Total War: WARHAMMER III

Total War: WARHAMMER III

Mikey's Morghasts
78 Comments
Shiramune 25 May @ 11:42am 
A possibility of returning Morghast Archai heroes for Heinrich and Helman?
headthief 26 Apr @ 6:23pm 
still,thx for your attention:steammocking:
headthief 25 Apr @ 5:05pm 
acturally,not a big deal
to vampire,they already was very powerful with unit Morghast whithout hero Morghast:steamhappy:
Mikey012  [author] 25 Apr @ 4:40pm 
@headthief doesn’t surprise me, unfortunately I can’t help you there as that mod creates another faction which isn’t apart of the base game,

@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
KarlFooknTanner 20 Apr @ 1:47am 
@Mikey012

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?
headthief 20 Apr @ 1:35am 
thx for work
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) ]
:steamsad:
Mikey012  [author] 18 Apr @ 9:19am 
Updated - comment any issues :)
Bokune 29 Dec, 2024 @ 6:31pm 
@BoerBasher do you think you'd be willing to do a fix for this mod too

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3022471239
melta 13 Dec, 2024 @ 10:35am 
broken table
Xablagod 8 Dec, 2024 @ 10:19am 
@Boer Basher Thanks, appreciate it!
Boer Basher 10 Nov, 2024 @ 5:02pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3362414527&tscn=1731209799

posted a fix with Xabla's solution. Apparently the barrier still isn't regenerating
Louie04k 10 Oct, 2024 @ 6:19am 
@Xablagod yo post a new version its easy
opuntia 7 Oct, 2024 @ 4:36pm 
Sadly it appears to be abandoned
Seto 7 Oct, 2024 @ 2:40pm 
please update:WHII_Dominate:
Shiramune 6 Oct, 2024 @ 9:57am 
update pliz
Anax 13 Sep, 2024 @ 3:42am 
Xablagod upload it fixed in the workshop for us please
Xablagod 1 Sep, 2024 @ 9:12am 
Found a fix! Don't know how to mod so I'll post it here:

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)
Xablagod 28 Aug, 2024 @ 8:05am 
Hi, thanks for the mod, honestly one I can't seem to play undead factions without.

Lastest patch broke it, first invalid database wh3_default_land_monsters_heavyvmp_morg_arch
Big Sneeze 3 May, 2024 @ 7:25pm 
Hi, thank you for your mod but for clarity, I'd like to tell everyone that the "Tier 1 and 2" Necromancy buildings are actually Tier 4 and 5 settlement buildings. I was trying to find these to check if the mod works and I confused it with the Boneyard chain because the Necromancer hero is recruited there.
Ciaphas Cain 11 Jan, 2024 @ 5:59am 
There's no errors showing so not sure what there is to update?
Shiramune 23 Dec, 2023 @ 12:47pm 
Unable to recruit Hero Morghast with the Necromancer Tower. Only Isabella and Vlad can with the Madman's Maussoleum. Possible to patch this?
subway_34 18 Dec, 2023 @ 6:12pm 
Update pretty please!
Solaire 6 Dec, 2023 @ 8:08pm 
Does this work with the latest version?
Krain 30 Sep, 2023 @ 6:43am 
It does work fine with SFO, I'd suggest it would need a few buffs, as testing vs Empire Spearmen with shields, the duel sword variant almost wins, but due to having the least health of the roster, they loose vs Empire Spearmen.

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!
Krain 30 Sep, 2023 @ 6:37am 
Fantastic models and a great addition to the Vampire Counts' roster!
Boer Basher 23 Sep, 2023 @ 5:26pm 
@mikey012 oh of course sorry. Playing as Helman Ghorst, I've only just managed to upgrade my necromancer buildings for it like 68 turns in (hard to test because of this) and I can't see the unit card for them on the necro building either.
thangnguyen2010 23 Sep, 2023 @ 3:22pm 
I'm playing vampire counts with Mannfred von Carstein on immortal empire campaign and it seems that the Archai I recruit from the necromancer building doesn't have any skills nor can I embed them into an army. I can recruit the units just fine though. I've also seen the vampire coast factions have a bunch of Archai running around without them embedding those into any of their armies so I don't know if this is affecting the vampire coast too.
Mikey012  [author] 23 Sep, 2023 @ 1:02am 
@Boer Hunter can you provide some more details? Which faction, what building etc
Boer Basher 21 Sep, 2023 @ 4:47am 
I can't seem to be able to recruit them.The hero that is.
ZacharyBuilder 17 Sep, 2023 @ 3:48pm 
4.0?
Zywoo 7 Sep, 2023 @ 2:33am 
Is update needed for this mod?
Regimango 3 Sep, 2023 @ 2:52pm 
Anyone know of a submod for this that gives Morghasts to the Nagash mod?
Mikey012  [author] 5 Aug, 2023 @ 10:57pm 
@HakuWatari I've done a quick fix, let me know it that solves it, I'm fairly certain it'll work but if there's some new problem let me know

I'm hoping that I don't need to change some stuff in the Parent/Child nodes
HakuWatari 28 Jul, 2023 @ 4:49am 
if anyone wishes to fix the issue of the wight king having no blue skill line its a fairly simple fix.

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.
jaksurf 20 Jul, 2023 @ 10:56am 
Yep, me also. Wight Kings lost their blue skills line.
cholo 17 Jul, 2023 @ 9:53pm 
for some reason thw wight king doesnt have blue line skills, and is missing some abilities form the first row
Wildcat™ 10 Jul, 2023 @ 3:15pm 
Love the mod. Great job. Any reason why the sword variant seems to switch weapons while idle? Hard to explain, but left hand moves to the right and right hand blade moves to the left, then resets back to normal.
fredrowe234 7 Jul, 2023 @ 10:15am 
Great mod! Thank you for not forgetting the vampire coast!
Mikey012  [author] 27 Jun, 2023 @ 4:06am 
@ago339 patched :)
ago339 25 Jun, 2023 @ 6:15pm 
not sshowing up for me in the necrofex building but there are two of them in the hero section
BroYouGotThis 25 Jun, 2023 @ 1:49pm 
Cool idea and great work, but with the cheese-happy AI still in "snipe the ever-loving shit out of every lord and hero" mode, I found this unit to be more trouble than they are worth. Great effort though
Frank 19 Jun, 2023 @ 5:27pm 
Yeah I'm probably not a good person to ask about balance because my opinion is always "don't use units you think are too easy" but for some reason the response among total war players is to scream for nerfs. Personally I think skeleton armies are bottlenecked by the need to 'raise' armies with technology anyway, so I don't really see why having a strong lord would make any difference to having a weaker lord. Arkhan would also be more of a menace to fight against.
Godzhand007 18 Jun, 2023 @ 11:46pm 
It's now showing up on my end in the necrofex building.
Amon 18 Jun, 2023 @ 6:01am 
just adding my +1 for a Lord option to this woud be amazing, Balance be dammed most mods are not balanced. :D

IF possible maybe add a Mod configuration tool option to enable/disable the Lord if someone does not like it perhaps.
Mikey012  [author] 17 Jun, 2023 @ 8:29pm 
@Yikes Already has been!! check the description or comment section

@GodzHand007 From the necrofex building, let me know if it isn't showing up on your end
Godzhand007 17 Jun, 2023 @ 8:45am 
How do i recruit these units as vampire coast?
Yoinkyz 17 Jun, 2023 @ 7:05am 
a radious submod i hope will be created of this soon
Mikey012  [author] 16 Jun, 2023 @ 9:40pm 
Hey @Qreamie Got to the bottom of it, I'm so sorry to hear you were pulling your hair out over this,
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? :)
Frank 16 Jun, 2023 @ 12:59pm 
I got confused and thought that there was also Morghast (lord) choices. I wanted to have winged heralds of Nagash leading the armies of Arkhan, which would have completed the Undead Legion feeling. A shame.
bropossible 15 Jun, 2023 @ 10:31pm 
I'm sure it's an incompatibility with another mod I'm using, but I don't know which one or how or why it would cause this.