Total War: WARHAMMER III

Total War: WARHAMMER III

Secrets of the Amethyst - Repeaters & Blunderbusses
Počet komentářů: 169
Xoatl 9. čvc. v 20.29 
This crashes my game when I unclock amethyst recruitment. I added it mid game though so that might be the reason. Anyways figured id let you know.
zebez 17. čvn. v 5.23 
This works fine in version 6.2
[-TWR-]Dragon 30. bře. v 7.25 
Great mod! Can this be used on the current 6.1.1 version or does it need an update to be stable?
bluerust 27. bře. v 4.51 
Will crash on 6.1, update pretty please
The Iron Duke 25. bře. v 23.47 
Can we get an update to 6.1 would be nice if so.
Iconomy 19. bře. v 19.18 
Found a bug when unlocking the Tier 3 infantry upgrade (explosive ammo): All the Basic Nuln Ironside units weapons get turned into repeaters (6 shots per volley) with only 6 ammo. Repeaters and the other gunnery units are unaffected, but it borks the Amethyst and regular Nulners.
WitcherHammer 25. úno. v 18.18 
@Slaanesh you can easily do it by yourself. Download RPFM (rusted pack file manager) follow installation instruction, then create new pack file, Create DB, projectiles_tables then find wh3_dlc25_emp_rifle_outrider_repeater_bullet and change calibration are there
Slaanesh 10. úno. v 0.45 
Could you reduce the size of the calibration area for Outriders with repeater handguns? They shoot over the head of everything making them more or less useless. Thanks!
Krakenous 9. úno. v 6.23 
Rag, can you change the unit picture for the repeater version please? Even if it's only slightly lol as currently they are the same!
Octavia Goetia 17. led. v 9.14 
why aren't the amethyst repeaters showing up as a unit affected by the gunnery school's gunnery infantry upgrades?
Octavia Goetia 13. led. v 12.30 
i think you should try putting the repeater standard ironsides in the missle infantry tab in the unit browser for the sake of consistency with the standard variant tbh
RagnaroK  [autor] 12. led. v 17.55 
I can't find anything in the vanilla files in order to change this sadly :steamsad:
gudalsiz 12. led. v 13.41 
Bug report. Upgrading Amethyst Outriders to level 4 (30% increased blast radius) at the Amethyst Armory will change the Blunderbuss Outriders' stats to normal Amethyst Outriders. The unit card or name will not be changed, but the stats, firepower, etc. will be changed. They don't use blunderbusses, they shoot grenades.
gudalsiz 7. led. v 10.40 
thank you! Thanks to you, 3 hours of trouble was resolved. I learned more about modding. However, sometimes the cavalry makes a male shout. Can you tell me how to fix that?
RagnaroK  [autor] 7. led. v 9.52 
'Main_units' and 'land_units' has voice stuff, but don't delete the tables outright, then the mod will break, so only clear stuff marked with 'voice' or 'vo' etc. depending on what you wish to remove/change.
gudalsiz 7. led. v 9.46 
Can you tell me what part of the mod I need to edit to remove the unit's voice?
Longman 5. led. v 3.27 
Alright, I saw Karl Franz rocking an amethyst army so I investigated further on how to properly disable this mod... and what worked for me was disabling all mods and reenabling them again one by one, apart from this one. That removed amethyst units from military buildings.
Longman 31. pro. 2024 v 12.39 
I'm not playing with SFO but I also encountered this, this mod's essentially baked into my savegame, but it's not crashing so I'm OK with this.
RagnaroK  [autor] 7. pro. 2024 v 4.25 
Yeah I know, but for some odd reason it won't stick, don't know why. :steamsad:

Fixed the unit icon though.
mikeybaka 6. pro. 2024 v 18.03 
the amethyst outriders with blunderbusses do not have a unit category
RagnaroK  [autor] 29. říj. 2024 v 6.31 
Alright fellas, sounds very odd indeed, as I can't even replicate that with the units still being there despite the mod being disabled, works on my end. :WHII_Death:

Any chance you play with SFO or some other mods adding these type of units? There apparently quite a lot of mods adding these or similar units. Perhaps you still have them due to such a mod.

In regards of stats, yes those are the only visible ones, you won't see stuff like firing rate, marksmanship and so on, those are all hidden. Repeaters dish out a lot more damage than regular ones, as each unit has a burst fire from the barrelgun, which makes them way more powerful than the regular ones.
funkypig1 29. říj. 2024 v 0.00 
I can't disable these units. They are still available in a new campaign despite the mod being disabled, very weird. Any suggestions?
Daniel21 28. říj. 2024 v 8.12 
there's a bug with the repeaters amethyst, for some reason the stats between repeater amethyst and amethyst handgunners had the same stats and less ammo, and i tried to remove the mod but i had the units anyway so i dont know what happen
RagnaroK  [autor] 5. říj. 2024 v 13.50 
@grimnar42600 - I believe you refer to the amethyst units at the landmark? It would be a lot of work, but I though of putting a cap to each of them, to restrict them like Elspeth has a restriction per army.

@meekerfunk - I'll see if I can fix this, thanks for the feedback. :steamthumbsup:

@EdgeMaster420 - Happy to hear it was recoverable, now you just need to wrap it up before the next DLC. :WH3_greasus_rofl:

@Krakenous - Yeah I added them to the Nuln landmark for all Empire/TEB factions, so that they could benefit from them and to help those that could not get them the normal way due to a script typo I made.

Don't know how I feel about the idea though, but am considering limit caps for each. :WHII_BallAndChain:
Krakenous 5. říj. 2024 v 13.13 
Was it intentional for you to add the amethyst units to regular recruitment for Elspeth at the Tier 5 nuln school landmark? Or am I reading it wrong? Just wondering :).
EdgeMaster420 5. říj. 2024 v 12.14 
adding back the blunderbusses fixed my Elspeth save, thanks!
meekerfunk 4. říj. 2024 v 7.20 
Very minor issue. The quest to progress the gunnery school now requires recruiting 3 outriders with blunderbusses instead of ironsides to progress.
grimnar42600 3. říj. 2024 v 18.32 
Just a suggestion but what about adding them to the ror pool and making them dependent on a number of technology being researched. Trained Marksmen seems like it would fit and some others
RagnaroK  [autor] 3. říj. 2024 v 4.56 
You were right, CA had the original amethyst outriders and ironsides set to mute, so I added their vocals in this mod.

Let me know if CA fix this at some point, and I will delete the entry again. For now they have voices if you use this mod.
zebez 2. říj. 2024 v 23.05 
Thanks for restoring the missing units! Is anyone else missing voice lines when selecting the regular Amethyst Outriders or Ironsides in battle, it might be a vanilla thing.
RagnaroK  [autor] 2. říj. 2024 v 12.12 
:steamthis:Update:steamthis:

:sealdeal: Blunderbusses are back on the menu.

Took the suggestion from comments section about making them anit-large with suppression and I like the result, as they are now.

They serve as a nice anti-large unit alongside the regular vanilla amethyst unit that melts infantry regiments.
Jopanis 1. říj. 2024 v 7.02 
daotri93 30. zář. 2024 v 7.22 
The repeater recovery has the blunderbuss unit in the "main unit table". Hopefully, you can fix the mod with this
Sly Marbo 30. zář. 2024 v 7.08 
@RagnaroK just noticed this was uploaded to the workshop, not sure if it would help you or not.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3338467886
RagnaroK  [autor] 29. zář. 2024 v 23.22 
Its because that save file was when this mod had the blunderbusses in it. I have been trying to fix the blunderbusses with no luck so far and removed them from the current version, as it would cause the CTD you are experiencing now.

CA were really thorough in their purge of the files.
mathwin 29. zář. 2024 v 23.07 
I'm still getting a CTD when trying to load a 5.2.5 save with this mod loaded on it. Can I send you a save file for debugging? Only has this mod and a couple of others on it.
RagnaroK  [autor] 29. zář. 2024 v 5.53 
Alright, so I fixed the typo in the script and amethyst repeaters will be unlocked in the amethyst recruit pool again.

This did not apply to my ongoing test save, but maybe you are more lucky than I, since I tested a variety of mods n stuff.

Nuln landmark first tier allows recruitment of regular repeaters for all empire/teb factions now and second tier allows recruitment of the amethyst units.

I don't know how people feel about that, but it is easy to remove if need be.

When I checked the issue with mixer empire lords not showing up, that was somehow resolved and they now work again with this mod.
RagnaroK  [autor] 29. zář. 2024 v 4.56 
Yeah I made a typo in the script when I reverted the work and I have fixed this, but from my testing right now, it does not apply to current saves, which sucks. :steamsad:

So currently adding methyst units to the tier 5 nuln landmark, so that atleast people can get them, but now also as the other empire/teb factions.
Jackson 29. zář. 2024 v 4.18 
Comment below, yeah same I can't recruit Amethyst Repeater which stops me from upgrading the gunnery school (need 3 to advance)
General Poncius 28. zář. 2024 v 21.29 
Hi, it's me or there is bug and i cannot recuit the Amethyst Repeater having a tier 3 Gunnery School?

Thank you for yout work!
eldiabs 28. zář. 2024 v 16.36 
The UI for purchasing the Amethyst Ironsides in the gunnery school is non-functioning with this mod enabled. Disable it and the UI functions again.
meekerfunk 28. zář. 2024 v 16.10 
Well I still love it. Thank you for the work.
RagnaroK  [autor] 28. zář. 2024 v 15.52 
You are right, just tested it. Works fine with my previous work (I saved it just in case), so it has to do with the animations I added via Kroxius' mod.

You will either need to inform him about and see if he can fix or I will revert my work again.

Starting to hate this mod. :spacemarineskull::spacemarineskull::spacemarineskull:
meekerfunk 28. zář. 2024 v 15.38 
Since the update, using this mod stops Mixu's Legendary Lord's mod from working. Does not crash or anything. Mod's Legendary lords are shown at faction select, but none of them spawn into the game. Deactivating this mod makes it work again.
Jopanis 28. zář. 2024 v 10.53 
Thanks to you two! I updated the submod to work again. :papyrus:
RagnaroK  [autor] 28. zář. 2024 v 9.50 
@Greeny363 - Your in luck, I have been working on this mod on and off today and decided to use the animations Kraxius did, since he mentioned them as free use.

This means the 2 repeaters is back to the same state as when I released the mod and the landship repeaters work again.

No blunderbusses yet, but still working on it.

Force resub the mod if you do not get the effects.
Greeny363 28. zář. 2024 v 9.13 
There is an issue with this mod unfortunately, landships count the repeater rifles on it towards the main ammunition, making it run out almost instantly and not firing anymore
StANP 28. zář. 2024 v 8.14 
I think a save editor could do that? Don't think anyone has developed one for WH3 yet.
daotri93 28. zář. 2024 v 6.48 
I have lost about 30 turns of my campaign after the hotfix. Is there anyway to recover the blunderbuss
I only have one unit of blunderbuss in my campaign
RagnaroK  [autor] 28. zář. 2024 v 0.45 
@Edgemaster420 - yeah probably so and the Blunderbusses keep crashing the game in my testing, which is why I removed them from this mod to atleast keep people playing, as adding won't break anything, I don't think. :steamfacepalm:

It is interesting how both repeater units work out but the blunderbusses just don't, but I will keep at it and sorry for the inconvenience it brought you. :steamsad: