Total War: WARHAMMER III

Total War: WARHAMMER III

New mod link in description. Mixu's Legendary Lords - SFO
 This topic has been pinned, so it's probably important
=[NK]= Col. Jack O'Neil  [developer] 22 Mar, 2023 @ 6:34am
Bug/Balance Reports
Please be as detailed as possible.

Known bug
Hi, Kragg has the Venerate *insert dwarf god* skills instead of the new skill runes from the last update.
Last edited by =[NK]= Col. Jack O'Neil; 24 Jun, 2024 @ 7:05am
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Showing 1-15 of 60 comments
Zarrk 24 Mar, 2023 @ 1:31pm 
Hellebron/Tullaris upgrades conflicts/CTD? :

every upgradeable unit will offer 2 choices buyable with Sacrificial Blood and the other with Tullaris' Command (meaning they are probably mixed and because like you pointed out there is no way to scroll not every choices are selectable)

Was there really a need to create a new currency? Was is not possible to give Sacricial Blood to Tullaris?

Even worse, I started a new Hellebron campaign (3 times) and the moment I select an army where a Witch Elves / Sos has been recruited I got an instant crash (access memory violation).
I removed the "unit_purchasable_effect_sets_tables" table and all my saves are recoverable without any oddities.

(Because I have a popato computer and running around 145 mods, I can't be sure this mod is the sole responsable but my suspicion is very high)

By the way not really fond of replicating a specific LL mechanism, same units, same bonus, only the way to acquire the currency change (and it was the generic way used in the Vortex campaign), I known they both represent Har Ganeth but I fail to feel it engaging.

Despite all I've said, I want to thank you for offering all of us this awesome compatibility submod.
=[NK]= Col. Jack O'Neil  [developer] 25 Mar, 2023 @ 11:34am 
I'm not spending time creating new mechanics. I've literally got almost no free time with 2 small kids under 3, and work full time. So it's either mechanics from other lords, or none. I'm happy if anyone wise wants to spend their time doing it, if you have discord, here is the pic of the tables required just to add the resources to tullaris https://media.discordapp.net/attachments/702425866931798057/1086158670846505051/image.png

I didn't need to change the name, but yes I needed a new resource (could have left the name the same), as if I didn't, they use each other's resources.

Thank you heaps for the report, I'll look into it. Can you send a screenshot? If you reply before I do? I thought I had set crone to banned from tullaris resource, but maybe I didn't.

Why did you choose only that table to remove?
Last edited by =[NK]= Col. Jack O'Neil; 25 Mar, 2023 @ 7:10pm
=[NK]= Col. Jack O'Neil  [developer] 27 Mar, 2023 @ 7:39am 
OK. So it was 0230 when I replied to you :) The problem was in the banned factions for using resources, I'd seen Malus's faction (wh2_main_def_hag_graef) and got confused thinking it was Hellebron's (wh2_main_def_har_ganeth). It's fixed now :)

If anyone wants to build on the mechanics/make new effects for the stuff I've ported over, by all means I'm more than happy to implement it if it's good.
Zarrk 2 Apr, 2023 @ 2:35am 
Sorry for not replying, was pretty busy the whole week and I didn't log on Steam. I'm realizing that my post felt a tad too much offensive giving all the time you spent working on this and I just want to say "Thank you for your dedication."
=[NK]= Col. Jack O'Neil  [developer] 2 Apr, 2023 @ 5:49am 
It's all good! I didn't take any offence as you said at the end thank you :) But there is so much for me to do and check, that if anyone else has ideas on stuff I'm happy to look into it, but I don't have the time to create it. I'm still trying to make sure there aren't incompatibilities with the unlocker that the majority of people don't realise they may be missing units from buildings, as well as missing abilities and stuff.

It's just nice to get feedback!!!
CrucibleOfHate 5 Apr, 2023 @ 5:51pm 
Caradryan's Natural Bond skill node in his personal tree gives "Magical Harmony" for phoenixes in his army, replacing "Attuned to Magic."

SFO Attuned to Magic is 25% base and ap weapon damage and 25% ward save while Winds of Magic is 15 (not percent) or higher. In vanilla Attuned to Magic is just 10% ward save while WoM is 15 or higher.

Magical Harmony is 20% charge bonus, 15% ap and base damage, and 10% ward save, *while winds of magic is 50% or higher,* which is a change I think probably slipped Mixu's mind. Obviously much weaker than SFO Attuned to Magic just by the stats as well.

The reason this took me twenty minutes to type out the first time is I had to keep closing and opening the game with different mods enabled btw XD

EDIT: Also I just noticed in Caradryan's SFO Hero tree from nobles, he has access to Favored by Isha, Favored by Khaine, and Favored by Hoeth, which are, for nobles, mutually exclusive. I don't think this needs to be fixed, I just wasn't sure it was intentional.
Last edited by CrucibleOfHate; 5 Apr, 2023 @ 5:56pm
nARGsnail 8 Apr, 2023 @ 7:35am 
Kouran Darkhand only has "Murderous Prowess" and not "Murderous Mastery" as all Black Guard do in SFO. Thanks for you time and effort making this mod!!
=[NK]= Col. Jack O'Neil  [developer] 8 Apr, 2023 @ 7:50am 
Thanks crucible and narsnail, I'll look into it :)
Last edited by =[NK]= Col. Jack O'Neil; 10 Apr, 2023 @ 12:43pm
=[NK]= Col. Jack O'Neil  [developer] 10 Apr, 2023 @ 12:48pm 
@crucible
The lord skills were probably apart of adding in Culpa's skill lines if it wasn't already there.

Looking at the wiki page, he was a noble previously. I'm happy to keep it for now, but also happy to remove it if it doesn't fit. I'll double check it's not in his lord tree.

Thanks so much for writing that up :) somehow I missed it!

https://warhammerfantasy.fandom.com/wiki/Caradryan
Last edited by =[NK]= Col. Jack O'Neil; 10 Apr, 2023 @ 1:22pm
Builder 6 Jul, 2023 @ 3:05am 
Gorehoof hero isn't getting Malagor's 50% hero dread discount to recruit.
El Papà  [developer] 19 Jul, 2023 @ 7:48am 
Originally posted by Builder:
Gorehoof hero isn't getting Malagor's 50% hero dread discount to recruit.

Thanks for the report! It has now been fixed and will get uploaded in a few hours.
=[NK]= Col. Jack O'Neil  [developer] 19 Jul, 2023 @ 8:26am 
Update from Papa done for Malagor :)
Loki 9 Aug, 2023 @ 11:36am 
Hi, sry for bothering.
It's not necessarily a bug, but this mod seems to have a weird conflict with the "Landmarks of Legend" mod, it forbids you from recruiting some of the units in that mod (usually RoR units).
ex: Greenskin's 'Scourge of the Black Gulf' / 'Blorgar the Mad Titan'.
It'd be nice if u could take a look, I really like both of the mods.

Tried all the combinations and here's the result:
Vanilla + Mixer + Mixu's LL + Landmarks of Legend => Works fine.
Vanilla + Mixer + Mixu's LL + Landmarks of Legend(SFO patch) => Works fine.
SFO + Mixer + Mixu's LL + Landmarks of Legend(SFO patch) => Works fine.
SFO + Mixer + Landmarks of Legend => Works fine
SFO + Mixer + Mixu's LL + Mixu's LL-SFO + Landmarks of Legend => failed to recruit units
SFO + Mixer + Mixu's LL + Mixu's LL-SFO + Landmarks of Legend(SFO patch) => failed to recruit units
Loki 9 Aug, 2023 @ 11:55pm 
Originally posted by Loki:
Hi, sry for bothering.
It's not necessarily a bug, but this mod seems to have a weird conflict with the "Landmarks of Legend" mod, it forbids you from recruiting some of the units in that mod (usually RoR units).
ex: Greenskin's 'Scourge of the Black Gulf' / 'Blorgar the Mad Titan'.
It'd be nice if u could take a look, I really like both of the mods.

Tried all the combinations and here's the result:
Vanilla + Mixer + Mixu's LL + Landmarks of Legend => Works fine.
Vanilla + Mixer + Mixu's LL + Landmarks of Legend(SFO patch) => Works fine.
SFO + Mixer + Mixu's LL + Landmarks of Legend(SFO patch) => Works fine.
SFO + Mixer + Landmarks of Legend => Works fine
SFO + Mixer + Mixu's LL + Mixu's LL-SFO + Landmarks of Legend => failed to recruit units
SFO + Mixer + Mixu's LL + Mixu's LL-SFO + Landmarks of Legend(SFO patch) => failed to recruit units
Tried with the old version of Mixu's LL-SFO(Depreciated), and it works fine.
Moonshine_Brew 3 Nov, 2023 @ 2:33am 
Using the following mods:
Mixu unlocker
Mixu Legendary lords
Mixu Legendary lords assets
SFO
Mod config tool (Beta and Legacy have same effect)

Adding your mod results in the Khorne Barbarian recritment Building adding a ridiculous amount of garrison.
T1 adds: 10 Marauders (dual weapons), 9 Marauders, 2 Chaos knights, 1 chose, 1 Marauder Horsemen (axes)
T2 and T3 also add a ridiculous amount.

Already found a fix for it too.
Under "armed_citizenry_units_to_unit_groups_junctions_tables" check "Unit Group"
and delete any entries that aren't:

mixu_nor_skaeling_settlement_major_1
mixu_nor_skaeling_settlement_major_2
mixu_nor_skaeling_settlement_major_3
mixu_nor_skaeling_settlement_major_4
mixu_nor_skaeling_settlement_major_5

mixu_nor_skaeling_defence_minor_1
mixu_nor_skaeling_defence_minor_2
mixu_nor_skaeling_defence_minor_3

mixu_nor_skaeling_defence_major_1
mixu_nor_skaeling_defence_major_2
mixu_nor_skaeling_defence_major_3
Last edited by Moonshine_Brew; 3 Nov, 2023 @ 3:12am
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