Total War: WARHAMMER III

Total War: WARHAMMER III

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[6.x.x] Greater Chaos Spawn of Tzeentch Patch
   
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634.541 KB
26 Aug, 2024 @ 1:40am
20 Jan @ 9:37pm
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[6.x.x] Greater Chaos Spawn of Tzeentch Patch

Description
Parent mod: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2861939449

Note: This is a re-upload to fix the mod not showing up in CA's mod manager.

Note 2: Load this patch after the main mod.

This updates the mod for the changes introduced by patch 5.2 so that everyone can at least play through their saved games without crashing.

Updated the cdir_military_generator_unit_qualities_tables including setting the correct unit qualities as defined by Cataph's unit quality calculator.

This mod also moves the unit to the wh3_main_tze_flamer_3 and wh3_dlc24_tze_the_changeling_flamer_3 building to accommodate the new vanilla changes to Tzeentch's building chains.

Mod author and anybody else, let me know when the original mod is updated so I can take this down.
17 Comments
seeking_virtue 1 Apr @ 3:55am 
update pls
Dante  [author] 20 Jan @ 9:40pm 
Moved the unit to the wh3_main_tze_flamer_3 and wh3_dlc24_tze_the_changeling_flamer_3 building to accommodate the new vanilla changes to Tzeentch's building chains.
Dante  [author] 23 Nov, 2024 @ 7:32am 
@TwoCats yup it pretty much works for the entirety of the 5.X.X patch line.
TwoCats 23 Nov, 2024 @ 12:13am 
Does this work with 5.3.1?
Dante  [author] 17 Nov, 2024 @ 11:44am 
@Komandarm Knuckles sorry about that. Just updated the description to clarify that, thanks.
Komandarm Knuckles 6 Oct, 2024 @ 7:21pm 
Hey man, first of all thanks for the patch, but you should really change the description of all three patches to say that the patch needs to be loaded BEFORE the original mod, because the game just crashes if you load them after the original mod, as you would with any other patch.

I imagine naming the db "!!!drg_gr_kho_spawn_data" with those 3 exclamation marks at the start is what's causing the issue
Dairak Logrus 4 Oct, 2024 @ 12:26am 
work it)
Dante  [author] 3 Oct, 2024 @ 5:58pm 
> need activate original mod or not?

Yes it needs the original mod as well. This is just a simple hotfix.
Dairak Logrus 3 Oct, 2024 @ 12:04pm 
need activate original mod or not?
Mirakulas 3 Oct, 2024 @ 7:56am 
It looks like you need to load this before the original mod (above). In KMM this mod is set to be directly after (below) the original. Made the load order change and all is working!

Hope this helps someone! Thank you for this!