Total War: WARHAMMER III

Total War: WARHAMMER III

Glospeys Gear
34 Comments
glospey  [author] 19 Jul, 2024 @ 2:22pm 
Just an FYI: Tomb Kings has been updated.
glospey  [author] 12 Jul, 2024 @ 4:52pm 
I don't know what I was thinking of . . . I just went through the Mortuary. Arcane items are fairly weak (not a fan of single-use) and I'm not a huge fan of only being able to buy 1 copy of an item (purples) but, honestly, aside from the talisman and weapon, I don't know that I'd even buy the first. Anyway, I'm just going to leave it alone. I don't dislike it as much as I thought I remembered.

Maybe it was the dwarven one? I can't think of anyone else with a similar mechanic . . .
Pyrodysseus 12 Jul, 2024 @ 7:41am 
I just took a look through them and assuming the wiki stats are accurate, the Mort Cult items are actually pretty good. Wouldn't complain about a few boosts tho :)
glospey  [author] 11 Jul, 2024 @ 6:07pm 
My other plan for that update was to buff/replace some of the worst items in their mortuary cult. Do you have any specific requests?
Pyrodysseus 11 Jul, 2024 @ 5:21pm 
yeah that would be awesome. More undead skills for prince is a great idea!
glospey  [author] 11 Jul, 2024 @ 8:41am 
@pyromaniac7777

I have ideas for changing some of the necrotec's skills (I think they're current capacity layout is . . . awful) and to add some new undead capacity skills to the prince. Should I update my Tomb Kings mod "soon"? I was going to do that after I've finished this one but it should be relatively quick to update that one.
Pyrodysseus 9 Jul, 2024 @ 1:02pm 
Awesome, thanks! Necrotecs need every bit of help they can get these days
glospey  [author] 9 Jul, 2024 @ 8:04am 
Updated!
glospey  [author] 8 Jul, 2024 @ 10:39pm 
Tomb Kings are getting a dedicated showing! Necrotecs will be getting their gear skill nodes early (before the lore-specific gear or any ranged characters are all done).

As a result, Caster Gear will be renamed to Gear with the next update.

I have ideas for Packmasters as well. Let me know if they should also skip the queue!
Pyrodysseus 30 Apr, 2024 @ 2:26pm 
very fast, thanks! Will let you know if I see anything
glospey  [author] 30 Apr, 2024 @ 2:22pm 
Updated for 5.0. Let me know if I've missed anyone!
glospey  [author] 6 Mar, 2024 @ 9:06pm 
My only objection to doing "world-lore-inspired" is that I'm not particularly familiar with it. (When I say "lore-inspired" above [if it's still there . . . I had to trim it at one point as it had gotten too large], I'm talking about the spells/feel of the lore of magic in this game.

That said, if you've got specific ideas and/or specific characters, I'm all for reading and considering those!
Pyrodysseus 5 Mar, 2024 @ 11:21pm 
I love this mod. Personally I like the character abilities better, but I think there should be some exceptions like with some of the best casters in lore ex. Teclis, Mazda, Kairos etc who get army abilities
glospey  [author] 29 Dec, 2023 @ 9:51pm 
I want your opinions: Do you prefer the items generate army abilities or the original character abilities?
glospey  [author] 11 Dec, 2023 @ 8:45pm 
Life got in the way of updating this and I've had a few ideas to finish some of my other mods so I'm updating those. If I can find the time to finish those, I'm hoping to get back to this one this week or next week. I want to remove the testing staff ASAP. It wasn't supposed to be in there for this long. Thanks for your patience!
glospey  [author] 20 Nov, 2023 @ 11:35pm 
I'm doing a poll on my patreon page regarding the imminent 4.1 update allowing characters to respec. How should I handle that?
https://www.patreon.com/posts/caster-gear-93264199?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
glospey  [author] 4 Nov, 2023 @ 10:20pm 
Thank you for letting me know! Once I get the below straightened out, I'll look into that.

Right now, there are no army abilities. I'm trying to track down a crash bug so I simplified what the items do to an ability that exists in vanilla to see if it's my abilities that are causing the crash.

I can't speak to what effect (if any) SFO may have on this mod as I don't use it.
Jota 4 Nov, 2023 @ 10:14pm 
Hello, I'm playing a campaign with Karl Franz in the SFO Mod. At the beginning of the campaign I had a death mage who had the army ability activated, it worked super well. Later, in another army I had a life mage and when I activated the object that gives him the army ability, it was overwritten by the death mage. Now I can't occupy any.
Still, the Mod is great and I wanted to thank you for the variant you created, as well as the effort you put into creating it.
glospey  [author] 26 Oct, 2023 @ 1:33pm 
@pyromaniac7777, glad to hear you love it! Definitely my most ambitious project to date! And, somehow, still growing ;)
Pyrodysseus 26 Oct, 2023 @ 12:54pm 
I love this mod, appreciate the updates and ambition you have with it. Thanks!
glospey  [author] 15 Oct, 2023 @ 9:56pm 
Hoping to have time tomorrow to update with an experiment. I want to convert the existing active abilities into army abilities and see if it still crashes. This will probably make these abilities too powerful but it's intended to be temporary for testing. Thank you for your patience.

If you've been getting crashes over the end turn, please let me know if this helps or hinders. Thank you!
glospey  [author] 13 Oct, 2023 @ 11:40am 
That IS helpful. Thank you. It means it's not JUST my 1 friend, which is what I've been trying to find out.
Halavar 13 Oct, 2023 @ 10:05am 
Hi gospley, i was using this mod with the new sfo update recently and had i think 3 different crashes on end turn, with 3 consecutive campaign, not sure the turn but definetely before turn 60.
I had many mods active though and after tinkering a bit with them i deactivated your mod and had no crash on the next campaign. Not sure how it can help you, i deleted all the save files of these 3 campaign
glospey  [author] 1 Oct, 2023 @ 1:45pm 
It's seeming more and more likely the crash bug I'm chasing is with a specific player. Does anyone use this in multiplayer? How's your game/campaign's stability? With my one friend, we get a permanent crash over the end turn around Turn 23 - 40. So far, it doesn't happen with anyone else but, of course, most of both of my usual play groups have been busy for the last month or so I wouldn't call our testing conclusive (I've only been able to test with 2 friends).
glospey  [author] 28 Sep, 2023 @ 11:43am 
Sorry for the delayed update. I've been trying to track down an elusive bug. Finally traced it to this mod but narrowing it further has, so far, proven impossible. Doesn't help that it's intermittent.
叫我胖哥 23 Aug, 2023 @ 12:16am 
Thank you, all mages can use the skills of mage equipment, but if they obtain better equipment, these equipment that cannot be synthesized or sold will be more redundant. Therefore, I hope you can make modifications. Thank you again for your modification. I really like this mod.:steamthumbsup:
glospey  [author] 22 Aug, 2023 @ 8:09pm 
@ 叫我胖哥 In case you're still here, those items should now be synthesizable and sellable.
glospey  [author] 16 Aug, 2023 @ 7:20am 
That's intentional. It affects the stronger version that casters with a range of lores get.
叫我胖哥 16 Aug, 2023 @ 7:17am 
Hello, while playing with the High Elves, I found that the mage equipment of the Loremasters cannot be synthesized or sold,Can you modify it?
glospey  [author] 8 Aug, 2023 @ 4:06pm 
I do like passive auras! I think I'll put that on the set bonus. If you have specific ideas/requests, let me know ;)
Lord Alexander 8 Aug, 2023 @ 3:45pm 
I think it'd be nice to have some kind of passive/aura connected to these items, maybe as part of a set bonus? Preferibly something lore accurate :)
glospey  [author] 8 Aug, 2023 @ 3:05pm 
I know I've updated a lot the last few days but that's about to slow WAY down. I still have to figure out what I want to do for Enchanted Items and then I'll have to manually create each of those effects and they will all be different, not generic like the weapons and armors (mostly). (They're going to have new lore-inspired, bound spell-like effects.)
glospey  [author] 7 Aug, 2023 @ 4:56pm 
I'll be implementing armor "soon". However, if you'd like to contribute ideas for enchanted items, feel free to comment here.
glospey  [author] 30 Jul, 2023 @ 10:05pm 
I'm currently designing Node 1 (common) armors. If you'd like it to do something specific, feel free to chime in!