Total War: WARHAMMER III

Total War: WARHAMMER III

[6.2.2]The Cult of Slaanesh (Slaanesh Units for Morathi, Marked Dark Elves Units)
99 Comments
Domekabc 12 Jun @ 1:27am 
Yes, but don't know if the mod is on steam
Murray222  [author] 11 Jun @ 1:26pm 
Domekabc: Thx for the info! I'm taking a break from modding atm. I guess someone has already done that though?
Domekabc 11 Jun @ 3:30am 
You can make seduction work for Morathi only, by applying a global -200%+ seduction budged modifier to faction and then a + for morathi via trait/item/skill etc
Murray222  [author] 19 May @ 1:47pm 
@67%: Appreciated :) Can't wait for the upcoming DLC!
67% 18 May @ 3:01am 
Thanks you! For the amazing mod.
Murray222  [author] 22 Mar @ 2:36pm 
Ītzpāpalōtl: Probably not.
Ītzpāpālōtl 22 Mar @ 1:29am 
genuinely dumb question but is this compatible with Linglings cult of slaanesh mod?
Wendek 16 Dec, 2024 @ 3:04pm 
Thanks ! Definity gonna try this out for my next campaign.
Murray222  [author] 16 Dec, 2024 @ 2:35pm 
@Wendek: Yes. I am too lazy to change the description but you can see the unit cards when you point at specific techs/skills.
Wendek 16 Dec, 2024 @ 1:27pm 
Hello, does this mod also add buffs to the Daemon units from skill trees and/or techs?
Firo 4 Dec, 2024 @ 7:09pm 
No, you're right, my bad. I was thinking about the fix for this the wrong way. Sorry. But thank you for responding anyway.
Murray222  [author] 4 Dec, 2024 @ 4:51pm 
@Firo: If I just change it that would make that animation mod necessary/required for this mod and I don't think everyone would like to use that mod.

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.
Firo 3 Dec, 2024 @ 12:39pm 
Hey, I was wondering if it would be possible to alter Morathi's foot animation to hu1b_elf_staff_and_sword, in the land unit tables, so it can be compatible with the Morathi sword fix mod. I think that's the only thing that needs to be done. Thank you
Murray222  [author] 18 Oct, 2024 @ 2:31pm 
An SFO version of this mod is released.
Cyra 7 Oct, 2024 @ 11:26pm 
Thanks so much dude
Murray222  [author] 7 Oct, 2024 @ 3:24pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3344983274
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.
Cyra 7 Oct, 2024 @ 4:45am 
Yes sir!
Murray222  [author] 6 Oct, 2024 @ 6:29pm 
Just downloaded SFO again and found that at least the game doesn't crash with this mod and SFO. I don't play SFO now and so it seems that I just need to change the unit stats to fit the SFO ones(?).
Cyra 9 Sep, 2024 @ 7:55am 
Thanks, im not really picky, just think it would be super neat to use more slaanesh units with morathi
Murray222  [author] 9 Sep, 2024 @ 7:50am 
@Bishop363: I won't straight up say no but not likely in short term, perhaps 50% chance at best. I used to play with SFO back in WH2 but not in WH3 so I don't have a personal reason to do so. I have moved to another country and I am quite busy with my personal life atm. And to be honest I am playing some less time-consuming games atm.

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.
Cyra 9 Sep, 2024 @ 7:07am 
any hope for a sfo compatibility sub mod?
Murray222  [author] 8 Sep, 2024 @ 5:52pm 
@Shiramune: Submod added.
Murray222  [author] 4 Sep, 2024 @ 12:53pm 
@Shiramune: As a modder it will make more sense for me to add all of the remaining Slaanesh units, however, more choices does not necessarily mean better to some Warhammer players, especially in terms of units.

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.
Shiramune 4 Sep, 2024 @ 10:04am 
@Murray222: Honestly for me it's really one of the only ways to play Slaneesh with pleasure.
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)
Murray222  [author] 2 Sep, 2024 @ 6:48pm 
@Firo: I don't use that mod myself but good to know. Changing animation of a foot unit shouldn't break things (unless if it involves custom stuff), perhaps having visual bugs at best. I just follow CA's original animation most of the time.

@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).
Shiramune 2 Sep, 2024 @ 10:31am 
Possibility to add the Soul Grinder in an update?
Firo 1 Sep, 2024 @ 10:29am 
I'm not sure if this has been mentioned or not, but your mod clashes with the Morathi sword fix mod by making it so the sword doesn't appear in battle. This seems down to simply editing the animation set in the lands unit table for your Morathi to hu1b_elf_staff_and_sword rather than the one you use now. I'm not sure if this'll break anything on you end, but it doesn't seem to when I fix it myself. Also it's entirely a cosmetic thing, should be noted.
Murray222  [author] 15 May, 2024 @ 1:37am 
Updated, thx for the report!
海海的脆脆鲨 14 May, 2024 @ 8:15pm 
this mod make crash for 5.0.3,plz update
Slendermawn 14 May, 2024 @ 6:31pm 
Recent patch is causing crash with this mod:

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
Murray222  [author] 11 May, 2024 @ 11:39am 
@Babarigo: CA for sure know modders could fix that...haha
Babarigo 11 May, 2024 @ 11:06am 
I think they should at least add the daemonettes to tech trees and skill trees, and do the same for other factions that get units from other rosters. Daemonettes are just going to end up pretty bad compared to units imrpoved by techs and skills.
It's not something hard to do, even I would manage to do it with my basic rpfm skills.
Murray222  [author] 11 May, 2024 @ 9:30am 
@Babarigo: Hopefully they will do a complete and proper revamp of Morathi in the coming Slaanesh DLC, or at least make something new for Slaanesh so I could port them in.

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.
Babarigo 11 May, 2024 @ 8:30am 
Ok thanks for the replay. Great mod by the way, it gives an hybrid feeling to the faction, which is something I think CA shoud fully commit on instead of just adding some random units that will become obsolete.
Murray222  [author] 11 May, 2024 @ 6:38am 
@Babarigo: Ok I see. My bad I totally miss them. I'll fix it very soon. Expect they will be buffed like doomfire warlocks. Thx for your report I haven't play them in awhile.
Babarigo 11 May, 2024 @ 5:12am 
Maybe I wasn't clear but I'm not talking about the seeker chariots but the seekers of slaanesh who are riders.
I've tried the raid leader, knight lord, lash master and slaughter lord and none of those skills buffed them.
Murray222  [author] 11 May, 2024 @ 2:00am 
@Babarigo: Should be buffed by the general skill "knight lord" and tech "serrated blades". They are treated as in the same group as cold-one chariots.
Babarigo 10 May, 2024 @ 6:47pm 
Seekers and exalted seekers don't get upgrades from skills and techs.
Murray222  [author] 1 May, 2024 @ 9:47am 
I have released a new skill dump with bonus hp:
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!
Murray222  [author] 18 Apr, 2024 @ 12:26am 
@skag: maybe that mod changes CA's table too so its hard to be compatible.
skag 16 Apr, 2024 @ 1:01pm 
Mod's incompatible with Hooverics' Overhaul after it's recent update
Murray222  [author] 19 Mar, 2024 @ 6:47am 
I have finally bought SoC and made a 'stat rebalanced' mod for Doom Knights of Tzeentch, pls subscribe if you are interested!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3191382671
arowhf 10 Mar, 2024 @ 6:12am 
I wasn't expecting you to patch the two mods but thanks for taking a look! Thought it would just be useful to raise it in case anyone else wondered why they were having the issue :)
Murray222  [author] 10 Mar, 2024 @ 5:34am 
@arowhf: Thanks for your support! I dont use that mod myself (although its very popular) but I took a look at it in rpfm. Seems unlocking units by completing objectives is one of the main points of the mod. Maybe you can ask the creator the change those into some nationwide bonuses as a submod if u really want to. I have no intention to do it myself atm, maybe unless quite a lot of people ask for it here.
arowhf 10 Mar, 2024 @ 3:49am 
Love this mod, just wanted to flag an incompatibility with Victory Conditions Overhaul (VCO) which I know a lot of people use so may be worth mentioning in the mod description (at least I think it's that mod causing the issue!).

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.
Murray222  [author] 8 Mar, 2024 @ 11:21pm 
@ShadDoUrden: Thank you so much! What a pleasure!
Murray222  [author] 23 Feb, 2024 @ 6:38am 
@Nerevarine: I need to delete record on CA table to disable the lord types. So basically this mod needs to be updated (not only for this reason) whenever lord/hero is added or removed from the game by CA. I'll need to port in the latest CA table and delete those lord type again. Thx for your comment though :)
Murray222  [author] 23 Feb, 2024 @ 6:28am 
Mod updated to 4.2. Didn't spend too much time testing so pls report any bugs or un-updated areas if possible.
Nerevarine 23 Feb, 2024 @ 6:10am 
Just a heads up when you fix this mod. It disables the new gatemaster hero of Cathay for some weird reason, maybe you can have that conflict in mind. I was going through all my mods trying to figure out which one was causing it, then launched the game only with this mod to confirm it.