Total War: WARHAMMER III

Total War: WARHAMMER III

Kislev Reskin
69 Comments
Krasus  [author] 15 Jun @ 11:11am 
@Pharaōn Wings were part of the hussar's armory and in many cases were also worn during combat, although not always.

Крылья были частью вооружения гусар и во многих случаях также носились в бою, хотя и не всегда.
Pharaōn 15 Jun @ 8:49am 
однотипная хрень.хоть кто нибудь уберите уже крылья эти гусарские
Krasus  [author] 10 May @ 10:45am 
@ThrobbingforMorbius Sure, you can upload it
ThrobbingforMorbius 10 May @ 7:39am 
can i get your discord or have you as a friend so we can chat about this a little more efficiently?
ThrobbingforMorbius 10 May @ 7:38am 
ok i seem to be doing some things right and other things wrong
as i seem to be able to get SOME but not ALL of yours and Nico's variants into the units
ThrobbingforMorbius 10 May @ 4:43am 
how do i make a new "variantmeshdefinition" in rpfm?
ThrobbingforMorbius 10 May @ 4:23am 
if Nico gives me the thumbs up, are you ok if i upload the patch?
Krasus  [author] 9 May @ 11:03am 
As for Tzar Guard add my rigid_model_v2 units to nic_tzar_guard_body_01.variantmeshdefinition file to <SLOT name=“body” >

Save the mod you created for yourself somewhere. If I or xX69amelia do an update we will overwrite everything you made for yourself.
Krasus  [author] 9 May @ 10:54am 
Do the same for file ksl_kossar_armoured_male.variantmeshdefinition
Use only the mod to which you copied the whole thing.
No variantmeshdefinition file can overwrite itself! To avoid this you can make subfolders. But remember that if you put something in a folder, you change the path to this file, and you must take this into account when writing paths to variantmeshdefinition files.
Krasus  [author] 9 May @ 10:48am 
<SLOT name="head" >
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\kras_kossar_head_01.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\kras_kossar_head_02.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\nic_kossar_head_01.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\nic_kossar_head_02.variantmeshdefinition" />
</SLOT>
Krasus  [author] 9 May @ 10:48am 
<SLOT name="body" >
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\kras_kossar_body_01.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\kras_kossar_body_02.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\nic_kossar_body_01.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\nic_kossar_body_02.variantmeshdefinition" />
</SLOT>
Krasus  [author] 9 May @ 10:48am 
Copy all of my content, or all of Nico's kislev content into one mod. Then in the ksl_kossar_base.variantmeshdefinition file make an entry as above
ThrobbingforMorbius 9 May @ 7:13am 
hoi hoi, I really fucking love this mod, but i also love this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2912328261&searchtext=%22tzar+guard%22

ive been trying to use rpfm to make the variantmesh definitions play nice with eachother

ie
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\nic_kossar_body_armoured_01.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\nic_kossar_body_armoured_02.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\kras_kossar_body_armoured_01.variantmeshdefinition" />
<VARIANT_MESH_REFERENCE definition="variantmeshes\variantmeshdefinitions\kras_kossar_body_armoured_02.variantmeshdefinition" />

but it doesnt seem to work
Krasus  [author] 5 May @ 11:07am 
@Sniperbait It looks like the mod that adds Ice Guard uses the same base file that I modified in my mod. Meaning, we have two differently modified files but the game tries to use only one. Therefore, there is a conflict.
Sniperbait 5 May @ 5:32am 
Hi Krasus, the reskin is amazing! I've actually noticed that it also reskins some other mods that add units to Kislev which is great! But it seems that anything that adds Ice Guard units causes them to bug out. Would you happen to know what might cause this?
Admiral Spyre 26 Apr @ 11:36am 
Great Reskin! Fantastic work
[83rd]1in1class 18 Apr @ 3:41pm 
@Krasus Thank you for looking into it! If anyone on here or if you could reach out to some of the moders they might be able to give you a hand in that issue, but you made some top skins!
Krasus  [author] 18 Apr @ 10:14am 
[83rd]1in1class Unfortunately no. I tried but couldn't figure it out. To make the blood visible I would have to describe material definitions which includes info about the textures, shaders, transparency, colors, etc. of each element used in each model created. I don't really know how to do it properly....
[83rd]1in1class 18 Apr @ 6:56am 
@Krasus For the blood not showing on units was you able to get the texture mapping for the fix that you mentioned?
战术肥宅 17 Apr @ 11:10pm 
这个mod很棒,朋友
opgplay236 16 Apr @ 9:52pm 
I thought you fixed bug where there was no blood on the body.
Vhaerunov 15 Apr @ 4:43pm 
Oh i see that now, thank you and amazing work on the mod
Krasus  [author] 14 Apr @ 11:37am 
@Vhaerunov I felt the esthetics of the originals was strange. Sort of a mix of Slavic and Nordic peoples. Not quite one or the other. I didn't like the bare arms and bizarre helmets with attached claws and teeth. I wanted them to look more like this:
https://in.pinterest.com/dr3amgawd/slavic-warrior/

Winged lancers to look like winged hussars, and Kossars more like righteous Cossacks :War:
Vhaerunov 13 Apr @ 9:44pm 
hey, amazing work on these but i just meant to ask if you could specify a bit on what you meant by saying a more slavic look. thanks for the work on this mod regardless
Krasus  [author] 13 Apr @ 1:21pm 
@stiginge-oy Tak, ale nie działam tam aktywnie.
Krasus  [author] 13 Apr @ 1:19pm 
@[83rd]1in1class @YAUTJA Unfortunately guys did not manage to get through the texture mapping. My models consist of different blends and I am not able to describe it well in the files. Sorry :( What you have is a “raw” model and that's probably why there is no blood effect on them.
stiginge-oy 13 Apr @ 12:02pm 
Hej. Jestes na discordzie ?
YAUTJA 12 Apr @ 2:04pm 
Best kislev reskin. Now i wont play without it anymore. Btw, like a 1in1class already mentioned, there is a problem with dismemberent parts. No head loss anymore. Also would be great if you made it compatible to dismeberent overhaul mod. Great mod, absolutely love it
[83rd]1in1class 11 Apr @ 2:04pm 
@Krasus Sounds good! Thank you!
Krasus  [author] 11 Apr @ 11:26am 
@[83rd]1in1class I have an idea what to do with it. Give me some time.
[83rd]1in1class 11 Apr @ 8:01am 
Yeah tried bringing the mod up in the top of load order and not getting blood effects on the units. Would this be compatible with Radious mod? That's the only one left that would do any changes to the Kislev side of things.
MadRevenant 10 Apr @ 4:25pm 
@Krasus thank you!
Krasus  [author] 10 Apr @ 1:53pm 
Go ahead
MadRevenant 10 Apr @ 12:57pm 
Hey Krasus, may I use some of your assets for a mod of my own? credits to you of course.
Krasus  [author] 10 Apr @ 8:15am 
@Two Hands there is actually a good mod for this. Maybe later I will implement resizing Kislev to my mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789895371
Two Hands 9 Apr @ 7:04pm 
I'm loving the mod, easily the best Kislev reskin out there. I do have a question though: CA made them giants compared to the other humans of the Old World, and you have already taken steps to reduce the extreme bulkiness of them.

But do you think you will resize them so they fit with the troops of the Empire and Bretonnia? I would love to see that.
Krasus  [author] 9 Apr @ 10:18am 
I am happy with the result so far. I will try to create RoR units given that Kislev doesn't have a lot of them. That is if I get through the unit tables.
Reichspepe 8 Apr @ 6:33am 
Please don't add female variants, it would make Kislev less believable. Uniqueness is not a universal good.
TheGrandSirPiggy 8 Apr @ 5:19am 
Since you are adding female Boyars in your other Kislev mod, did you think about adding female variants to the lower tier units (kossars, armored, strentzi)? I think it would fit very well, since they are the hybrid faction that uses every means necessary to fight against Chaos. Would also another layers of uniquenrss to Kislev

I'm saying this because there are actual female voices for most of the Kislev units (even the newer ones, like the ambushers). You can listen to voices saying "armored kossars", "stretzi!" in a female voice.
Krasus  [author] 8 Apr @ 4:25am 
@sigmars_disciple All mods that change the appearance of units may not work. Unfortunately one will overwrite the other. Anything that adds new units should work, as I only changed the base units of the game.

Of good information, all my units have sleeves :lunar2019piginablanket: Naked arms in winter may look manly but to me they are ridiculous...
DerRitter 7 Apr @ 7:07pm 
The West does NOT see the East like that
CA is just weird
sigmars_disciple 7 Apr @ 4:52pm 
Actually, forget the overhaul. Instead Dead Baron's Unique Ataman & his Kislev unit pack, Xou's Sled + Faith (Patriarch tattoos) mods should work... no overlap, correct? Well, I'll add the war bear colours mod - will try to test if Dead's mounts mod (above years in LO) - will produce the correct red horses when I get a chance. <3

Any rough idea what could happen with "Daughters of Kislev" or "Give Kislev sleeves"? Chaos probably, haha! Anyway. For the Motherland! <3 (Sorry for geek level 1000)
sigmars_disciple 7 Apr @ 4:29pm 
Hey! Looks very very nice indeed - I personally like the different colourful shields quite a lot! As I assume ALL VANILLA Kislev units will be reskinned as in the screenshots, I'm curious how compatibililty with other popular mods like "The Motherland" or Dead's Kislev overhaul (the lattter should add a hero type and so some pretty substantial changes to the roster - less units can shoot

Also I'd be curious of the % of non-.reskinned VANILLA units, because this could mean some people might wanna run another reskin handling those e.g. GunKing's or Hooeveric's Kislev standalone for some additional reskins showing up if they were below yours in load order...
Captain Doof 7 Apr @ 6:55am 
Ok like I said I personally don’t mind it because it’s easy to miss. I have your Lizardmen reskin as well and look forward to what you do in future.

I could see you doing great things with the Southern Realms or Dwarfs
Krasus  [author] 7 Apr @ 5:51am 
@[83rd]1in1class I have been told this bug but to be honest I don't know what it is due to. All the body parts, weapons and armor are from the game, so I have no idea why this is the case.
Krasus  [author] 7 Apr @ 5:49am 
@Captain Doof I didn't change animation or attachment points so I think it might be a game bug.
Captain Doof 7 Apr @ 5:09am 
This is by far the best Kislev reskin in this workshop in my opinion. So much detail and the body changes I didn’t think I would like so much but I do.

One thing I will point out (nothing major)

The Ice Guard’s idle animation has a bug where the bows will snap to the back of the soldier but the arm doesn’t move. It happens for like a second so nothing major and in light of how well done this mod is I don’t mind it
not-not skaven 7 Apr @ 2:33am 
Nice work
okey understood, I can see about which you are talking about, good work!
[83rd]1in1class 6 Apr @ 3:32pm 
Really nice mod! Getting same issue with the no blood showing up on the armor. It shows up on the equipment and the mounts but not the units body/armor.