Total War: WARHAMMER III

Total War: WARHAMMER III

Apply all Flesh Lab Augments to all non-skaven Units, Lords & Heroes - Clan Moulder
17 件のコメント
DrSchrank  [作成者] 2024年12月21日 2時17分 
@Quanariin It's probably possible. However, I haven't played the Chaos Dwarfs yet and therefore don't know exactly how the mechanics work.

I took a quick look in the DB and it doesn't seem to use the same tables as the Skaven one.
Quanariin 2024年12月20日 8時30分 
would it be possible to make a mod like this but for the chaos dwarf manufactory? it would be awesome to give infernal castellans the ranged infantry bonuses like extra reload and suppressing fire
DrSchrank  [作成者] 2024年6月28日 9時16分 
The good news is ... just because of this, it’s actually not that hard to learn yourself. Filling tables with values is not rocket science. Also, there are great resources on tw modding online. In fact, I started modding with the skaven version of this mod. The working prototype i used in my private campaign was done in a day. So, it's really not that difficult.
DrSchrank  [作成者] 2024年6月28日 9時15分 
@Hitman Bush It's because of how modding works in this game. For most modding stuff (and thats also the case for this mod) you need to use tables.

The simplified explanation is, that I have to put the "name" of the unit in one cell of the table and the "name" of the augment i want the unit to have available in the next cell of the row. Now I have to make rows for each unit/augment combination that exists.
Which is a lot if you can imagine. Even for only the vanilla units. (The tables in this mod have more than 100000 rows of unit/augment combinations btw)

The problem with units from other mods is, that I have to use the exact "names" the modders use for their units to make it work. And those names can be canged easily by their original modders without me noticing, which will cause them to not work in my mod anymore. So I would have to manually keep track of what they do in their mods to keep it working.
Thats way to much effort.

I hope you can understand that.
{Mr.Smiles} 2024年6月28日 7時22分 
How come this dosnt work for modded units?
DrSchrank  [作成者] 2024年4月1日 12時33分 
Yeah, thats how it works. You can use both.
Ooh-la-la, It's GAGA!! 2024年4月1日 3時03分 
so i can use both this mod and "version of this mod for all the Skaven Units, Lords & Heroes" at the same time, right?
DrSchrank  [作成者] 2023年10月6日 11時49分 
@sierrajkilo
There used to be one on the workshop. Now it's gone, so I created one myself.
Look here:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3046742803
sierrajkilo 2023年8月5日 8時45分 
Could you make a mod that can remove the lab's cooldown, perhaps?
DrSchrank  [作成者] 2023年6月8日 4時44分 
They probably use the same table. Apparently a unit can only have one type of "upgrade" at a time. And the mods probably overwrite each other.
This probably also applies to vanilla mechanics like the greenskin scrap upgrades etc.
FullAutoAttack 2023年6月6日 13時35分 
This mod breaks all of dirty Dan's unit upgrade mods, FYI
DrSchrank  [作成者] 2023年6月2日 12時40分 
Added all Lords and new ROR. Have fun.
Utopiaone 2023年6月1日 23時34分 
Using mods mainly. Recruit Defeated Legendary Lords lets me get them.
DrSchrank  [作成者] 2023年6月1日 13時40分 
Can do that when I have some free time. But is it even possible to get access to non-skaven lords and ROR units as Skaven? You can only get normal units through allied recruitment and heroes by stealing the (at least until they fix that ^^) or am I missing something. Or are you using other mods to get them?
Utopiaone 2023年6月1日 2時05分 
Any chance at update for the new ROR units in 3.1
Utopiaone 2023年5月28日 4時12分 
Could you do all non-skaven lords as well
devilmaycry_nero 2023年5月15日 6時43分 
GOOD!