Total War: WARHAMMER III

Total War: WARHAMMER III

Command Squads (Bodyguards and Retinues for Small Characters)
39 Comments
SaveThePandas 11 Aug @ 1:55pm 
Excellent work! Finally someone figured it out after the author of the Realism mod stopped modding. I remember that he even got the magic projectiles right, but I´m not 100% sure. Thank you so much for your mode dude!!
ShogunLewis 11 Aug @ 9:47am 
Ahhhhh genius ideas all around! I remember trying to figure it out with Tehenhauin back in WH2 as if I remember correctly a full unit of his clones would still only launch one amber spear for example, but I never got to the bottom of it.

Very good mod :)
Steevo  [author] 9 Aug @ 1:59pm 
Haha yes the trick is you designate it as a bombardment in the special abilities table. You then make a bombardment for the ability that launches "above the caster". You can actually then use the same projectile the original spell used. I actually had a hunch you might be able to do this all the way back in WH2, but it was the "Retinues" mod that actually got it working.
ShogunLewis 9 Aug @ 6:03am 
Amazing stuff!! This has got some great ideas, and some really smart ways of working around the engine.

I've been working on a mod for myself for a while now, can I ask how on earth you managed to just get the spell-caster officer casting a magic missile rather than the whole unit? I've never figured that out...
Steevo  [author] 7 Aug @ 4:11pm 
Thanks! I think I probably will do so, unless someone imminently tells me how to make the cursed paladins from the coast faction green to serve as his escort
Odysselios 7 Aug @ 8:08am 
Amazing mod! Only piece of feedback is perhaps limit the Green Knight to only one unit or surrounded by Grail Guardians instead of Green Knights?
Steevo  [author] 6 Aug @ 5:53am 
Maybe you have something affecting chaos knights khorne? He uses them rather than a lord or hero because the cloaks the heroes wear clip weirdly on his mount. Incidentally that problem of a missing body part is what it would look like if I used other variant mods and someone didn't have that mod downloaded
XxNeGrOvIcH61xX 6 Aug @ 3:24am 
with arbaal the chest for the bodyguard are missing but that could be a different mod doing that.
also, bothering you or other modders with that wouldnt even be worth it. i moreso downloaded the reskin in hopes it would make the officer for the heros look different than the rest of his guard. purely for aesthetics.
Steevo  [author] 6 Aug @ 2:15am 
@Surristrasz Teclis has Mages and Alarielle has Archmages on foot already. Next release I may see if giving Alarielle the hero mage looks better than archmage.
Steevo  [author] 6 Aug @ 2:09am 
@XxNeGrOvIcH61xX Thanks for the Karanak spot, I fixed him for the release but apparently broke him again. Arbaal looks fine to me, what are you seeing?

On reskins, if you look close there are variations, the problem is that some heroes basically all use the same face (the high elf mages + dark elf masters are especially bad).

I cant really fix this myself as I would then require people to use a bunch of reskin mods I select kinda arbitrarily. Honestly your best bet would be to convince the makers of the reskin mods to add their variant meshes to the base variant file

The way it works is that every hero has 3 to 5 specific numbered variant definitions using 1 of each body part, and a generic definition, using multiple parts in each slot. The campaign uses the specific numbered variants, while I use the generic. Most variant mods only make new numbered variants, but my mod cant detect them. If they added their new body parts to the generic definition, they would be utilized as well.
Surristrasz 6 Aug @ 12:15am 
Could you potentially give Alarielle and Teclis on foot some mages? Life for Alarielle and High for Teclis?
XxNeGrOvIcH61xX 5 Aug @ 5:03pm 
though it is a very minor and unimportant inconvenience to having everyone have bodyguards.
XxNeGrOvIcH61xX 5 Aug @ 5:00pm 
did find 2 more texture bugs, arbaal unmounted and karanak. personally my only misgivings would be the heros being identical which doesnt allow you to use reskins. plus they all look the same lol.
Steevo  [author] 4 Aug @ 2:25pm 
@Fauxsteel I agree, and he was actually one of my initial test subjects. Annoyingly theres not option to have the officer and bodyguards having different mounts so they all look theyre riding Dhoregar. I may just swap them all to the armoured mounts the Swords use, or work out how to apply that cool burning trail to the unit.
Louie04k 3 Aug @ 4:12pm 
i think these would be cool as a spawn in for the lords
TurtlePunch 3 Aug @ 10:07am 
I have been waiting for a mod like this
Fauxsteel 3 Aug @ 9:30am 
I like this. Archaon + Swords of Chaos is a must.
I Am Alpharius 3 Aug @ 9:15am 
Wonderful idea, I hope this mod really goes places.
Muzthag 3 Aug @ 7:40am 
brilliant mod, its a bit weird that wizard Heroes have like 12 identical looking members that all look like they cast spells at the same time. Would be great to have a setting to now have that on
Steevo  [author] 3 Aug @ 2:57am 
So I'm not going to make an SFO submod myself, this was quite a bit of effort and I can basically guarantee some minor issues will arise that require troubleshooting, and I dont play SFO myself.

I would however be prepared to share the excell spreadsheet I wrote to generate most of the table entries. I should warn you though, its a bit of a mess of interconnected xlookup formula and nested if statements that might not be intuitive to follow.

I would want credit too ofc.
EnumaEllis 2 Aug @ 11:36pm 
I hope someone adds in a SFO compatch as well.
Steevo  [author] 2 Aug @ 4:29pm 
Fixed the animations for Theodore Bruckner's bodyguards on demigryphs, and gave bodyguards to Nurgle characters on Rot beasts
Steevo  [author] 2 Aug @ 1:07am 
Alright I will switch their animation and update, thanks
XxNeGrOvIcH61xX 1 Aug @ 11:26pm 
if you use the mod i posted along side yours, it does fix the issue. no harm no foul, idk why i didnt just try that.
XxNeGrOvIcH61xX 1 Aug @ 11:18pm 
I must have misspoken, theo's bodyguard are bugged as i dont think they have the right skeleton for his animations. their models become misshapen. they would either have to be given his skeleton, or given the animation of regular demi knights. i was using the the mod as a reference as to how it would work, i believe.
Steevo  [author] 1 Aug @ 1:42pm 
Also just completed a vh campaign as Bretonia, and had 4 occasions of heroes being wounded or dead when loading to the campaign map, except twice they hadnt even lost a single model, so something clearly something is going on, but I'm not sure its that there's a single important model yet.

Also, I hadn't realised how small rot beasts are, next update they will be a 6 man squad, I think I confused them with the plague toad dragon thing tamurkan has.
Steevo  [author] 1 Aug @ 1:27pm 
Well its nice to hear Theo animates alright, hes one of the ones I couldn't test. I have now managed to test all the legendary lords from thrones of decay by finding them on the campaign map, its just the legendary heroes of nurgle and dwarves I'm missing.
XxNeGrOvIcH61xX 1 Aug @ 4:52am 
i take that back i had this mod with the empire bodyguard mod, and cause the bodyguard mod was still using the basic skeleton it messed up the models

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3244694698&searchtext=bruckner
XxNeGrOvIcH61xX 1 Aug @ 4:42am 
i did find one bug, brukner's bodyguard models are bugged. i dont think his animation set is compatible with any other model for some reason. another mod tried this and the models of the riders were broken as well.
Steevo  [author] 1 Aug @ 1:24am 
Thanks! It's why I went the mathematical route, so I can automate alot of the process and get even the factions I don't play done to the same degree.

I'm mostly just trying to work out if heroes are vulnerable to having one specific model dying and it killing the unit on the campaign map. If they are I'll need to designate an officer, and give him more hp, like the lords have.

Any data anyone has is appreciated, as I'm 60 turns into a bretonnia campaign and only had 2 unexplained woundings and I'm not sure if it was an anomaly or that specific problem.
XxNeGrOvIcH61xX 31 Jul @ 4:19pm 
been looking for a good bodyguard mod that covers all factions. the other one is great but i have completely ignored the factions that aren't covered by it. this mod has made those factions playable again, plus the lords and heros that werent covered. all in all, thank you for making this mod, it is appreciated. also on another note, did 2 quest battles as archaon with 2 exalted heros. 1 did take 1 casualty, but didnt die on the campaign map, so i dont think that quest battles are bugged. Thanks again, and hope you stick with it.
krishkrush 31 Jul @ 12:27pm 
Man now i need a 2x unit size sfo version of this :D Great work.
Orendiz 29 Jul @ 6:33am 
I'm yet to try in campagin, mostly custom battle. Im guessing this happned to u exactly becouse the officer model died.

I tried grimgor, chaos lord, and high elves prince. Just random lords to see how they perform vs regular units and vs other lords.
Steevo  [author] 29 Jul @ 6:09am 
that's interesting - what faction are you playing? I haven't been finding that personally on my Bretonnia campaign but if that's what other people experience I could crank their hp advantage up a bit. I'm thinking of this as a beta right now tbh.

More concerningly I have twice had a paladin die on campaign map after a battle, one of which after only one model had been lost, so the heroes might need an officer HP boost too, or maybe I have found a bug (both were quest battles)
Orendiz 29 Jul @ 5:11am 
I know the feeling.But in regards to the officer model i see now i did miss it. But it still ends up not really lasting that long. Maybe its just bad luck, or maybe because morale no longer gets impacted by him having low hp which saves them when they are single entity units. But so far out of 4 tests i did in 3 of them the lord model died in less than 3 models dying. Pretty much being one of the first to die. But then again maybe its just bad luck.
Steevo  [author] 29 Jul @ 4:09am 
They do have more hp! I can see why that might get missed in the big wall of text tho. The exact amount is an extra 10% of the original units hp, so thats 2x hp in a 12 man unit.

I might look at wh2 but I know they have a different system for adding officers in that game so honestly I probably wont get around to it for ages, if at all. I know this because I originally started experimenting for this mod all the way back in WH2 and it took me all this time to finally pull my finger out and get it done lol
Orendiz 29 Jul @ 3:24am 
Also idk if its possible but the lord model should probably get more hp than his bodyguards so its less likely to loose ur general early in the fight. Really good mod though. :)
Orendiz 29 Jul @ 3:05am 
I know it took you a lot of work to make this, but would it be possible to make a wh2 version as well? Pretty please <3
flecha 28 Jul @ 11:33am 
nice idea