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Still working the unit pack but opportunity to mod has been far and few. An update to Orion is on my list of things I'd like to do at some point.
If you like the Eternal wood elves reskin of him, then loading my mod after that mod should give you my units with his Orion reskin.
Thank you for all the kind words everyone! They very much help keep my interest in modding this game.
I haven't had much opportunity to play WH3 recently, but I have never experienced the bug you are describing with or without mods. My initial conclusion is that it's something related on your end perhaps with another mod.
I hope you get it resolved!
I'm not sure if it is an mod incompatibility on my end or another weird graphical issue, but I just thought I'd let you know.
the unit cards are also incredible, really amazing job
I haven't adjusted any of the legendary lords. If you load this mod after Eternal Wood Elves, then you should get the best of both worlds.
Still to try it, but on a trip atm. Did you also touch upon Orion or the other main vanilla LL and LH? I would like to retain Orion more armoured as in Eternal Wood Elves.
Glad you are enjoying the mod! I do not have any plans or desire to reskin original units from the Raidus team.
love the mod they look great
Check out 'Matthew's Reshade Preset' for a good preset configuration that I used as the baseline
@蓉城朱员外 - Check out the 'SUBMODS' section for performance improving sub mods, they should help your PC out a bit.
Thank you for the kind words. I don't plan on doing reskins for SFO or other modders unit packs as I think it degrades their vision of the unit. My adjustment to Mixu's shadowdancer is very minor as it mostly just adds additional foliage to her outfit and her general design is not compromised.
With that said, I have a Wood Elf unit pack in development and while I don't plan on doing SFO content specifically, anyone will be welcome to balance and port that content over to SFO.
I understand there is a language barrier. I appreciate you trying your best to clarify the request.
I think those mods look pretty good as is and don't really require any reskin. I am glad you're enjoying the mod, so keep a look out for my unit pack coming out soon. It expands on both male and female units rosters and it currently includes a total of 14 units or so. I hope you will be a massive fan of that as well.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405689615
That mod already adds male variants, so I am not understanding the request.
In the unit pack I am developing there will be an elite variant of the wildwood rangers for a higher tier male martial infantry.
That is Photoshop expertise provided by Frank. If you manually push this mod to the top of your load order it should resolve the issue you're describing.
I figured as much, and I completely understand
Thank you :)
In addition to the glowing effects, this mod adds a substantial amount of foliage to the neck and head area compared to vanilla. I don't have a desire to publish a submod to remove the glowing effects, however, anyone is welcome to create and publish an alternative appearance.
This isn't a compatibility patch I can do on my end, so you'll need to reach out to the mod author. With that said, you can do this on your own end rather trivially as you need to only adjust a few lines of text in his mod. This is done using the RFPM modding tool.
You need to the copy/paste the body and antler text blocks from my mod located below in RFPM:
variantmeshes/variantmeshdefinitions/wef_great_stag.variantmeshdefinition
And copy/paste that into his mod overwriting the "body" block located below in RFPM:
variantmeshes/variantmeshdefinitions/loupi_priest_kurnous_stag.variantmeshdefinition
Reach out to me on discord if you require further assistance.
I have not played with that mod, however, I'll try to take a look this evening and see if it's a trivial fix.
I really love this mod, and thanks for all your work!
As mentioned previously, Frank volunteered a lot of his time to create these unit cards, so I have no current plans to author a sub mod for unit cards.
If you reach out to me on discord, I can teach you how to disable them on your end locally, you could even publish afterwards. It is incredibly trivial and no real modding knowledge is needed.
Anyone reading this comment also has permission to publish a vanilla unit card sub-mod.
You guys are very talented and this is top quality mod.
I was wondering however if I could ask you something. Considering that I am using several other mods that add units to WE, the art for those units thematically doesn't fit with the art you guys have made and it somewhat confuses me during battles when I need to think quickly and try to distinguish them (as well as just basic ocd esque preferences).
So I thought I'd ask/suggest:
Would it possible to make an option that doesn't change the art? OR could you release a small mod that only changes the lords and heroes because they are the ones seen most often and can be admired?
No problem if not, but I'd rather ask anyway :)
Load this mod by itself and report back. This mod should be on good working order.
No, I don't believe so. Should be working as is.
Are you able to replicate the crashing with this mod loaded by itself??
Unfortunately I am having issues with CTD. Specifically when selecting the Glade Captain in my army. It seems like the porthole is blank and then the game freezes and crashes. This also happens when going to the skill screen without selecting them.
I don't think the mod requires any updates and is compatible with the latest 6.0 release.
If CTD is experienced, please let me know.