Total War: WARHAMMER III

Total War: WARHAMMER III

Apply all Flesh Lab Augments to all non-skaven Units, Lords & Heroes - Clan Moulder
17 Comments
DrSchrank  [author] 21 Dec, 2024 @ 2:17am 
@Quanariin It's probably possible. However, I haven't played the Chaos Dwarfs yet and therefore don't know exactly how the mechanics work.

I took a quick look in the DB and it doesn't seem to use the same tables as the Skaven one.
Quanariin 20 Dec, 2024 @ 8:30am 
would it be possible to make a mod like this but for the chaos dwarf manufactory? it would be awesome to give infernal castellans the ranged infantry bonuses like extra reload and suppressing fire
DrSchrank  [author] 28 Jun, 2024 @ 9:16am 
The good news is ... just because of this, it’s actually not that hard to learn yourself. Filling tables with values is not rocket science. Also, there are great resources on tw modding online. In fact, I started modding with the skaven version of this mod. The working prototype i used in my private campaign was done in a day. So, it's really not that difficult.
DrSchrank  [author] 28 Jun, 2024 @ 9:15am 
@Hitman Bush It's because of how modding works in this game. For most modding stuff (and thats also the case for this mod) you need to use tables.

The simplified explanation is, that I have to put the "name" of the unit in one cell of the table and the "name" of the augment i want the unit to have available in the next cell of the row. Now I have to make rows for each unit/augment combination that exists.
Which is a lot if you can imagine. Even for only the vanilla units. (The tables in this mod have more than 100000 rows of unit/augment combinations btw)

The problem with units from other mods is, that I have to use the exact "names" the modders use for their units to make it work. And those names can be canged easily by their original modders without me noticing, which will cause them to not work in my mod anymore. So I would have to manually keep track of what they do in their mods to keep it working.
Thats way to much effort.

I hope you can understand that.
{Mr.Smiles} 28 Jun, 2024 @ 7:22am 
How come this dosnt work for modded units?
DrSchrank  [author] 1 Apr, 2024 @ 12:33pm 
Yeah, thats how it works. You can use both.
Ooh-la-la, It's GAGA!! 1 Apr, 2024 @ 3:03am 
so i can use both this mod and "version of this mod for all the Skaven Units, Lords & Heroes" at the same time, right?
DrSchrank  [author] 6 Oct, 2023 @ 11:49am 
@sierrajkilo
There used to be one on the workshop. Now it's gone, so I created one myself.
Look here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3046742803
sierrajkilo 5 Aug, 2023 @ 8:45am 
Could you make a mod that can remove the lab's cooldown, perhaps?
DrSchrank  [author] 8 Jun, 2023 @ 4:44am 
They probably use the same table. Apparently a unit can only have one type of "upgrade" at a time. And the mods probably overwrite each other.
This probably also applies to vanilla mechanics like the greenskin scrap upgrades etc.
FullAutoAttack 6 Jun, 2023 @ 1:35pm 
This mod breaks all of dirty Dan's unit upgrade mods, FYI
DrSchrank  [author] 2 Jun, 2023 @ 12:40pm 
Added all Lords and new ROR. Have fun.
Utopiaone 1 Jun, 2023 @ 11:34pm 
Using mods mainly. Recruit Defeated Legendary Lords lets me get them.
DrSchrank  [author] 1 Jun, 2023 @ 1:40pm 
Can do that when I have some free time. But is it even possible to get access to non-skaven lords and ROR units as Skaven? You can only get normal units through allied recruitment and heroes by stealing the (at least until they fix that ^^) or am I missing something. Or are you using other mods to get them?
Utopiaone 1 Jun, 2023 @ 2:05am 
Any chance at update for the new ROR units in 3.1
Utopiaone 28 May, 2023 @ 4:12am 
Could you do all non-skaven lords as well
devilmaycry_nero 15 May, 2023 @ 6:43am 
GOOD!