Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Subfactions
36 Comments
Fizzle_Boom25  [author] 10 Jul @ 12:06pm 
I thought I fixed that, but I guess not. I'll look into it, but the bloodlines mechanic is hard to change.
GrumpyBadger 10 Jul @ 11:09am 
Court of Night, Necrarch Brotherhood and Mannfred
Fizzle_Boom25  [author] 10 Jul @ 8:14am 
Which faction? It should work for Vampire factions, but not ghouls or necromancers.
GrumpyBadger 10 Jul @ 7:17am 
Seems this mod disables acquiring Blood Kisses via killing faction leaders or assassination.
Fizzle_Boom25  [author] 7 Jul @ 10:31pm 
No problem and I appreciate the feedback. Right now each vampire faction has a bloodline lord they can recruit normally, but I do plan to do more with them eventually. Raise dead in particular is a mechanic I want to explore more, but its hard to figure out how it works.
✯Lunion✯ 7 Jul @ 9:43pm 
Hey there!

Just wanted to drop by and clarify something - I actually misunderstood what your mod was about initially, my bad! I was expecting it to dive deeper into undead faction customization, like having separate subfactions for necromancers, blood knights, lahmians, von carsteins, strigoi, classic vampires, and necromancers within the vampire factions themselves. That's where my initial comment came from.

Really hope the mod evolves in that direction eventually - that level of detail would be absolutely insane in the best way possible!

Keep up the great work though, what you've got so far is solid ))))

Cheers ^^
Fizzle_Boom25  [author] 7 Jul @ 9:15am 
Necromancers are one of the stronger ones, but off the top of my head, Steppe sub-factions for Norsca, Land for Kislev, Feral for Lizardmen, and Treemen for Wood Elves all play very different from their mainline factions. I especially like Treeman because they get big buffs on defensive battles, so you're trying to bait the AI into attacking you as much as possible.
GrumpyBadger 7 Jul @ 8:25am 
Oh! I see!

Unrelated, the Necromancer faction bonuses are properly beefy and I like, considering their limited rosters. II'm hoping the other limited-roster factions have stuff as good.
Fizzle_Boom25  [author] 7 Jul @ 8:05am 
I can't fix the leader without learning scripting first. For now, they should have the ghoul hidden settlements and the ghoul roster. Since they are led by a necromancer, they also get the faction leader bonuses from that instead of the ghoul faction leader bonus.
GrumpyBadger 7 Jul @ 7:58am 
I agree, but when I just tried it, the lord is a Necromancer and it's a Necromancer faction.
Fizzle_Boom25  [author] 7 Jul @ 7:06am 
I decided to make an exception for the Strygos Empire because ghouls are originally from Strygos, so it made more sense for them to be a ghoul faction.
GrumpyBadger 7 Jul @ 4:59am 
In IEE Strygos Empire starts with a Master Necromancer lord, not a ghoul lord. Though the Master Necromancer faction buffs are correct as well.
Fizzle_Boom25  [author] 6 Jul @ 1:15pm 
I did find an issue with Keepers of the Mountain and Ramatep Dynasty. They should have their correct garrisons now.
Fizzle_Boom25  [author] 5 Jul @ 10:08pm 
Which ones in particular? I know Strygos Empire is led by a necromancer, but is classified as a ghoul faction. That one is intentional. One day I'll learn to script and replace the leader with a ghoul king.
✯Lunion✯ 5 Jul @ 5:39pm 
tested in TOW and some factions do not coincide to their culture, it is possible for you to check up ? Thaanks
eduacicab70 5 Jun @ 1:21am 
nice
Fizzle_Boom25  [author] 4 Jun @ 4:38pm 
Semi-horde is semi-implemented now. Necromancers are immune to non-vampiric and regionless attrition now (just the lords and heroes, units still take attrition) and are much harder to detect in ambush stance, but have a lower ambush success chance.

Necromancers can now move around the map without being spotted and can use raise dead to raise an army and take an undefended settlement.
Fizzle_Boom25  [author] 1 Jun @ 6:56am 
On hold for now. I’m still trying to figure out how it will work. I think it’ll take some heavy scripting to do it how I want.

Maybe I’ll just give necromancers the hidden encampment stance for now and take another stab at it later.

Currently I’m mostly working on Cathay. I wanted to add some new units for them which is going surprisingly well. 6 out of 8 are basically done.
eduacicab70 1 Jun @ 2:18am 
How is the semi-horde necromancer thing going?
Fizzle_Boom25  [author] 28 May @ 7:26am 
I'm assuming it was supposed to be a necromancer. I disabled necromancer heroes for some factions without realizing they had those free hero events.

I just pushed an update adding them back to all factions. If you haven't gotten too far, you should be able to reload an earlier save and this time the event will give you the right hero.
Razorhex 28 May @ 6:02am 
Playing as Lahmia on The Old World I got a chaos sorcerer of Nurgle as my first gifted hero.
MightNight 23 May @ 8:17am 
@Fizzle_Boom25 The semi-horde idea is great actually
Fizzle_Boom25  [author] 21 May @ 7:55am 
I don’t plan on it, but that gives me an idea. Ghouls tend to gather their strength in one hidden place whereas necromancers are usually on the move. So I’d rather make them a semi-horde faction. I envision a lone master necromancer being able to move around without being spotted or worrying about attrition and then being able to raise dead an army as needed.
👻GypsyBastard 21 May @ 12:39am 
Any chance to make Necromancer factions too have Ruins as the Ghoul factions? Necromancers are trying to Hide as much as they can lorewise!
Fizzle_Boom25  [author] 2 May @ 10:11pm 
Bloodlines are back for vampire sub-factions now. Necromancers and ghouls can not gain blood kisses anymore, so bloodlines are effectively disabled for them.
Fizzle_Boom25  [author] 2 May @ 5:18pm 
I think I found a way to bring back bloodlines for vampire sub-factions. I can make it so ghoul and necromancer sub-factions do not get blood kisses from defeated faction leaders, assassinations, or vassals, but vampires do. I'm going to leave the tech and "other" category unchanged. That way, Kemmler and Ghorst can get one bloodline lord (I think)
Fizzle_Boom25  [author] 1 May @ 8:47pm 
The problem is, bloodlines mostly works thru scripts, so it’s hard for me to edit. I actually had to disable it in a roundabout way by setting a cap of 2 on blood kisses. If I can find a way to disable it just for necromancers and ghouls, I’ll bring it back for the other vampire factions. It just doesn’t feel right to have a vampire following a necromancer. Same with the other bloodlines following a ghoul.

I have one more idea on how to disable for just necromancers and ghouls, but if that doesn’t work, I’m going to keep it as is until I figure out how to edit scripts.
MightNight 1 May @ 6:14pm 
Ok I did some testing and I think you overthought this particular faction mod haha.

Maybe having the Vampire subfaction only allowed to recruit the Vampire Lord as Lord? For each bloodline subfaction you can just make them start with their unique bloodline tree already unlocked (this gives them 3 bloodline lords to play with right out of the gate).

For the Ghouls just make the Ghoul King as the recruitable Lord with the Strigoi bloodline already unlocked (again...it gives them 3 Strigois Lords to play with at the start)

Finally, necromancers only recruit Necromancer Lords and start with no bloodlines unlocked.

I think this would still make them different enough (especially with the unique faction bonuses you provided to each subfaction), while still keeping the fun bloodline mechanic. This also allows every vanilla Lords some usage
Bone daddy. Ainz Ooal Gown 1 May @ 4:48pm 
who asked for this:WH3_horror_Blegh:
Hyubris 1 May @ 3:46pm 
anotha one
Fizzle_Boom25  [author] 1 May @ 3:04pm 
You can still recruit bloodline lords. They are recruited just like any other lord with my mod and you can have as many as you want, just each vampire faction only has one bloodline to choose from. I couldn't figure out how to turn off the bloodlines ritual for necromancer factions who shouldn't have any vampires, so I just turned it off completely. Maybe when I learn scripting I can revisit it.

Speaking of scripting, I found a few mods that change leaders, but they all involve scripting which I don't know how to do yet. Right now my plan is to finish my lizardmen mod and possibly elves depending on whether they're in the next DLC or not, and then focus on learning scripting.
Ciaphas Cain 1 May @ 1:25pm 
Not a huge fan of "removed the bloodline recruitment mechanic " part of this, as I honestly enjoyed having that around and they instantly become an LL rather than some generic lord. Is it not possible to have the lords recruitable but at a generic level AND have the Bloodline mechanic? As it gives the VC player access to more LL - this faction barely gets any from the original game and we have to depend on mods to get more LL

I'd suggest looking at my Vamp Count collection, there are a couple of mods in there that have faction leader changes if you're wanting to learn how.
Fizzle_Boom25  [author] 1 May @ 7:55am 
Yes, I still need to figure out how to change faction leaders. I want to swap him for a ghoul king plus switch a few generic vampires for bloodline ones, but I couldn’t get it to work.

I wanted to focus on skeletons for necromancers. They can still get ethereal units from raise dead and landmarks. The Ghosts of Glanborielle should be able to recruit ethereal units normally (unless I forgot)
MightNight 1 May @ 6:46am 
Strygos Empire has the Master Necromancer rather than the Ghoul King trait.
Also is it possible to also give ethereal units to the Necromancers?
GoodSir Twiztid 1 May @ 5:06am 
Aye js this series of mods are a god send for immersion thank you very much my goodsir
Chen2014 30 Apr @ 8:32pm 
great!