

Could you elaborate a bit on what the "overlap" exactly means? You guys are not talking about a visual overlap on the tech tree window only, or are you? Is it recommended or essential not to use with both those skills mods?

On a more general note: Is this up to date for 4.0.3, independent from the compatibility with Expanded Lord Skills?

Sorry for being noobish <3
Sphinx  [author] 19 Jul, 2023 @ 8:17am 
@Gleen Cross
Pick one and go with it. If you pick Cryswar's or LLLM, you can also use the other with this mod.
Gleen Cross 19 Jul, 2023 @ 8:10am 
I see... most likely the overlapping is coming from the "Expanded Lord Skills" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857518205&searchtext=skill this one and Cryswar are huge mods, I guess it would demand another sub-mod
Sphinx  [author] 19 Jul, 2023 @ 7:55am 
@Gleen Cross
They don't overlap at all, because that mod only provides support for other mods that add characters,. This mod fixes compatibility issues only between the mentioned two parent mods. If something isn't as it should be it's either because the parent mods are overlapping (and I've fixed everything that's been reported so far), or because you have another mod that overlaps.

In your case it looks like a case of another mod interfering, as I can see you have some additional skills for Kairos on the bottom row "Marauding Horsemen" etc. "Subjugate the Weak" isn't even a skill Kairos has in either LoL or LLLM. Whatever mod(s) adds/changes skills for your lords (that isn't LoL or LLLM) is causing your issues.

Unless you know for a fact that lord skill changing mods don't interfer, you shouldn't use any with either LoL or LLLM.
Gleen Cross 19 Jul, 2023 @ 6:59am 
idk if your mod is overlaping with this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2924615092&searchtext=cryswar But in the supported mods list, the author did not linked the "Legendary Lords of Legendary Mastery Enhanced". I just tried Kairos, his initial skill line is also not unlocked by default: https://i.imgur.com/0wttJJt.png
Sphinx  [author] 19 Jul, 2023 @ 6:41am 
@Gleen Cross
I remember fixing those specific ones, so I guess something must've changed since. I'll take a look when I've got time to spare.
Gleen Cross 18 Jul, 2023 @ 4:24pm 
Maybe a bug (I have so many skill mods activated at the same time, but they are all updated saved by Cryswar itself)... N'Kari doesn't have the "Subjugate the Weak" skill unlocked by default, the description says "Avalaible after unlocking "Paramour of the Perfect Prince"". Boris has a similar issue, his initial skill is also greyed out/locked
Cheris 6 Jun, 2023 @ 7:43pm 
Fantastic, thanks!
Sphinx  [author] 6 Jun, 2023 @ 12:59pm 
Alarielle is fixed.
Kislev lords have had some issues fixed.
Skrag had a similar issue as Alarielle, and has been fixed.

There may be a few more unique skill duplicates due to a combination of one mod changing node position and the other creating a new skill for it. The few potentially affected lords didn't seem to have the issue.
Cheris 6 Jun, 2023 @ 12:24pm 
Actually the first mutually exclusive branch (Tradition Dictates) is also borked, the skills aren't properly attached to the starting skill.
Cheris 6 Jun, 2023 @ 12:13pm 
Alarielle second line is bugged out, three of the skills in the second mutually exclusive branch (Blood & Fire) appear twice.
imaginary one 27 May, 2023 @ 7:37am 
oh, it hasn't been updated when I just commented No problem now, thank you
Sphinx  [author] 27 May, 2023 @ 3:20am 
Seems it was a shared HE skill that I just missed to add levels to. Sorted now.
Chaos Sorcerers of Tzeentch has issues with its magic line, but that's a parent mod issue.

Everything I know about has been fixed now, or is mentioned in the known issues list.
Sphinx  [author] 27 May, 2023 @ 2:18am 
@imaginary one
Eltharion, noted.
imaginary one 27 May, 2023 @ 12:19am 
But I did see you talk about this problem, so I thought it was known, anyway, thanks for your efforts
imaginary one 27 May, 2023 @ 12:16am 
oh,Eltharion also has this problem, requiring four pre-skill points, but only three
Sphinx  [author] 26 May, 2023 @ 7:17pm 
Monogod daemons and Teclis/Tyrion have been fixed now.

Had to do some compromises regarding the daemons, but I think it turned out alright. A few remaining issues are due to parent mods, as I opted to not fix them in this one.

Oh and for whatever reason the Herald of Tzeentch (Tzeentch) didn't want to link the Mark of Tzeentch, which it should already be doing, so I just let it sit there by its lonesome (its still got a high level prereq, so it's not that big of a deal.)
Smooth 25 May, 2023 @ 2:55am 
N'kari's first skill on his blue line has only 3 points but the next skill requires spending 4 points on the previous to unlock, making it effectively impossible to unlock the skill
Sphinx  [author] 22 May, 2023 @ 12:22pm 
Things are calming down, so hopefully I'll have an update out this week. May just do a partial update with the obvious issues if it takes more time than expected, as some compromises get a bit weird with daemons.
imaginary one 18 May, 2023 @ 10:22pm 
At the moment I know two people,Tyrion and Teclis.And the other High Elf Legendary Lords have no problem.
Sphinx  [author] 18 May, 2023 @ 9:24am 
@imaginary one
Some lords aren't changed, as I've not been able to identify all the issues (and daemons are a work in progress, busy week and internet issues to boot.)

If you see something wrong I need to know which lord and skill it is.
imaginary one 18 May, 2023 @ 1:17am 
Oh bro, not all factions have this problem, I just tried to play Alarielle and I didn't have this problem
imaginary one 18 May, 2023 @ 12:15am 
To add, only the additional skills of the original blue line will be unlimited, and the skills of the red line and yellow line will be limited
imaginary one 18 May, 2023 @ 12:02am 
I don't know why, I subscribed to this mod, it just moved these two skills from the bottom left corner to the upper right corner, nothing else changed, my suggestion was to directly add a level limit to him, but I saw this factor in your introduction, I don't know if it's just because it didn't work with me or for some other reason
Sphinx  [author] 14 May, 2023 @ 7:37am 
@Gundalf
Yes, I see now that daemons (maybe something else, it's too time-consuming to start three different campaigns with every LL there is) have a little different skill organisation than other LLs, which means the two mods together have brought even more chaos.

Not sure how long it'll take, as I'm a little busy at the moment, but a fix should be out soonish. Until then you're better off ignoring the skills that are affected, as to prevent future weirdness and point disappearing.
Gundalf 14 May, 2023 @ 4:35am 
*nkari and it is in the blue skill line
Gundalf 14 May, 2023 @ 4:25am 
i have the problem that skills are locked behind "available after spending 4 skill points on the previous skill" but i can only spend 3 points on that skill. Saw it on some of the demons, cant remember if the problem was with everyone, but nakari for sure. Is there a way around it?
Cryswar 12 May, 2023 @ 2:03pm 
Very cool! Thank you for doing this~
Sphinx  [author] 12 May, 2023 @ 9:55am 
@Nandaiou
Unless you know what you're doing or have a good reason to, you should never need to touch load order. You should also use a proper mod manager like Prop Joe's or Kaedin's so things end up in the correct order for certain.

Submod creators (should) make sure things are in the correct order without user action.
Nandaiou 11 May, 2023 @ 5:23pm 
question does the submod need to be above the 2 main mods? or does it not matter?
Sphinx  [author] 11 May, 2023 @ 1:27pm 
@Nandaiou
Literally nothing changed in the submod. It just updated so the mod manager doesn't say outdated, like many of us do when a new game update drops.

My current save game is fine as well.
Nandaiou 11 May, 2023 @ 1:07pm 
New update broke my previous saved games, i can start a new game though
Sphinx  [author] 7 May, 2023 @ 6:16am 
@Captain Nemo
Yes, but only because it's unrelated to what this mod does. LLLL only change vanilla lords, so the 3rd party stuff won't have any capstones to fix.
Captain Nemo 7 May, 2023 @ 6:06am 
Is this compatible with CLoL submod Collection?
Toxic Tubby 6 May, 2023 @ 4:24pm 
omg thanks so much