Total War: WARHAMMER III

Total War: WARHAMMER III

Carmine Dragon SFO Submod
7 Comments
Casualfield 23 Jul, 2024 @ 6:14pm 
Hi, I updated the main mod. I believe all you'd need to do is fix the man animation in land_units, just add cf_ to the front of it.
JaredShadow11X8  [author] 19 Jul, 2024 @ 1:04pm 
I fixed the cap so that it is enforced now. I also decided to change the building it is recruited from. I moved the dragon to the empire Tier 5 wizard building. I also added it to the garrison for that building.
charlesklimper 18 Jul, 2024 @ 4:28pm 
@JaredShadow11X8
I'm sorry to bother you, but the unit cap for the Empire doesn't seem to be enforced? I can still recruit it, but it's completely uncapped.
Casualfield 11 Jul, 2024 @ 7:23pm 
Well I wasn't sure if doing that would've fixed the issue while I knew I could make a new breath as I've done before already and I have PTSD from animation modding so I stay clear of it if possible now.

The purple glow should be an easy fix assuming you can copy paste the animations to a different named file without it breaking or just delete the purple from vanilla file, should just be in the persistent.anim.meta file.

I might take a look at it, someone wanted it to be a mount for other heroes/wizards so if you made it into a mount should be easier to implement into a hero skill/mount but I'm going hard on my Dark Elf mod that'd I've still yet to finish in over two years...
JaredShadow11X8  [author] 11 Jul, 2024 @ 6:43pm 
Sorry you had to put in all that work to make a new dragon breath.
JaredShadow11X8  [author] 11 Jul, 2024 @ 6:40pm 
@Casualfield I made the dragon a mount and gave the rider elspeth's animation. Then I made the rider have no model. There is a purple glow where her staff would be, but I think don't think it looks bad. Can't be perfect. You can implement it if you want.
Casualfield 11 Jul, 2024 @ 6:15pm 
How did you fix the beam attack?