Total War: WARHAMMER III

Total War: WARHAMMER III

Tomb Kings Extended SFO Submod
87 kommentarer
Iggy 10. juli kl. 15:01 
It keeps saying WARNING: Using TKE alongside SFO requires a submod and remains at your own risk.
Grim Harvest 26. juni kl. 12:59 
can you update this please, something happened in the latest update and now its crashing
Amyntas 10. maj kl. 9:20 
thanks for updating! Can't wait to try it again
Thamas Rugin 6. maj kl. 11:11 
Nice!
Brushboss 26. apr. kl. 14:38 
6.1 pls
无止息风 19. apr. kl. 6:08 
please update
Pooch 6. apr. kl. 21:57 
pls update <3
Emperor of Mankind 4. apr. kl. 13:44 
please update :)
Jy crois pas 10. mar. kl. 14:18 
I have the same problem as Mavet, crash with the submod
Verontrix 9. mar. kl. 20:55 
experiencesa segmetnation fault on linux.
Naxelas 5. mar. kl. 20:11 
Question about Settra specifically: how do you get access to the special SFO legions that the other lords access? Normally they are accessed through the pyramids or settlement buildings, but this mod seems to overwrite that. Instead, I see them in the Mortuary Cult Legions of Legend, but when I unlocked one (in this case, the Bright Shields), I could not find where to recruit the unit anywhere.

Anyway thanks for the mod! It's a great rework of the Agemouk's mod.
溥天之下小灵通 26. feb. kl. 4:52 
感谢分享
Vladimir 23. feb. kl. 1:56 
So yes it does give the TKE Popup about SFO, but it works just fine. Works with new AI Beta as well for whoever is wondering.
Mavet 12. feb. kl. 0:29 
Because TKE has a script that detects SFO and shows this message if it detects it.
nilmarkaze 11. feb. kl. 11:24 
Why is there a tke submod warning for sfo?
Mavet 11. feb. kl. 3:22 
Hi so i have this weird problem, mind you I am using GeforceNow so I understand if it is not fixable but one can hope.

Well the problem is an error on start: Microsoft Visual C++ Runtime Library, Runtime Error! The application has requested the Runtime to terminate it in an unusal way.

So as for my load order i tested it this way:

1. (without sfo and submod) - Unlocker, TKE, MCT - working
2. (with sfo and without subomod) - Unlocker, TKE, MCT, SFO - working but obviously it will be problematic if i start campaign
3. TKE:SFO, Unlocker, TKE, MCT, SFO - above crash

I could not replicate it on my own pc (it worked) but well it is hardly good enough to play TWWH3 so I use GFN.

Dunno the reason (some script?) but if there is slightest chance for fix I would pronounce your glory through all of the Nehekara.
846651173 6. feb. kl. 19:00 
on main menu its showing TKE needs sub mod for SFO ?
steelgamercd147 31. jan. kl. 5:10 
on main menu its showing TKE needs sub mod for SFO ?
cryohellinc 25. jan. kl. 7:50 
Thank you for the update!
Saiphos 17. nov. 2024 kl. 5:28 
Thank you so much for this mod and SFO submod! YOU GUYS ROCK! <3
I really hope you will keep this mod up to date. TK is one of my favorite factions and i have wanted to play with this mod forever, but only play SFO. So many thanks!
i am pro at total war 6. nov. 2024 kl. 6:52 
please update
LimeUser 25. sep. 2024 kl. 5:28 
That's fair but Ushabti can get perfect vigor from the great desert of araby landmark.
If they're meant to be elite units they should have more hp per entity rather than just less hp overall.
Like having less hp isn't the problem with them, it's that their entities still have the same hp as normal Ushabti.
Simply put, they lose combat power just as quickly, are meant to be line breakers and they're healed less due to their lower health.
Sundered armour does make them more valuable but tomb kings are not lacking in AP damage.
GabeSky  [ophavsmand] 25. sep. 2024 kl. 5:12 
The Ushabti Ancients are more a high damage with lower HP to balance. They have slightly better melee attack. A much higher charge bonus. They have Monstrous Charge which means they only lose 1/2 their charge bonus vs braced. They have perfect vigor and never lose stats due to fatigue. They also have Sundered Armour effect which reduces armour of anything you are fighting by -30.

They are balanced by having less HP and being more rare and harder to obtain then normal Ushabti.
GabeSky  [ophavsmand] 25. sep. 2024 kl. 5:07 
@TorgueUser
If a tomb king is leading a garrison then they will earn a title.

Sand Snakes will not have the unit set changed to benefit from ancient stone. Dune rider works. The effect even states it benefits Sepulchral Stalkers

Armour: %+n for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}

Melee attack: %+n for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}

Physical resistance: %n% for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}

I will take a look at Ushabti Ancients. They are not simple Ushabti with Great Weapons.
GabeSky  [ophavsmand] 25. sep. 2024 kl. 4:56 
Nexus there will always be a warning message. Before there was a message that said there was no mod that worked with TKE. In WH2 someone made a bad submod for TKE without permission, so there is a script to detect SFO.
Nexus 15. sep. 2024 kl. 13:08 
i have also the warning message that i should use a sfo submod but i use this mod here :D
LimeUser 8. sep. 2024 kl. 14:46 
Fun fact: Garrison commanders (the first unit in the top left) can apparently get titles.
You can't actually activate it but you can get it.
LimeUser 8. sep. 2024 kl. 9:38 
And should the sand snakes get the ancient stone skill bonus instead of dune rider like normal sepulchral stalkers?
Feels like a worse choice for them since they're melee and get more use out of dune rider bonuses.
LimeUser 8. sep. 2024 kl. 9:17 
Quick thing, Ushabti ancients have less entities than normal melee Ushabti, regular having 16 and ancients 12.
If they're meant to have less entities then could you atleast buff their hp to be above the bow version?
Broly The Legendary Super Saiyan 4. sep. 2024 kl. 17:53 
the main mod got a big update with Underground pyramid buildings etc but the Submod still works so idk if update is needed
Smaug 3. sep. 2024 kl. 11:27 
The required DLC links are dead, I guess CA changed the names or something?
Feniks 30. aug. 2024 kl. 8:07 
I have this mod, the submod and all requirements, and I still get this WARNING message every time i go the main menu
=[NK]= Col. Jack O'Neil  [ophavsmand] 23. aug. 2024 kl. 20:39 
Are you sure it needs an update? Maybe just try with this mod and required mods? And then try a few more time.
大半球 23. aug. 2024 kl. 20:34 
need update
Buffalo 10. aug. 2024 kl. 3:43 
Can you fix the main menu message "using TKE along SFO blablabla..." please, it appear even with the SFO submod
GabeSky  [ophavsmand] 22. juli 2024 kl. 4:02 
@Randolph Carter

That message is on purpose.

Try researching the tech that is listed on the building.
Randolph Carter 14. juli 2024 kl. 5:26 
Also in the start screen, it has a warning : using TKE alongside SFO requires a submod and remains at your own risk, although your mod is enabled. I am using prop joe MM
Randolph Carter 14. juli 2024 kl. 5:02 
Hello and thank you for this great addition! I cannot recruit skeleton warrior dual axes, basteshi and spearmen javelins. Construct additional buildings to increase the capacity. I have factionwide and army caps enabled , but I didnt recruit any of them. I have sufficients buildings in order to recruit them. Any idea?
GabeSky  [ophavsmand] 12. juli 2024 kl. 18:33 
Sadly I had to change a script to undo the SFO and TKE merger system so that probably caused some funk in save games. People had a hard time with a two point system on unlocking things.
malkoram 11. juli 2024 kl. 9:14 
now i cannot recruit SFO RoR in any way, do i have to start a new campaing?
GabeSky  [ophavsmand] 8. juli 2024 kl. 17:40 
Removed the combination way of recruiting Legions of Legend. Instead went with the Tomb King Extended way instead of how SFO did things. You can now craft the Legions in the Mortuary Cult. Except for Khatep, he still researches them as he does in SFO!
Velykos 26. juni 2024 kl. 7:20 
Massive respect
GabeSky  [ophavsmand] 21. juni 2024 kl. 6:07 
@Jy crois pas

Unsub to the mod. Wait for steam to update. Then resub.
传奇打胶王奥利给 21. juni 2024 kl. 4:33 
you are the heroes,men
Jy crois pas 21. juni 2024 kl. 2:33 
It still crash on my part with a runtime error pop up from microsoft c++ run time library :/
GabeSky  [ophavsmand] 20. juni 2024 kl. 15:51 
Skills that buffs units are typically tied to a unit set for instance if we take a look at Embodiement of Asaph.
wh2_dlc09_effect_force_stat_melee_attack_stalker_necropolis_knight
is tied to the unit set
wh2_dlc09_tmb_stalker_necropolis_knight
That will effect any unit with that unit set. Even units from other mods that are outside TKE/SFO.

Some RORs do not have all the upgrades because some of the upgrades add an ability and those RORs have that ability already.

King Lahmizzash's skill tree is correct. This is how it is in SFO. For reference:
https://totalwarhammerplanner.com/planner/sfo3/tmb_tomb_kings/wh2_dlc09_skill_node_set_tmb_tomb_king_lahmizzash
GabeSky  [ophavsmand] 20. juni 2024 kl. 15:51 
Hey, Alan some of these issues are related to the Tomb King SFO Submod.

I will correct the Heirotitan (Colossus Bow) to tier 5.

Ushtabi Ancients are found under the Estate building chain under infrastructure. You should see a effect that references the technology "Clothed in the Divine" that increases Ushabti Ancients cap by 1. I just loaded in with TKE + SFO + Submod only to confirm ingame.
=[NK]= Col. Jack O'Neil  [ophavsmand] 17. juni 2024 kl. 23:12 
Probably best asking someone who mods radious mods.
2B 17. juni 2024 kl. 22:54 
are there any chances we could get a radious TKE submod?
Alan 16. juni 2024 kl. 21:16 
thanks for the fast work