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I would look at it this weekend or next to see if I can make a submod but no promise since replacing stuff might not always work as an submod due to how mods interact with each other. Adding stuff is also better than changing/replacing stuff as submod.
And from my understanding it might be a lore reason why CA/CW decided not to use the animation with the sword now, but Im not sure indeed. AT least I don't think I saw a Morathi miniature with the sword.
A sneak peek.
From what I can see now, I have to change at least 4-5 tables for each marked units since SFO has changed basic stats, man entities(related to movement), skills/attributes, weapons and upkeep for each unit. This is more work than I expected so it will take more time, hopefully I will finish this within this month.
Still, since some people have requested it and I have also never made a SFO submod, I might take a look at it this weekend. My gut feeling is that it might not be a submod due to technical reasons, but I will try to make it a submod since I would like people to subscribe to this main mod or the more compatible one.
But still, since i'm focusing on other games and Space Marine 2 is coming out soon, I might just add Soul Grinder if that's all people request for now when I have the time. It should be a submod if I do it.
The faction of the Prince of Chaos is unfortunately currently not very diversified (Azazel being an exception...), I find that individually the armies quickly become redundant...
With your mod we have the possibility to play Slaneesh the reinforcement of the Dark Elves offering us a great possibility to vary the armies.
Frankly I love what you do!
The Soul grinder is a bit of a whim on my part, but I find the Slaneesh one really great!
(Google trad use sorry)
@Shiramune: No promise but I would like to know if you or other people would like to recruit other Slaanash units as well (except heroes and lords).
Cult_of_Slaanesh.pack
The first invalid database record is
wh2_dlc10_skill_node_set_def_supreme_sorceress_slaaneshwh3_dlc24_s
kill_node_all_mentor in table character_skill_node_set_items_tables
and pack file Cult_of_Slaanesh.pack
It's not something hard to do, even I would manage to do it with my basic rpfm skills.
I think one of the reasons why CA have half baked Morathi atm is that with the current system, it is hard to mix both dark elves and chaos in a lot of mechanics, or they better create a new culture/mechanics for Morathi.
I've tried the raid leader, knight lord, lash master and slaughter lord and none of those skills buffed them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3236864626
and a more compatible version of this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3236955465
I have also updated all my WH3 mod please check my workshop if you are interested.
Now I can finally enjoy the new DLC!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3191382671
One of VCO's campaign route rewards for Morathi is the ability to recruit fiends and keepers of secrets, but that appears to lock recruitment of these units through this mod when you run both together and haven't completed that campaign route.