Total War: WARHAMMER III

Total War: WARHAMMER III

Agent Hero Forever - The Green Knight
27 Comments
死都出不去的小黑屋 30 Mar @ 10:32am 
This is a good mod, I like it. But the oath of the Green Knight did not upgrade properly, is this a bug?
Backmechuisa  [author] 29 Mar @ 10:53pm 
@Vargas
thanks. that's my intention. screw all tat green skins and belakor.
Vargas 28 Mar @ 2:51pm 
This mod makes the Green Knight brokenly OP. Jesus, dude can solo entire armies of chaff
quinntonleemiller123 13 Feb @ 2:10am 
Ok, I've started a new campaign and upon summoning him in, the green knight DID have the weapon. With this, i think I've figured out why i'm missing the blade on my main save. My best guess is the process of adding the weapon to your inventory only takes place when you first summon him in, and I added this mod about 3 turns AFTER i had already summoned him.

so basically, if anyone adds this mod to an existing save, where the knight is already present on the map, he wont get the sword.

It may be worth changing it so the knight does not have the skill "dolorous blade" at level 1, and instead make it like the skill "nature's embrace", where you need to select it upon level up. that should keep people from missing out on his sword and skill.
Backmechuisa  [author] 12 Feb @ 8:22pm 
@quinntonleemiller123
If you start a new campaign and summon the Green Knight to test it, does the same issue occur?
If so, it is likely an error caused by a mod conflict.
Additionally, unfortunately, if the Green Knight's weapon does not exist in the current campaign save, there is no way to obtain it.
quinntonleemiller123 12 Feb @ 10:19am 
sorry i think i didn't explain properly. What i'm trying to say is that the exclusive weapon never appeared in my inventory.
Backmechuisa  [author] 11 Feb @ 7:09pm 
@quinntonleemiller123
This mod transfers the Green Knight's 'Dolorous Blade' ability to his exclusive weapon.
As a result, if the Green Knight unequips the Dolorous Blade, also ability disappears, which is an intentional and natural mechanic of the mod.
Although the Green Knight can no longer equip other weapons(cause can not use ability), this is also an intended design choice of the mod, so it is not a bug, and you can play without concern.
quinntonleemiller123 11 Feb @ 7:07am 
ran into a bit of an issue, i never got the dolorous blade, i think its because i equipped a weapon on him. i thought re-speccing would fix it (doing so did give me a second nature's endurance) but that didnt work. Any ideas on how i could fix it? id hate to lose out on that ability
DickHardly 3 Jan @ 7:43am 
When I recruit the green knight, I get a bunch of blank pop ups where traits should be, 3/10 are actually filled with trait information. Not sure if a problem with other mods i'm running or a known issue. Will update with no mods running soon
Backmechuisa  [author] 31 Oct, 2024 @ 10:38am 
@Masane
apologize for the delay in replying.
I fixed the old script code along with the version update and the pledge issue would have been fixed. but I haven't tested it completely yet.
please report it If you find error.
thank you.
Masane 19 Aug, 2024 @ 12:12pm 
I chose the Pledge to Chivalry with the Green Knight at level 1, now he's level 7 and I still have only 1/5 in the Pledge to Chivalry, it's stuck. Is there any way to fix this?
agent.theory 11 May, 2024 @ 7:28pm 
I like the Green Knight as a powerful character. He's one of a kind, and should be able to change the course of a battle that is otherwise even. This mod does not make him OP; it makes him just right for such a unique character. I suggest that if someone thinks he's OP, they can nerf him themselves with the RPFM. The modder should follow their own vision and be happy with their work.
Parallax 26 Apr, 2024 @ 10:00pm 
Thank you for listening to the other guy's comment as he's no longer that OP. Still really strong tbh though. Like soloing Imrik type of strong. I think it's on the right track. A little bit more nerf and should be on the perfect spot. I've used your Gotrek and Felix mod and now that it's getting included in the game, I'd like to thank you for making such a wonderful mod! Cheers!
Backmechuisa  [author] 29 Mar, 2024 @ 8:59am 
@Rohen
Thanks for your suggestion.
I was also considering how to nuff the cavalry because its ability is too strong than intended.
Brettonia Factions are always with a wizard hero, so I'm thinking about increasing cool time of hp regen ability.
And cavalry's doing a splash attack, so causing much less damage to multiple enemies, contrary to what it seems in campaign.
But thanks. I'll check that point.
Rohen 29 Mar, 2024 @ 6:48am 
i really like the idea of this mod to give him a unique skill to transform into a full troop and then at 25% transform back. the problem is that he is way too strong in my opinion in that from. like soloing armies strong. it would be more balanced imo if his weapon strength in transformed mode would be reduced by ~30 % or something from what it is now.
especially since he has insane healing with that 8% of 12k health every time someone casts a spell.
HazardHawk 17 Mar, 2024 @ 8:53pm 
Quick request if possible. Either add recruitment options in MCT to select who can get him, or make the same for all undead factions please or at least any faction same a Gotek and Felix mod.
CheesyRamen 15 Mar, 2024 @ 11:30pm 
@Backmechuisa, thanks for the quick fix! And I support Krell next.
Backmechuisa  [author] 15 Mar, 2024 @ 6:46pm 
@
Fixed an issue that affected the dwarf engineer.
Thanks for reporting.
프로게이(Progaymaster) 15 Mar, 2024 @ 2:21pm 
I have a same issue like CheesyRamen, In my case, I can not embed Malakai while I playing Kislev.
Flipse 15 Mar, 2024 @ 1:12pm 
Please, do Krell.
CheesyRamen 15 Mar, 2024 @ 7:45am 
This excites me but I found it interferes with Malakai from the thunderbarge mod. When this is enabled and I recruit Malakai as Franz I can no longer embed him. This issue goes away when I disable this mod.
subway_34 15 Mar, 2024 @ 5:52am 
Yes for zeeee lady!!!
프로게이(Progaymaster) 15 Mar, 2024 @ 5:43am 
That is what I really want and keep looking for! Thank you so much for make a great mod and I do appreciate your effort man.
sigmars_disciple 14 Mar, 2024 @ 3:38pm 
Cool! @RexJayden What benefit would that bring, if I may ask? If you just want to run one mod less, then I'd argument that this would result in less flexibility for players when setting up campaigns (without touching MCT settings, using default dettings) which does not sound particularly appealing to me. Just my 10 cents <3
RexJayden 14 Mar, 2024 @ 8:42am 
(Whoa)...neat mod! I hope that you think about adding it to your wonderful Agent Hero Forever - Gotrek & Felix + Ulrika mod. :Monokuma2_DGR::steamthumbsup:
Autumnchain 14 Mar, 2024 @ 7:14am 
This mod is great. There is just a minor issue in that he doesn't have an agent action that targets settlements.
Barakhaz 14 Mar, 2024 @ 1:01am 
Nice, just started a new Bretonnia campaign yesterday only for this mod to come out at the same time, thanks. :)