Total War: WARHAMMER

Total War: WARHAMMER

Elite Grail Units (Balanced & Lore Friendly)
42 Comments
Ramyam  [author] 20 Sep, 2017 @ 1:56am 
@Kidon, hey mate! it sounds like you have another mod activated that messes with this one or just completly overides it

you get the 18 models as base on large, and probly 24 if you turn on ultra size, but the health pool is standard per model so probly you have another mod that messes with that stats table.

you can figure out what mod does it fairly easy by just inactivate half of your mods and if the bugg is still there you know the problem is in the other half, so you activate/deactivate half of that half and keep checking untill you'v pin pointed the problem mod.

just remember to have this mod active while you are checking ofcourse :P GL!
Tancred44 19 Sep, 2017 @ 4:38pm 
Hey Ramyam, for some reason the states dont seem to of changed, but the unit size has. On large unit size the Grail Knights have 1872 health (18 models)
pmilan15 19 Sep, 2017 @ 11:42am 
oh ok ill try that< thanks for letting me know though! :steamhappy::steamhappy:
Ramyam  [author] 18 Sep, 2017 @ 2:25pm 
unfortunatly not.. beacuse the horse mod isnt just a retexture, it uses the same table where some stats are places like health pool on it.

it adds types of models used by the unit and for some reason that setting is on the same table as setting as health and a few other stuff.. :(

and it's needed otherwise he would only change the color to another color instead of having multiple different ones, so unfortunatly ... what you could do if you wanted to personalise the mods to work together for you is:

in Pack File Manager, go in and remove the file relating to Grail Knights in the horse mod.
pmilan15 18 Sep, 2017 @ 12:01pm 
hey i really like this mod but is there a chance you can do something to make it work with the "warhorses-Rise of Bretonnia- Ror update- vanilla version" mod? the game loads up and works but for some reason their health goes from the 6,144 down to like 2,700? anyway you can look into it and fix it or something? bc i find it weird bc the warhorses mod should only be a retexture i thought
Ramyam  [author] 11 Sep, 2017 @ 8:23pm 
@keeloth I looked through the mod and yeah, that mod changes some things that might make it imcompatible with this mod but I'd suggest you use another better mod anyway that I'v been using the last 2 campaigns.


https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1120180673&searchtext=improved+AI
this mod + a mod that increase build slots in minor and major cities help the AI ALOT and makes them build really strong armies to face off with, full of elite units and so on.
like:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1027550458&searchtext=building+slots

and if you want AI factions even stronger look at some mods that buff specific factions those are great, like these:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127497429&searchtext=
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127497217&searchtext=



Keeloth 11 Sep, 2017 @ 7:51pm 
I found the culprit! It's the Improved Build Order mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=928331941)

It's odd because I swear I had them working together for a while there. Might just be my minds playing tricks on me. It's a shame, because it's a good mod for getting the AI to build decent armies.
Ramyam  [author] 10 Sep, 2017 @ 10:43pm 
@Keeloth Hey! I just tested the mod myself to check and it works great for me but to double check I had 2 friends test it aswell, and it worked for them too still, so my guess is you have a mod that is somehow incompatible with this mod.

right now I can't figure out what it might be, but to test what mod might not work with this one, do this:

inactivate all mods, then activate this mod + half of the remaining mods.

then select half of the mods of either the previously activated ones or the not activated ones depending on if game worked still, keep doing this process of halfing the activated mods until you located the mod that dont work with this one should only take like max 10min, and I would appriciate you posting your find here as it just might be something I could fix, or atleast type in the competability text of the mod :)

hope this helps you!
Keeloth 10 Sep, 2017 @ 7:58pm 
This mod keeps causing my game to crash when loading battles :-/
Endless Serpent 25 Jul, 2017 @ 8:17am 
Great mods, Grail Knights seem a bit underpowered compared to the Blood Knights which is strange, but other than that pretty good :) Are you planning on doing these kinds of mods for Chaos Knights?
Alex the Great 3 Apr, 2017 @ 6:33pm 
@Ramyam
Lol just making sure.
Ramyam  [author] 3 Apr, 2017 @ 4:54pm 
@AlextheGreat, dunno why it wouldn't I use it myself. along with my Elite Blood Knight mod too.
Alex the Great 3 Apr, 2017 @ 2:46pm 
This works with the current patch?
Cleveland 14 Mar, 2017 @ 6:18am 
2nd that and another request: please add immunity to vigor to Louen Leoncoeur (he is a Grail Knight) and to Green Knight (he's a ghost AND a Grail Knight). Perhaps also add immunity to vigor the the Hippogryph Knights. I think you just need to create a new effect bundle which has the effects you need.

land_units_to_unit_abilites_junctions_tables
unit_attributes_groups_tables
unit_attributes_groups_tables
Cheese is King 13 Mar, 2017 @ 6:13pm 
Hey man, you should include the royal pegasus' to, atm they are just a boring upgrade to the non royal ones. Lore wise they are grail knights to anyhow, so it would fit the name of the mod:P

I also feel there are to many hippogryphs in a unit, so would be cool if you can do those to.

anyone thanks for the mods, keep it up:)
KARL 8 Mar, 2017 @ 5:31pm 
I like your mod very much. I have aadvice:the blessing of lady the grail knights have can not add the physical resistence again if the army has got a blessing of lady.Could you repair it? I hope that when my army get a blessing of lady,the physical resistence of grail knights can reach 40%.Thank you
Ramyam  [author] 8 Mar, 2017 @ 8:27am 
yeah, I actully made this mod and subsribed to warhorse reskin mod aswell after that, but noticed it didnt work and I didnt understand why, like why would they oppose eachother? one edits stats, and the other textures? no? but it was that warhorse reskin mod edited models used instead of textures used :P
Gilded Wraith 8 Mar, 2017 @ 8:09am 
I mostly said so because I became aware something was conflicting for myself, and discovered it remained after disabling flaming weapons. Didn't realise the Warhorse Reskin was more than a reskin, so I thought others might not know as well.
Ramyam  [author] 8 Mar, 2017 @ 7:47am 
@Hawkwood, that is correct, the flaming weapons is unfortunate but you can make a mod that includes both or mod em together, but the Warhorse Reskin isnt a Reskin as much as a Change of mount ridden, so to say, and that info is written on same file as other unit stat tables.

if the warhorse reskin was an actual reskin only, they would'v worked together. (they swapped textures for the horses instead of swapping model of horse)
Gilded Wraith 8 Mar, 2017 @ 7:33am 
If anyone has either a "No Flaming Weapons" mod (anyone of them), or the "Warhorse Reskin" mod, it will conflict with this one.
Swifty 6 Mar, 2017 @ 10:48pm 
@Moratil I found a mod that was doing that for me it was the no flaming weapons bretoniaon version.
Ramyam  [author] 6 Mar, 2017 @ 10:42am 
@Z Swift Death Z, No I didnt, I didnt comment on it in this mod but on the Blood Knight one, they are highly skilled but still they are onely humans on horses, so I didnt increase their body mass it's one of their weaknesses compared to demigryphs and a fair one imo so probly wont change that, since they got slightly better stats then demigryphs they need some weakness right? they are easier to swarm with cheaper anti large units then demigryphs :)
Swifty 6 Mar, 2017 @ 6:02am 
Compensate*
Swifty 6 Mar, 2017 @ 6:01am 
Did you also increase the unit mass to commensate the loss of 36 models?
Ramyam  [author] 4 Mar, 2017 @ 2:39am 
yeah they wont be getting any attack speed bonus from anymod since that is on melee_table aswell. it just cant be done, a mod that changes damage values of a unit, that can be compatible with animated combat mod and get it's benefits,

you'll have to make the unit mod (this one) include the changes of the other mod manually, or create another vertion of the mod.

if you mod this mod basically you'll find attack speed under db/melee_weapons_table/data_core or data_br for guardian. and the attack speed to the far right on the stat sheet.
Woodstock 3 Mar, 2017 @ 9:48pm 
Seems like there is still some conflict with Animated Combat Mod. I think that these units are not getting the extra attack speed.
Ramyam  [author] 3 Mar, 2017 @ 4:16pm 
well, the mod itself is a rebalance of the old grail units so to say, I could potentially make them a complete NEW unit, but it would take alot of work.

I myself not a big fan of radious mods as they break Lore alot and I'm an old warhammer player, + I prefer smaller mods hacked in pieces where I can cherry pick what I like instead of a big overhaul. ^^

I might do a radious friendly vertion of the mod at some point but not right now, as I'm busy working on Vlad Skin, and Isabella Skin.
JayJonahJamesonJunior 3 Mar, 2017 @ 1:06pm 
When I run the game with both this mod and Radious mod the game starts without problem, however, there is only Radious grail knights(60 models in a unit) and I can't recruit elit grail knights. If it possible can you fix it plz.
Moratil 3 Mar, 2017 @ 11:21am 
Hi Mate! Many thanks for your response! :) So far I have not found the "trouble making" mod, although I thought I deactivated all of the other bretonnia mods *hmm*. Need to do some spring cleaning and see what's the problem here.
When I found it, I will post it, so it might help others, as well ^^
Ramyam  [author] 3 Mar, 2017 @ 9:45am 
what you could do if you can mod even a little bit is just open the mod that conflicts with this one in Pack File Manager, and load in this mod into that one, and it should like overide the changes to grail units specifically. but ah well.
Ramyam  [author] 3 Mar, 2017 @ 9:43am 
@moratil hm okej, do you know if you got any mod that changes values at "land_unit_tables" cause thats the one where HP of units are stored and changed in this mod.

it shouldnt conflict with any mod that change a specific unit under "land_unit_tables" but if you have a mod that changes HP of all brettonia units or other stat changes to it all or specifically grail knights then it will conflict.

I wish you could have a more advanced mod mannager through steam, where you could set mod load order, then you could load the other mod you'r using and then load mine and it would not really conflict anymore :P
Moratil 3 Mar, 2017 @ 7:43am 
Loved your Blood Knights Mod (Ty for making it, mate!), so gave this one a try as well :) Unfortunately this one isn't working for me, as - Seems to "bite" with another table somewhere - the HP in total is only about 2,4k and not like 5,0 and 6,1 as in your screenshots.
Gabe 2 Mar, 2017 @ 2:24pm 
Just what I was looking for!
Ramyam  [author] 1 Mar, 2017 @ 1:51pm 
@seebaer! actully was bored anyway so fixed it right away. neither my blood knights mod or my grail knights change existing values in melee_weapons table, but adds new variables, called Blood_Knight_Lance and Grail_Lance and Guardian_Sword so should be compatible with animated combat now! :)
Ramyam  [author] 1 Mar, 2017 @ 1:22pm 
@seebaer! not a bad idea, I'll probly change that within a day or two.
Seebaer! 1 Mar, 2017 @ 11:14am 
Hey, I like the general idea behind the mod to make the units feel more unique / special.
One thing I'd suggest for compatibility with other mods that use the melee_weapons table as well (for example animated combat) would be to rename the buffed weapons with a prefix. So the mods don't overwrite their specific values.
My 24 Grail Knights were fighting with vanilla weapon strength, what made them worse than they were supposed to be.
Ramyam  [author] 28 Feb, 2017 @ 10:06pm 
@it's High Noon
well I wouldn't call them useless now with change to Grail Knights, since they are flying, and flying in it self is a worth while perk, (alot faster, can't get stopped from hammer and anvil from cheap spear units on the way, though they can get air interupted but same time, so can normal Grail Knights, I'll think about it! :)
Cheesecake 28 Feb, 2017 @ 8:06pm 
Can you buff royal pegasus knight(grail knight on pegasus)?,They seen worthless having the same unit size as the new buffed grail knight.
General Hawk 28 Feb, 2017 @ 3:40pm 
thanks!
Oldtimer 28 Feb, 2017 @ 12:44pm 
Hey bud, huge fan, I really want to play brettonia but Im really about my heavy infantry, is there anyway I can edit the footsoldier version back to 60?
david 28 Feb, 2017 @ 12:32pm 
nice mod
Ramyam  [author] 28 Feb, 2017 @ 11:42am 
Hope you guys like the mod, and my other one. please comment if you wonder about anything and rate it if you like it ;)