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Added a new variant for the Huntsmarshal based off of the Outlaw's Crest cap for the Huntsman class. It's missing the stitching as seen in V2 but it hits all the major notes I think. You'll see him tucked away among the various possible campaign variants.
You can see a preview of this new variant in the preview wheel, with the other Huntsmarshal variants.
Massive credit to Maffers, whose Bertrand hat kitbash I used as the base for this one.
Sure. I'll see if there's some other Huntsmen hats I can put it in at the same time, I'll see if I can put those guys on the Huntsmen RoR. When the Slaanesh DLC comes out this summer.
https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/6/2/62d7800b7c2ee1050ed9d816aa31274247441771.jpeg
https://images.steamusercontent.com/ugc/943950911473066706/2B0EF63BB8423E4ADD518DC98F7E7462029AE54C/
YES!!!
Should be.
-Added new captains to Slayer Pirates and to the Long Drong Slayer Pirates based off of Bardin's Slayer Pirate cosmetic options, pics in the preview wheel on this page at the very end.
Thanks! That is a weird bug. Sounds like a mod conflict. You might want to work on your load order or which mods you're running in general.
Yes so long as this one takes priority in the load order. And thank you!
Added new variant for Khainite Assassin, 2 new variants for Dreadspear RoR, and 1 new variant for SIsters of Slaughter. Pictures are at the end of the preview wheel on this page.
That is a huge MAYBE. If I can get something to work, then yes, but the Ironbreaker cosmetics call for fairly unique assets that are mostly not in-game.
If I do include them, it will be far down the line, likely with custom models imported.
I cannot, sorry. I'm sure the original creators of that will bring it to WH3 soon enough.
Decided to make things less bad. Instead of leaving things as they were, I just straight up removed Giant Slayer data that made them unique in this mod. So if this mod was the one causing your graphical problems, it is no more.
You should see multiple hair color/beard variants now from the other mod, since Slayer and Giant Slayers share the same model and texture paths. Works fine for me anyway.
Removing it, unfortunate though it is, is the cleanest solution for right now.
Thanks! That's something to consider.
Sorry to hear your Giant Slayers are that broken. Regrettably I can't replicate the issue with glitching arms. The only issue I see is that it seems the latest patch made them share tattoo textures with normal Slayers again, and on my end they do get the hair color variants from my Dwarf Beard mod.
So basically in my game it's like this mod never even touched them.
It should've been a simple fix but it is not, and nothing I do as of now is working. I've added an addendum to my mod description that the Giant Slayers are not displaying properly.
Maybe one day it gets fixed, maybe not, but they were cool while it lasted!
With the new update I've noticed that the knights of the blazing suns textures have been updated in vanilla, so that might be worth comparing to the upscale you use as a base.
I've also noticed that the giant slayers meshes are a bit broken at the moment, especially around the arms, and that it doesn't seem to be compatible with your dwarf beard mod.
Thank you for the excellent work!
Tattersouls RoR features a variety of head model and texture variations based off of Saltzpyre's Zealot class options, new pics at the end of the preview wheel of this page.
Added some new tattoo variants to Giant Slayers based off of some of Bardin's Slayer cosmetic choices. Normal Slayers remain untouched so there is distinction between the two units. Final image in the preview wheel shows what they look like.
Thank you. I'm not quite sure what you mean... an early level costume?
Possibly, MAYBE, doing a color based variant of a Paladin or two, based off of his range of recolors (he's got a very fetching black/yellow I'm keen on). The colors would be hard set, as in not subject to Bretonnia faction coloring like most of their units.
@PufferAlfoil
That is a great question. I do not fully know the answer to that but I do know this - generally, high quality textures are not going to break your performance, SSAO/Shadows/Volumetric Fog and in this game 3D portraits can be real performance hogs. Also no, none of the game's base textures are at 4K at any quality level.
This mod in particular shouldn't be much of a problem in general because it touches a handful of single entity units that aren't going to be making up entire regiments either. And I don't know the answer to your last question, but I hope my earlier stuff helps!
Hope the Ubersreik five arrive to the WH3 soon :( it takes them too long
Thank you. Yes, I am from Naggaroth. Glad you like my stuff!
I'm German so I know everything about humour there is to know. We practically invented that. Everybody knows Germans are relentlessly funny, it's an often overused stereotype about us <3
As much as I was joking about Tdogdoubledizzlemanizzle, I was 100% serious that your work here is so spectactular that for me as a foreigner, an English word including the nasty word "bashing" almost sounds like blasphemy. This here is artistry at its purest form! (No irony here, I promise....1st half of my comment? Yes...)
Sorry man, I gave it a look, not going to happen anytime soon. I don't know the secret yet for animation changes, and that's the big obstacle.
Alright, thank you so much.
Makes sense, I'll reach out to you later about all that.
Yeah, the night goblins are sword infantry, whereas the goblins are spears.
I'll look into it. Changing the swords is easy and fast, I don't know about the animations. Didn't even know they had different animations!