Total War: WARHAMMER III

Total War: WARHAMMER III

Hellebron's Altar of Khaine
61 Comments
VoRt-lol  [author] 24 Jun @ 12:08am 
@ Louie04k, my only guess there is that the ritual you are trying to use is currently already active (they all have 10 turn duration and 10 turn cooldown, for now). Is it a specific ritual? Or is it all rituals?

If it isn't that, it could either be a mod compatibility issue, assuming you have the appropriate DLC.
Louie04k 23 Jun @ 2:25pm 
when i go to unlock a ritual (i have enough slaves) the button is still locked and greyed out?
VoRt-lol  [author] 17 May @ 8:08pm 
@ Walt The Why, you will need The Prophet and the Warlock, and The Queen and the Crone (obviously, since you're playing Hellebron).
Walt The Why 17 May @ 11:56am 
what dlc do i need?
willyinuyaz 25 Apr @ 8:40am 
Thank You :steamhappy:
VoRt-lol  [author] 25 Apr @ 1:00am 
@ willyinuyaz , yeah that's fine.
willyinuyaz 23 Apr @ 11:19pm 
@VoRt-lol Hello Sir, Your mod is Awesome.
it is ok if I edit your Mod so other faction can use it :lunar2019wavingpig:, I'll credit the original mod. Thank You :steamhappy:
Ydok4 10 Feb @ 12:55am 
@VoRt-lol Cool, thanks for responding. That makes sense. Just wanted to check if it was meant to work like Tehenuain's where you had to progress.
VoRt-lol  [author] 10 Feb @ 12:52am 
@ Ydok4 , everything is meant to be unlocked from the start. Until the Druchii get some kind of update to the slave system, the first 30 or so turns you'll have to balance between the sacrifices, and diktats/rushing construction unless you go truly turbo aggressive. There is something else I may look at in terms of adding some kind of cooldown reduction for the sacrifices tied to Hellebron's level (increase their base cooldown so they do not have 100% uptime, but as Hellebron levels it gets reduced), but that will be after some kind of Druchii update perhaps.
Ydok4 8 Feb @ 9:26pm 
@VoRt-lol Are all the sacrifices meant to be unlocked at the start of a campaign or are they meant to gradually unlock?
pg100 15 Dec, 2024 @ 7:09am 
@VoRt-lol. Thanks for the quick update. Wow, the assassins are finally going to be viable in armies with the snipe and unspottable buffs!
pg100 6 Dec, 2024 @ 1:03am 
@ VoRt-lol, sounds cool. Maybe a temporary buff to the assassin hero action success chance or something like that?

Either way, looking forward to try the updated version!
VoRt-lol  [author] 5 Dec, 2024 @ 8:13pm 
@ pg100 , glad you like it.

On suggestions, yes they can help.

As far as other rituals added to this, maybe more in future (though it may start to look a little wonky in the UI). I somewhat want to avoid overjuicing units that are already buffed by the default Hellebron mechanic, which is why most of the buffs are relatively generic except for the highest tier ritual (Executioners being a high tier unit wouldn't see much buffing beyond your starting Executioners with a low tier ritual, so that's why only the highest tier one targets them specifically).

On the hero side of things, I may add recruit rank to one of the rituals after the DLC drops, and possibly add some kind of effect for Khainite Assassins.
pg100 5 Dec, 2024 @ 10:59am 
Thank you very much for this awesome mod!

Do you take suggestions? If so, then how about adding some extra low cost rites, that bestows brief boons to the units normally associated with Hellebron and her cult of Khaine? Like for instance:

I: Vanguard deployment for witch elves for 10 turns.

II: + 2 to recruitment rank for death hags and assassins for 10 turns.

III: some type of minor buff for the har ganeth executioners for 10 turns
Luminatii 2 Oct, 2024 @ 9:33am 
@VoRt-lol, Yeah I misread what Kriega1 said and it could be an alternate solution. Thanks for the response though, looking forward to any updates you make to your mods.
VoRt-lol  [author] 2 Oct, 2024 @ 1:26am 
@ Luminatii , I understand your concern, and what Kriega1 said is correct (could make a custom ability instead of a base game one that is inactive while flying/not grounded). But compared to some of the more ridiculous things that already exist in the game, I don't really consider this (no matter how cheesy) to be comparable to things like infinite winds of magic. Especially when this requires at least some level of finesse.

When the next major patch drops for WH3, I will be taking another look over both this and my Rakarth mods, so rest assured there will likely be some changes.
Luminatii 1 Oct, 2024 @ 8:09pm 
@Kriega1, Its a passive effect, there is no 'activation'
Kriega1 1 Oct, 2024 @ 2:59pm 
@Luminatii , Alternatively could just make it so it's only active when the unit is grounded
Luminatii 1 Oct, 2024 @ 12:28pm 
Love the mod, but I have one small nitpick, and its the 'Icon Of Insidious Whispers' (Banner)

Having a 'Whisper Of Glory' passive on a flying lord/hero and having the units below rampage, especially if its a siege battle (where they would try to even go through the gate to reach you), is incredibly overpowered.

I was wondering for the sake of balance if you could add a condition to the banner so it can only be equipped to non-flying units/heroes.
LimeUser 16 Sep, 2024 @ 8:51am 
That's fair but simply giving them some regen in melee could make them far more useful.
Unsure if they have poison attacks in vanilla as i use SFO but having them be a valid option as a support monster would be great.
VoRt-lol  [author] 16 Sep, 2024 @ 12:10am 
@ TorgueUser, I tried to keep the buffs pretty generic (except for Witch Elves/Executioners obviously). And sadly, Manticores are pretty worthless in campaign except as mounts. I won't be adding specific buffs to Manticores right now, but I will revisit in the future with new DLC/balance patches, and certainly will if there is a DLC for Druchii.
LimeUser 14 Sep, 2024 @ 2:26pm 
Shouldn't there be some buffs for manticores since they're worshiped as one of Khaines incarnation?
드로우달스 16 Jul, 2024 @ 1:18am 
Thanks to your response, I realized what I was lacking and corrected it.
Thanks to you, Naggarond worked successfully. Thank you.
드로우달스 16 Jul, 2024 @ 1:16am 
I replaced (wh2_main_def_har_ganeth) with (wh2_main_def_dark_elves), but it didn't work.
When I investigated, I forgot to edit Harganer in (db/campaign_group_member_criteria_factions_tables).
So, I modified all Harganer to Naggarond, including this one, and it works well as Naggarond.
https://steamhost.cn/steamcommunity_com/id/skemfpdls12/screenshot/2514780676268792799/ (Successfully running Naggarond)
VoRt-lol  [author] 16 Jul, 2024 @ 12:29am 
@ 서폿만 합니다. , I'm pretty sure Naggarond is actually wh2_main_def_dark_elves in the tables, and not wh2_main_def_naggarond. AFAIK there's a few instances of main legendary lords following this trend in that their faction does not actually have a unique name, and is just generically named after the race. Grimgor is an example of this since he is just wh_main_grn_greenskins IIRC.
드로우달스 15 Jul, 2024 @ 12:47am 
Hello, I want to use this mode as Malekith.
Using rpfm, the word (wh2_main_def_har_ganeth) was modified to (wh2_main_def_naggarond).
The name of the skins was also changed to (wh2_main_def_naggarond) and the script was also changed.
If you look at the link photo below, I succeeded in running Altar of Khaine as Naggarond.
Strangely, there are enough slaves as shown in the link picture, but they are locked and there is no response when I click on them.
If I want to solve this, where should I modify rpfm?

https://steamhost.cn/steamcommunity_com/id/skemfpdls12/screenshot/2514780676263083978/

Please note that for testing purposes only this mode was used.
I also have all the DLC.
Kriega1 30 Jun, 2024 @ 3:58am 
@VoRt-lol , Yes just as text I meant. Must be something on my end then if it's not appearing.
VoRt-lol  [author] 30 Jun, 2024 @ 3:50am 
@ Kriega1 , I'm assuming that you mean the description added to the faction? Unless I'm stupid (very possible), I was under the impression that the overwhelming majority of dummy effects in-game were simply text, with only a small number actually having some linking to scripts. There is an effect (just description) attached to the effect bundle for the faction effects at the top of the list.

On Tehenhauin though, yeah I haven't messed with it on his end since if you're enabling this mod you really should be playing Hellebron/Tullaris. The whole mod is ghetto as can be, just hijacking the whole Sotek Sacrifices and overwriting some details within them (such as the video background).
Kriega1 30 Jun, 2024 @ 3:23am 
@VoRt-lol , Dummy faction effect for the mechanic for Har Ganeth / Scourge of Khaine

Also was suprised to see Tehenhauin's mechanic still works, just has the extra Delf stuff alongside it
VoRt-lol  [author] 29 Jun, 2024 @ 6:06pm 
@ Kriega1 , to quote Forrest Gump, "I'm not a smart man." Anything I mod is held together with duct tape and glue (and unlike the Orcs, mine probably doesn't work because I believe in it). What specifically are you looking for?
Kriega1 29 Jun, 2024 @ 4:04am 
Is this just on my end or can anyone else not see the dummy faction effect
VoRt-lol  [author] 11 Jun, 2024 @ 11:19pm 
@ TRETHEGAMERMAN , I'm not really interested in messing with Lizardmen.

@ DeadMarine1980 , I have no idea. In theory it should, but SFO balance is its own thing, and I don't play SFO.
DeadMarine1980 11 Jun, 2024 @ 4:40pm 
Will this work with SFO? :-)
TRETHEGAMERMAN 11 Jun, 2024 @ 3:07pm 
Have you thought of doing a mod that gives Nakia a mechanic similar to the beastmen heard stone
MrSoul 11 Jun, 2024 @ 11:55am 
very cool idea for the faction I think
Ragnarjan 11 Jun, 2024 @ 5:49am 
ooh nice
VoRt-lol  [author] 11 Jun, 2024 @ 4:44am 
@ Kriega1 , I'm assuming you just mean a description on the faction select screen indicating the mechanic. That's been done in addition to making it compatible with Mixu's Tullaris and giving the UI a slightly less Lizardy coat of paint.
Kriega1 10 Jun, 2024 @ 3:04pm 
Oh one more thing, would be neat to add a dummy faction effect to Har Ganeth regarding the new mechanic
VoRt-lol  [author] 10 Jun, 2024 @ 1:18am 
@ 对面不讲武德 , only Hellebron / Har Ganeth has access to this. Bottom right has the button to access the interface.
对面不讲武德 10 Jun, 2024 @ 12:40am 
Sir, how should I use it.
Only dark elves can take effect?
VoRt-lol  [author] 10 Jun, 2024 @ 12:11am 
@ oppai , that's essentially the reason I quickly hammered this mod out. Played a campaign as Hellebron coop and felt she just needed a little something extra instead of just "Press this one button every X turns or suffer penalties".
melta 9 Jun, 2024 @ 6:06pm 
Unspoken thing that CA has more or less abandoned older factions while implementing new ones with tons of features and unique mechanics. Mods like this help flesh out factions CA has forgotten about.
VoRt-lol  [author] 8 Jun, 2024 @ 6:44pm 
@ Kriega1 , I'll see what I can do about basically just making this compatible with Tullaris and the Scourge of Khaine. If anyone else is going to make use of this mod, it may as well be the guy in Khaine's DMs. No promises though.
Gabba 8 Jun, 2024 @ 5:25pm 
fantastic stuff, thank you for sharing this. :WH3_nurgling::WH3_horror_Blegh:
Gleen Cross 8 Jun, 2024 @ 2:47pm 
Nice, the more edgy mechanics for my emo boys, the better. I love the dark elves so much, best soundtrack in the game
Kriega1 8 Jun, 2024 @ 8:28am 
Btw any chance you'd consider making a mechanic for Mixu's Tullaris Dreadbringer? or maybe a tweaked version of this one
Kriega1 8 Jun, 2024 @ 8:25am 
Nice effects, looking forward to an eventual UI update
Rumpel Foreskin 8 Jun, 2024 @ 2:44am 
She is my favourite LL so I'm looking forward to playing this over the weekend. Thank you!
Mike Hellforger 8 Jun, 2024 @ 2:24am 
Bruh I love faction mechanic mods so much. Especially for LLs that are very barebones and vanilla or have kinda lackluster mechanics compared to other ones, with Helebron falling into second category
Azerty 7 Jun, 2024 @ 11:07pm 
excellent idea !