Total War: WARHAMMER III

Total War: WARHAMMER III

Cho's Improved Faction & Legendary Lord Flavor
56 Comments
Choyi  [author] 15 Jun @ 11:30am 
@HotPizza87 they all have smaller additions for now and will get another update in near future to further distinguish them.
HotPizza87 15 Jun @ 8:29am 
Any changes to any Vampire Counts other than Barrow Legion?
Choyi  [author] 9 Jun @ 8:13am 
@TToKKang no worries, that's fine. Good work!
TToKKang 8 Jun @ 11:21pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Choyi  [author] 29 May @ 2:20am 
@Averath this should not cause any crash due to compatability with any other mod, since it is just editing vanilla data tables, so if anything it either combines or is overwritten by any other mods changes.
Averath 28 May @ 7:00pm 
To be safe I am disabling this mod for now, but is anyone aware if this mod works with faction overhaul mods? For example, if I install Lustria Rises, which completely overhauls the Lizardmen, will this just cause a crash?
WilliamLaw 7 Apr @ 7:21am 
love this mod,thanks bro
BungusFlungus 25 Mar @ 6:04pm 
@Choyi it was a different mod. my bad
Choyi  [author] 25 Mar @ 5:16pm 
@Chinag will have to look over all the changes brought with 6.1 before any bigger balance tweaks are made.
Choyi  [author] 25 Mar @ 5:15pm 
@BungusFlungus no clue why that would be, this mod has nothing to do with victory conditions.
A lot of mods that aren't updated properly for 6.1 are having issues atm due to a bug from CA with the database tables not handling table naming in uppercase so that mod may just be one of the mods that currently not working.
BungusFlungus 25 Mar @ 4:53pm 
There seems to be conflict between this mod and the victory condition overhaul mod
Chinag 25 Mar @ 2:25pm 
Possibility for giving Kostaltyn his army-wide Frenzy back instead of his new Rampage in 6.1?
Choyi  [author] 2 Mar @ 8:16am 
@MichaelGFI hey, thank you very much! I'll be sure check out your video.
MichaelGFI 2 Mar @ 4:04am 
@Choyi I posted a brief showcase of your excellent mod: https://www.youtube.com/watch?v=96NdNIQTcjE

I hope I did justice to it. Thanks for your work.
Dairak Logrus 29 Jan @ 12:41pm 
hmm work with all unit mods and etc all effects lords for army and tech
Choyi  [author] 16 Jan @ 11:31am 
@Zooasaurus I'm glad to hear that :)
Zooasaurus 16 Jan @ 8:58am 
@Choyi That's cool, thank you very much for this mod, definitely improved my campaign experience
Choyi  [author] 16 Jan @ 7:26am 
@Zooasaurus No current plans to include modded factions as it could lead to the mod to become incompatible, also I personally do not have much experience or interest with modded factions.

Like with most of my mods I aim for this to add to a vanilla+ experience and not stray too far from what base game does, also I want to be able to continue to focus on balancing and improving base factions flavor and uniqueness.
Zooasaurus 12 Jan @ 10:38pm 
Do you have plans to make something like this for modded factions?
Choyi  [author] 17 Dec, 2024 @ 3:03pm 
@Crimson ReapeR you could use both, they will stack and if anything perhaps be a bit unbalanced but should not caues any major issues.
Crimson ReapeR 17 Dec, 2024 @ 12:56pm 
would another defeat trait changing mod be compatible with this mod? because i still feel like some are really underwhelming with this mod, like thorgrims for instance
Castor Troy 10 Nov, 2024 @ 12:52pm 
TBH first time i played Gelt it made sense to me as increased allied unit slots was to tie in him being there on diplomatic mission and I Like that. I agree with your changes really.
Thanks for explaining your reasoning behind them :)
Choyi  [author] 10 Nov, 2024 @ 11:06am 
@Castor Troy thank you for the ffedback, it's always apreciated.
I do feel that the faction effects are thematic for each lords as they are, with Gelt being in a position for more diplomatic possibilities then Wulfhart who meanwhile is mainly there to hunt beasts and claim foreign lands for the Empire, both of which may belong to local Lizardmen.
And regarding gameplay wise Gelts Colleges of Magic mechanic is incredibly strong as is and not something that can be balanced aroudn even if he had 0 faction effects, while Wulfhart may be on the weaker side I've always seen his campaign as intended as a more challenging and limited one.
That said, I may however still re-visit their faction effect some time in the future but before then I have other races anfd factions in more dire need of changes and adjustments.
Castor Troy 10 Nov, 2024 @ 1:22am 
~addl cmt~
i see that +2 wizard rank is his default faction effect and 5 rank wizards right out of gates might be bit strong. +10% weapon strength for artillery units (his other effect in tww2) might be thematic too as he still has some skills that boost helstorms and is IS engineer in his spare time/has good working relation. any way, i really love this mod. hope you'll continue your wonderful work
Castor Troy 10 Nov, 2024 @ 12:56am 
~Cont~
How i would change gelt is just give him relationship boost (+15) with Iron Dragon/western provinces, or +10 relationship with cathay as whole. and give +2 rank for battle wizards (part of his tww2 lord effect). Gelt is already powerful, and current iteration suggest to use mages.
Either way, great mod, i'd say a must have. keep up great work!
Castor Troy 10 Nov, 2024 @ 12:56am 
great mod. really fleshes out factions/lords especially ones from tww1/2 that warent as updated. however i'd like to give suggestion regarding Gelt. his +1 allied recruitment faction effect & +1 allied unit slot effect would be more useful & thematic for Marcus Wulfhaart. Gelt is already powerful, & his focus was always on wizards and/or imperial war machines. while having more space junks is cool, it puts 3rd way to use him. Marcus wulfhaart gimped recruitment incentives you to use allied recruitment, and extra allied unit slot would help him mitigate his imperial supplies, slightly expand his options to include units that aren't huntsmen, moreover, marcus has quite easy access to bretonian & high elf allies. this would also be thematic as his hunters already include 2 humans, 1 elf & 1 dwarf.
~comment too long~
Sly 17 Aug, 2024 @ 11:02am 
Just wanted to thank you for this mod. I've just discovered it and it is 🔥
Kezriax 3 Aug, 2024 @ 4:40am 
This is exactly what i was looking for and looks perfect for me
Sire Aymeri 15 Jul, 2024 @ 12:55pm 
I appreciate the response. And I understand the time constraints.
Choyi  [author] 15 Jul, 2024 @ 12:40pm 
@Sire Aymeri I know a lot of them needs to be updated, but due to limited free time to work on mods i've prioritized making mod improvements and updates for now
Sire Aymeri 14 Jul, 2024 @ 9:48pm 
You should maybe update some of the screen shots if needed
Choyi  [author] 15 May, 2024 @ 7:05am 
@BungusFlungus the new factions now have had adjustments in this latest update.
BungusFlungus 10 May, 2024 @ 10:44am 
Will the new factiosn get a update soon?
Choyi  [author] 17 Apr, 2024 @ 3:22am 
@Lisan al Gaib it was added since his faction does not suffer from it's effect and it aids slightly with the "Dead Rise Again" mechanic that the mod gives him, the higher vampiric corruption the higher chances for unit revival.
Lisan al Gaib 16 Apr, 2024 @ 6:18pm 
Arkhan the Black should not have Vampiric corruption as Lord effects since his faction does not spread it.
Bodongs 20 Mar, 2024 @ 7:57am 
Kind of strange, my Changeling is getting a -40% to hero upkeep instead of -30%. Great mod!
Sly 19 Feb, 2024 @ 8:26pm 
This mod is great. Just wanted to say thanks again
BungusFlungus 16 Feb, 2024 @ 4:04pm 
Idk if this would be overpowered by I think a immunity to Boris and Malus would be a good addition
Think Critically 1 Feb, 2024 @ 8:15am 
Will do! Thank you :)
Choyi  [author] 1 Feb, 2024 @ 8:14am 
@Think Critically Hi, yeah thats fine, as long as if you then please could link/credit to the original mods I don't mind any compability mods, submods, or alterations etc from the stuff that I've uploaded.
Think Critically 1 Feb, 2024 @ 8:07am 
Hello! I enjoy using your mods with SFO, however I have to rename the tables so SFO takes priority each time. Would it be ok if I uploaded an unlisted, merged version of your mods with all the tables renamed? It would only be publicly visible from the SFO collection I maintain so that any users won't have to make the edit themselves.
Choyi  [author] 21 Jan, 2024 @ 3:25am 
@Flipse this mod already adds a Clan Skrye faction effect for upkeep reduction for both units as well as a Lord effect for Ikit Claw adding missile resistance.

Possibly to maybe it will be buffed bit more or added another faction effect on top, for future updates, but will see about how balance feels first.
Flipse 21 Jan, 2024 @ 2:01am 
I humbly suggest adding effects for Clan Skryre that buff Doom Flayers and Doom-Wheels (they are underpowered, so i dont feel as if it'd be too much, even with lab upgrades; it's an unit nobody uses even in MP), it also fits lore as the clan is known to sabotage the versions of them that they sell to other clans.

Probatly mass/speed and missile resistance (idk why their base is 0 when most other solo-monster entities get 15) for Doomwheel, lack of penetration is usualy issue with them, and even then their damage is pretty meh.

Flayers it's moreover that their damage is very lacklustre for a 4 unit-entity. (95 dmg,43 units; wheras as example a Rat-Ogre has 75 damage with 16 entities, Rat Ogre are cheaper (200 vs 300 for Doom Flayers) about just as fast and performs better in every way, and are also immune to psychology for aslong as their leadership lets them retain frenzy)
Zooasaurus 14 Jan, 2024 @ 6:39pm 
@Choyi thank you!
Choyi  [author] 14 Jan, 2024 @ 1:59pm 
@Flipse Far as I know cults mechanics are mainly done trough scripts so not sure how possible it will be, will maybe investiagte it for future updates.
Flipse 14 Jan, 2024 @ 1:23pm 
This looks promising, especialy since the other faction-effects mods dont seem to work no more; as a suggestion i always found it wierd that Azazel cant spread Slaaneshi Cults, although im not sure that falls within the realm of feasibility here.
Choyi  [author] 14 Jan, 2024 @ 10:33am 
@Zooasaurus I suggest first to find guide for RPFM stuff, once you know what you doing with it you can edit my mod to your liking.

It's all rather simple but I am the wrong person to ask for a guide for this.

To disable any/all Bretonnia effects you have to edit or delete the individual tables that I've set up for brt (for example; cho_inllt_brt) in the tables for "character_skill_level_to_effects_junctions" and in "effect_bundles_to_effect_junctions".
Zooasaurus 14 Jan, 2024 @ 9:43am 
@Choyi Could you point me out on how to do it? I apologize for kept asking you questions lol
Choyi  [author] 14 Jan, 2024 @ 9:19am 
@Zooasaurus that would require a seperate version of the mod to be made, it would be easy to do but I do not have the time required to split up and maintain the mod in smaller seperate versions sadly.

I'll permit anyone who asks to make a sub-mod or alternate version that edits out certain factions etc for compability.
Zooasaurus 14 Jan, 2024 @ 9:12am 
@Choyi how about via RPFM?