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to vampire,they already was very powerful with unit Morghast whithout hero Morghast
@KarlFooknTanner yes, I’m aware, you’ll probably also notice that the halberds running animation is a bit wonky,
basically the morghasts are using a bloodthirster skeleton and therefore use bloodthirster animations
The sword swapping is due to it flipping from a skarbrand animation to an exalted bloodthirster one
Getting skeletons and animations out of total war has never ended well, let alone getting them back in… so making custom ones isn’t an option either
Hello, I dunno if this has been reported but the morghast units that wield dual daggers/swords seem to have funky animations when idle. When idling/standing in place their dual swords keep constantly shifting hands from one side to the other which I doubt is intended. Is it possible to fix this, or change their animations to be less chaos'y and more stoic undead-like?
its so good to use this epic unit b4 nagash dlc come out :p
and a little problem
cant recurit hero Morghast Archai with this mod [ Neferata's Ambition (beta) ]
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3022471239
posted a fix with Xabla's solution. Apparently the barrier still isn't regenerating
Open with RPFM, create a new DB on cdir_military_generator_unit_qualities_tables, copy the content of the frist and second columns and, in the last one, fill in with tier_5_units (used the key from the Nagash mod)
Lastest patch broke it, first invalid database wh3_default_land_monsters_heavyvmp_morg_arch
I'd suggest maybe adding 25% to 50% more health, 5 attack and defence for the SFO variant should make them more balanced for the mod I believe, although I'm not an expert when it comes to mod units, but I hope my suggestion was helpful!
I'm hoping that I don't need to change some stuff in the Parent/Child nodes
This mod actually messes with a lot on vanilla heroes and needs a fix. Here's how you do it.
Open the mod in rpfm
Open the table "Character_Skill_Nodes_Table"
In the key column your looking for anything the resembles a vanilla hero - aka "wh2_main_skill_node_vmp_wight_king_unique_02" simply replace the vanilla hero name with your own custom name. In my case I replaced "wight_king" with "morg" so it read "wh2_main_skill_node_vmp_morg_unique_02".
What is this doing?
So this mod is using a duplicate vanilla hero skill node key. This key must be unique and so its essentially stealing these skills from its vanilla counter parts. By creating our own unique key we are no longer override the vanilla key, Thus giving the vanilla heroes back their skills.
I believe this mod takes skills from the necrotect, wight_king and even a Skaven hero.
IF possible maybe add a Mod configuration tool option to enable/disable the Lord if someone does not like it perhaps.
@GodzHand007 From the necrofex building, let me know if it isn't showing up on your end
My bad :)
@Frank how do you think the best way to implement this would be?
I'm thinking of ripping off the daemon to exhalted daemon script,
I'd also be happy to add a lord type morghast to the rectuitment pool,
my only concern would be people getting very upset about balance,
Penny for your thoughts? :)