Total War: WARHAMMER III

Total War: WARHAMMER III

Skaven Clans: Skaven Subfactions
52 Comments
✯Lunion✯ 11 Jul @ 11:57am 
Thanks, will fulfilled it in the weekend
Fizzle_Boom25  [author] 10 Jul @ 7:14pm 
I started a spreadsheet for tracking everything. Still filling it out, but feel free to add anything. Each faction has a notes column.

https://docs.google.com/spreadsheets/d/1oYqcFv1JN_lksvFvXfAO030ZSva155CJkuTOCncxmxU/edit?usp=sharing
Fizzle_Boom25  [author] 10 Jul @ 6:57pm 
Awesome! I've been meaning to put together a spreadsheet to track all of these faction changes similar to my unit caps one. Let me set that up and you can put it there or in the comments. Whichever works best for you.
✯Lunion✯ 10 Jul @ 6:06pm 
Also, i wanted to tell you that i am doing some classification to respond to your question about the skavens clans; when it will be ready i will publish it there or another plateform if you want.
✯Lunion✯ 10 Jul @ 6:05pm 
Great news! I am sure that with more knowledge on how the Asset editor works, you will be pretty much capable of bringing whatever idea you have to life.
Fizzle_Boom25  [author] 9 Jul @ 12:03pm 
Also I learned to make reskins of units for my Cathay mod, so that will be a possibility going forward as long as the assets exist. I probably won't be making my own assets anytime soon.
Fizzle_Boom25  [author] 9 Jul @ 12:02pm 
-Speaking of minor factions, do you have any ideas for any of them? I just grouped them with one of the big five categories, but many of them have their own characteristics.
-I really like your idea for temporary contracts for Eshin units, but I don't think its possible. That does give me an idea for a different type of mercenary that wants their money up-front. They would have a very high recruitment cost, but no upkeep and no replenishment.
-For Clan Pestilens, I think its best to leave it allied recruitment if they only trust close friends.
Fizzle_Boom25  [author] 9 Jul @ 12:02pm 
Wow, amazing write-up! A lot of great ideas! Here are my initial thoughts:
-I agree that buildings for mercenaries from other clans are the way to go over mercenary pools. I never liked the instant recruitment from mercenary pools and I'm planning an overhaul of RoRs and other similar systems at some point.
-In general, mercenaries should have higher upkeep than their vanilla counterparts, but lower recruit cost and time since you don't have to train them yourself. I also think they should have a cap which ties into the next point.
-Good idea to use diplomatic relations, but I wouldn't tie it to just the main factions. If Clan Skryre hates you, one of their rival minor clans might still be willing to sell you warp lightning cannons. As long as you have high relations with one of the clans of a given sub-faction, that will unlock the cap for those units.
✯Lunion✯ 8 Jul @ 11:13pm 
voilà that was all i can think off for the moment, keep going the Good work and if you need something gameplay or lorewise related i am your man ^^ peaacee
✯Lunion✯ 8 Jul @ 11:12pm 
For Eshin, something similar would be possible with a high-tier dojo available that would give access to normal Eshin unit recruitment (they wouldn't disappear since they'd retire to the specially built dojo, solving the problem of why they don't return to Eshin after their service ends). In essence, it's an embassy system. Of course, for certain units - I'm thinking death runners with poison, triads, plague priests, brood horrors, lord types (technomages, assassin lords) - they simply wouldn't be available to other clans regardless of diplomacy level or otherwise.
✯Lunion✯ 8 Jul @ 11:12pm 
Thinking about it as I approach the end of my comment, the building system appears as the best solution - it can also apply to Skryre, Moulder and Eshin without removing their specificity. Let me explain: for Skryre and Moulder, we can imagine that at the highest tier built, the Skaven faction would have workshops from them with the possibility to constantly recruit clan-specific units including heroes with normal upkeep costs, symbolizing good maintained relations.
✯Lunion✯ 8 Jul @ 11:11pm 
However, be careful - the more buildings you'd construct, the more sectarian, affiliated, corrupted you'd become, reflected by serious penalties with lizardmen and other major clans. We can even imagine that the third tier building could increase plague appearance level in the clan.
That would be a lot of penalties, so how to rebalance? Well, Pestilens isn't in a mercantile approach - they're not for sale. Plague priests and censers would have very little to no upkeep costs, unlike the 4 other major clans who sell or rent their services, we can also think of more bonus like immunity to pests, or boost to your units, poison effect etc..
✯Lunion✯ 8 Jul @ 11:11pm 
For Pestilens, which is the exception - the only clan not in a mercantile posture but one of terror (affiliated clans or not open dialogue with Pestilens out of fear of biological weapons they'd face) - it would be preferable to adopt an influence lens rather than purchases or mercenaries, since that's the clan's whole approach. To have a Pestilens unit, you'd necessarily need good relations with them, reflected by buildings appearing that would progressively give access to their units.
✯Lunion✯ 8 Jul @ 11:09pm 
For Eshin, it's more complicated since some of their units are very tied to the clan - death runners, Eshin triads don't permanently reside in the clan that paid for their service but fulfill their contract then leave. The best approach for me would be to consider them as mercenaries and limit their usage time.
✯Lunion✯ 8 Jul @ 11:09pm 
For Skaven, several approaches are possible:
For Skryre and Moulder units, they've built their wealth and forged their influence in the underground world by selling their creations, so it wouldn't be inconsistent for them to make their units available to other factions in exchange for compensation. This could be reflected either through an unlimited mercenary system where all factions could acquire them at high cost without being able to produce/recruit them through buildings, or a new building line could be created allowing recruitment in exchange for diplomatic repercussions with other Skaven factions, where construction depends on diplomacy (having the full Skryre chain would reduce upkeep while allowing access to more units but would prevent attacking Skryre, create diplomatic penalties - light ones for Moulder and Eshin since historically they've often been allied, and opposition to Pestilens).
✯Lunion✯ 8 Jul @ 10:17pm 
Also, and I find this very coherent and very intelligent on your part, it's the addition of units based on geographical context. We do it in our own world, why not in fiction ? Plus it seems more logical to call upon people close to your territory rather than from the other side of the world, except for exceptions. Almost all non-chaotic factions present on the Ivory Road could benefit from Grand Cathay units, ogres, Kislev (three major actors in the region) or others since they remain expedition forces, so dwarfs and humans included could join in.
✯Lunion✯ 8 Jul @ 10:06pm 
Amazing idea once again, reminds me of the proxies we used to make and still make in the tabletop game or campaign scenario, incredibly thematic and offers tons of gameplay possibilities.
✯Lunion✯ 8 Jul @ 10:03pm 
Firstly, amazing idea - many factions do employ other races' units to the point that this is their particularity. The main problem to do it correctly is the reskinning that's necessarily required for some (not all). For example, we know that Nordland uses Norse units due to their proximity and blood links, but to do it correctly (and since we're nitpicky), those Norse marauders shouldn't bear the chaos star, which is unfortunately present on the vanilla models in the game. Giants are also known to be particularly used by destruction forces, but that's not the rule - the Empire has used and currently uses some giants but could they bear greenskin stuff ? meh
But the problem is not for all, Barak Varr for instance has the possibility to pick from foreign sailors who inhabit its port, certain small karaks or great karaks in reconquest actively use human mercenaries who conserve their uniforms/equipements so not reskin needed at all ^^
Fizzle_Boom25  [author] 7 Jul @ 11:17pm 
I do want to do more cross-faction units. The ones you suggested are all great plus I was thinking of doing Kislev units for Boradin Coven, Cathay mercenaries for any order factions in that part of the world, various mercenaries for some unchivalrous Brettonian faction. I also already added blood vultures to Steppe factions and Da Vulchas tribe and Carrion for ghouls.

I'm trying to be as compatible as possible and I'm designing around some of the more popular ones like Mixu's LL, Cataph's, and Skeleton Crew.
Fizzle_Boom25  [author] 7 Jul @ 11:04pm 
Thank you, Skaven are a faction I know very little about, so I appreciate any feedback. I agree with your suggestions about removing Death Globes for Pestilens and adding Stormvermin for Moulder and Skryre. I know clans often hire troops from other clans, but I'm not sure what the best way to represent that is. Maybe thru unit caps, higher recruit and upkeep cost, higher tier requirements, or some new mechanic?
✯Lunion✯ 7 Jul @ 10:20pm 
There's really a world where thanks to you, all factions will have their own style, their own soul. The cherry on top would be mods compatible with others that add lords, units, or new factions - then we're talking serious customization potential. The possibilities are huuuge
✯Lunion✯ 7 Jul @ 10:20pm 
Not writing this as criticism at all - just thoughts from someone passionate about the universe who really appreciates the mod's concept and the possibilities it offers. Thanks a lot for the great work ! Oh and btw this is pretty off-topic but I noticed that in your dwarf mod, some Dawi factions had access to foreign units - why not replicate that experience with other races?
Ostland could get access to ogre mercenaries and Kislev units, expedition factions (regardless of race) could have multi-race rosters with some dwarfs, some ogres, etc. For Strygos Empire since they had humans, wouldn't be weird to give them Bretonnian archers and peasants. If there's a Lahmian faction (like the Silver Host), access to Tomb Kings units could make sense - tons of possibilities there!
✯Lunion✯ 7 Jul @ 10:12pm 
For unaligned clans, it could make sense that to maintain neutrality, they could draw a bit from all four major clan rosters.
I'd also add that I'm pretty skeptical about restricting Stormvermin to just Moulder and Skryre, since we know they use them and they don't have access to much else in terms of elite infantry units, which makes army composition tricky. Pestilens has their censer bearers, Eshin has their Triads, but Skryre and Moulder don't have much at that level.
✯Lunion✯ 7 Jul @ 10:11pm 
Haven't launched any Skaven campaigns yet to confirm this, but I'm a bit concerned that with unit restrictions, the custom Skaven factions might lose some gameplay coherence. This could also affect other clans who might suffer from being cut off from other clans' unit rosters.
From a lore perspective, we know Clan Mors frequently sources Death Globe Bombardiers to counter dwarfs (ironbreakers in tunnels are more vulnerable to gas attacks). Also, from what I've seen from army composition (mainly End of Time reports ) , Clan Pestilens uses very few if any units outside their alignment - I think they'd shun Skryre teams including bombardiers. IMO it's probably better not to give such units to Pestilens. The other Big Three don't have access to plague monks, so it would make sense that Pestilens can't access other clans' units either - fits perfectly with the lore since they're very sectarian.
Fizzle_Boom25  [author] 5 Jul @ 10:06pm 
They should be compatible with just about everything, and if it isn't let me know. I'll do my best to make them work together.

I specifically made sure Orc or Goblins was compatible with WezSpeshul including disabling the night goblin and forest goblin barracks from that mod for non-forest/night goblin factions. I don;t know about Skaven Clans, but I haven't gotten any complaints, so I assume its fine. Any legendary lord mod should be fine, you just won't get the faction leaders traits added by mods.
✯Lunion✯ 5 Jul @ 5:38pm 
Hey Buddy,

Amazing mod, wanted to ask you if yours ( in general ) are compatible with others like WezPul, Skavens Clans and Legendary Lords ?
Cthulhu The 3rd 24 Apr @ 2:31pm 
Yeah, no I got nothing. This is making me go crosseyed and I don't have the patience or experience for this. Thanks for the help at least.
Fizzle_Boom25  [author] 24 Apr @ 2:31pm 
SFO might also complicate things if it uses unit caps
Fizzle_Boom25  [author] 24 Apr @ 2:30pm 
I've never used dependencies, so I can't help you with that. I'd recommend starting with vanilla units and lords to make sure you understand the process. I think all dependencies does is prevent any error messages when you copy over units, skills, or buildings from other mods. I only made one submod for personal use, so I just ignored all of those error messages and it worked fine.
Cthulhu The 3rd 24 Apr @ 2:01pm 
I'm gonna try, just still don't got any idea what I'm doing. Looking up stuff right now. Do I need to somehow add the Skaven Clans and SFO mod as dependencies to this mod, and if so, how?
Fizzle_Boom25  [author] 24 Apr @ 1:53pm 
Yes, it can. Steps 1-4 are the same, just add the effect to the building in building_effects_junctions_tables. Good luck!
Cthulhu The 3rd 24 Apr @ 1:39pm 
Gonna try this. Though could this also be applied to a building? Like the Council of 13 unique landmark in Skavenblight?
Fizzle_Boom25  [author] 24 Apr @ 1:10pm 
I'll try to give you a quick walk-through assuming you're somewhat familiar with RPFM (if not, there are plenty of guides available).
1. Copy the units you want into "main_units_tables" and set the "Campaign Cap" column to zero
2. Create a unit set for that unit in "unit_sets_tables" and add the unit to that set in "unit_set_to_unit_junctions_tables"
3. Create an effect for each unit in "effects_tables" and generate a .loc file (right click the table and select "Generate Loc Data")
4. Assign the effect to increase unit caps for each set in "effect_bonus_value_ids_unit_sets_tables"
5. Attach the effect to each LL innate skill in "character_skill_level_to_effects_junctions_tables"
Cthulhu The 3rd 24 Apr @ 12:14pm 
Well looks like you have an idea of what to do, but I have no idea how to do any of that. I've never really MADE a mod before. I barely know how to edit them to fix. See the More Shadowy Dealings Mod, I only did some monkey see, monkey do to get it to work. XD
Fizzle_Boom25  [author] 23 Apr @ 11:03pm 
Actually, another better way may be thru unit caps. You can set the cap for that unit to zero and make the only way to increase that cap be thru the lords innate skill.

Try this:
-Set the units cap to zero
-Create an effect to modify the cap
-Add that effect to the LL’s innate skill effect bundle. If you want it to be unlimited, decrease the cap by one (-1 equals infinity). Otherwise, use whatever number you want

Check out my unit caps mod if you need an example to dissect
Fizzle_Boom25  [author] 23 Apr @ 10:52pm 
The problem I ran into was, enabling a unit twice causes that unit to be disabled again. That means you need to make it so there is only one way to enable a specific unit.
Fizzle_Boom25  [author] 23 Apr @ 10:47pm 
That’s actually exactly how I wanted my Orcs or Goblins mod to work until I gave up and did something different. It’s probably easier to do it thru scripting which I know nothing about, but it may be possible with database edits.

The first thing you’ll need to do is create an effect to disables recruitment and apply that to all factions. See my original Orcs or Goblins for how to make the effect. You can apply it to factions using the faction leader trait like I did or possibly campaign_group_to_effect_bundle (I haven’t tried that one yet, but I plan to).

Next, you can add an enabling effect to each characters innate skill (Monstrous Ego for Queek). That way it enables the unit when that LL is in your faction.
Cthulhu The 3rd 23 Apr @ 9:51pm 
Seeing as you've worked with the Skaven clans mod, maybe you can help me? I'm new to modding and am trying to make a submod that allows you to access unique clan specific units after you end up confederating them or when they lose (Like with Recruit Defeated Legendary Lords mod and such.) You think you could help walk me through how I might do that?
Fizzle_Boom25  [author] 21 Apr @ 11:38am 
Yes, here it is: https://steamhost.cn/app/1315751/Total_War_WARHAMMER_II__Skaven_Chieftain/?curator_clanid=28300675

If anyone else needs it select "Add to Library". Don't select Download like I just did, because it'll download the entire WHII game again.
uncertified forklift operator 21 Apr @ 10:52am 
That makes sense. I actually like the change then.

Also, the Skaven Chieftain was actually a Warhammer 2 pack so I'd recommend checking the Steam Page for that to see if you can find it. It should be a free DLC.
Fizzle_Boom25  [author] 21 Apr @ 7:52am 
A that makes sense. I guess we both need to activate it somehow. Thanks for looking into that.

And yes the grey seer is the plague caster now and the engineer is the ruin caster. Tbh I was also partially motivated by reducing the number of warp lightning casters
I can recruit Chieftains just fine with the mod. Though Chieftains are part of a FLC pack so there might be something wrong on that front.
Are recruitable Grey Seers only supposed to have access to Lore of Plague?
Fizzle_Boom25  [author] 17 Apr @ 4:02pm 
It seems like its a CA issue. I can't recruit chieftains with or without my mod. Can anyone else confirm if you can recruit chieftains without my mod?
Fizzle_Boom25  [author] 17 Apr @ 8:04am 
I'll take a look at him later today
GoodSir Twiztid 17 Apr @ 7:13am 
Clan Mors and the misty mountain area
Fizzle_Boom25  [author] 17 Apr @ 7:13am 
For example, only Eshin can recruit assassins normally, but there’s an event that can give you one for all factions
Fizzle_Boom25  [author] 17 Apr @ 7:11am 
Which agent and which sub-faction? Some agents are meant to be harder to recruit. You can only get them from events or landmarks. But I may missed some
GoodSir Twiztid 17 Apr @ 5:36am 
can you add agents to the building as of now theres not a way we can get any:steammocking:
Chen2014 1 Apr @ 1:16am 
great mod!And ur mods make wh3 great again!:steamhappy: