Total War: WARHAMMER III

Total War: WARHAMMER III

Bad Legendary Characters - Legendary Lords / Legendary Heroes
837 Komentar
jude 7 Des @ 3:31pm 
@spiralrazor he uses an armoured steam tank with multiple antilarge summons, how much more unkillable could he be? if you run any lord into rattling guns they're gonna get blasted
SpiralRazor 6 Des @ 6:01pm 
I guess it depends on your environment. I have Lizardman buffed, Skaven buffed, Kislev buffed, Empire Buffed, Tomb Kings buffed.... Battles are difficult lol.
SpiralRazor 6 Des @ 5:36pm 
Okay, red henri is useable around lvl 30...i had to redesign a tomb kings comp around him. Jude is incorrect...the guy is plenty killable. Skaven are absolutely tearing this dude up with ratling guns and other artillery + constant blessings of filth. Fully kitte Soul went down to the backline Cheiftain but at least put a lot of damage on those 3 units of Warp Lightning guns + 2 summons of crabs. Its still going to be a close one.

Im not sure what level Jude is playing on but my current IE is legend/legend. These dudes are quite well equipped to fight Tomb Kings/Vampires Flame and poisons everywhere.
jenosite  [pembuat] 6 Des @ 3:40am 
@jude
Thank you for report
jude 5 Des @ 6:06pm 
also red henri is like one of the most op lords ive had from this mod. aside from virion the grim who seems completely bonkers op (i think he's from this mod? maybe not) theyre both fun unkillable kill hogs
jude 5 Des @ 6:05pm 
thanks for the update you hero
jenosite  [pembuat] 5 Des @ 12:14pm 
Updated!
dabassenok 5 Des @ 2:44am 
обновите мод
jenosite  [pembuat] 3 Des @ 11:06pm 
@SpiralRazor
There's nothing I can do if you complain to me about the performance of the skills. It's just using the skill tree that already exists in the original game.
And Red Henri doesn't have mount but he's already artillery from level one. It's even artillery, but the close combat power isn't bad and he can summon a unit on a mount. He is not a weak LL.
SpiralRazor 3 Des @ 1:29pm 
Red Henri is kinda messed up...No mount, Hornswaggle has the same exact stats/effect as Taunt. All hands Hoay only gives an extra 8 leadership.....It should gain at least some partial regen similar to Tomb Kings extended.
jenosite  [pembuat] 29 Nov @ 7:16pm 
@Zeth.exe
Delete my mod and re-sub it.
Zeth.exe 29 Nov @ 5:45pm 
nooooo why you update it crash my campaign :steamsad:
jenosite  [pembuat] 25 Nov @ 9:14am 
Komentar ini akan dianalisis secara otomatis oleh sistem pemeriksaan konten kami. Komentar ini sementara akan disembunyikan sampai dapat dipastikan konten tersebut tidak berbahaya (contohnya seperti web yang dapat mencuri informasi).
jcyjcy0620 25 Nov @ 5:16am 
Can i ues some animations into own mod?
jenosite  [pembuat] 24 Nov @ 2:16am 
@Lickher_ish
Thank you for the solution. But if do it your way, Noctilus won't be able to move in campaign map at the first turn. I've tried fixing it my own way, can you check how it is?

@RuDo
Okay. Go ahead.
RuDo 24 Nov @ 1:55am 
Hello , May i connect the "Virion the Grim", "Golengil Drongdorson" and "Ushoran" to access my Horde mod buildings? I will put her agent_subtype Key ID in my mod so that no one need an additional Submod?:cuphead:
Lickher_ish 23 Nov @ 8:44pm 
currently on the version of 11/23
Lickher_ish 23 Nov @ 8:43pm 
if not agent or agent:is_null_interface() then
return
end

local forename = common:get_localised_string("names_name_888888839") or ""
cm:change_character_custom_name(agent, forename, "","","")

cm:embed_agent_in_force(agent, force)

cm:set_saved_value("bad_legend_only_one12", true)
end)

if not ok then
out("bad_legend_agent12_il_potente_granchio ERROR: " .. tostring(err))
cm:set_saved_value("bad_legend_only_one12", true)
end
end

cm:add_first_tick_callback(function()
cm:callback(function()
bad_legend_agent12_il_potente_granchio()
end, 0.5)
end)
Lickher_ish 23 Nov @ 8:42pm 
local settlement = home_region:settlement()
if not settlement or settlement:is_null_interface() then
return
end

local cap_x = settlement:logical_position_x()
local cap_y = settlement:logical_position_y()

local agent_x, agent_y = cm:find_valid_spawn_location_for_character_from_position(
faction_key, cap_x, cap_y, true, 6
)
if not agent_x or not agent_y then
return
end

local agent = cm:create_agent(
faction_key, "champion", bad_agent_key, agent_x, agent_y
)
Lickher_ish 23 Nov @ 8:42pm 
-- Settings safety
if not bad_legend_settings or not bad_legend_settings[bad_agent_key] then
return
end

local leader = faction:faction_leader()
if not leader or leader:is_null_interface() then
return
end

local force = leader:military_force()
if not force or force:is_null_interface() then
return
end

local home_region = faction:home_region()
if not home_region or home_region:is_null_interface() then
return
end
Lickher_ish 23 Nov @ 8:42pm 
Fixed it
local function bad_legend_agent12_il_potente_granchio()

-- If we've already processed this agent, never run again
if cm:get_saved_value("bad_legend_only_one12") then
return
end

local ok, err = pcall(function()
local bad_agent_key = "il_potente_granchio"
local faction_key = "wh2_dlc11_cst_noctilus"

local faction = cm:get_faction(faction_key)

-- Faction missing, null, or dead? Mark as done and exit.
if not faction or faction:is_null_interface() or faction:is_dead() then
cm:set_saved_value("bad_legend_only_one12", true)
return
end
Lickher_ish 23 Nov @ 8:23pm 
Just noticed this script error 30 turns into my campaign. i have other mods too just so you know

SCRIPT ERROR
[out] <74.8s> [string "script\campaign\mod\bad_legend_agent12_il_potente_granchio.lua"]:14: attempt to call method 'settlement' (a nil value)BIG FAT
EzUNreal 23 Nov @ 7:53am 
Well the most recent update magically fixed the issue, now I can continue my vampire campaign!
jenosite  [pembuat] 23 Nov @ 6:49am 
@EzUNreal
Is this the mod you mentioned? -> SCM's LCCP, 16 new factions for IEE!
I've tested it with my mod and I don't see a problem. Maybe you're using Legendary character mod. I think there's a problem with that mod itself right now.
EzUNreal 23 Nov @ 3:00am 
And it's only Drakenhof that crashes. Other vampire settlements like Templehof doesn't crash
EzUNreal 23 Nov @ 2:55am 
After some tests I find the issue very weird. Let me discribe:
I had a lot of activated mods including your mod, game worked fine.
After today's update, with the same mod list, Vlad's Drakenhof hero panel crashes
I disable your mod, no crash
I disable a bunch of other mods that add legendary vampire heroes, for example scm's legendary characters, no crash

I think it's a new compatibility issue, but I'm not sure cuz you say the update is about greenskins
krishkrush 23 Nov @ 2:06am 
@jenosite
I am sorry, the culprit was actually this submod for me: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=3557486669

Maybe its the same for the others. Your mod works.
jenosite  [pembuat] 23 Nov @ 1:33am 
@EzUNreal
I added new mounts for some greenskin characters. I'm very embarrassed because there's no reason to have a game crush. Do you still get issues when only use my mod? Please check after re-sub again.

@krishkrush
Please check again after re-sub my mod. If there is still a problem, please explain exactly what happen.
krishkrush 23 Nov @ 12:12am 
Also have the database error even after reinstalling.
EzUNreal 22 Nov @ 9:34pm 
May I ask what's changed in the new update? I've done re-sub, but after this update, I open the hero recruitment panel in Drakenhof and game crash. Could be a new incompatibility issue
jenosite  [pembuat] 22 Nov @ 9:02pm 
@opuntia
Delete my mod and re-sub it.
opuntia 22 Nov @ 7:13pm 
Huh...
After this last update I am now getting a database error in this mod on game load.
jenosite  [pembuat] 7 Nov @ 8:14pm 
@SgtSAVAGE
What do you mean tiny?
SgtSAVAGE 7 Nov @ 7:44pm 
are the orks still tiny?
Buffalo 5 Nov @ 7:25am 
Need an updated SFO submod someone please :wh::chug:
jenosite  [pembuat] 27 Okt @ 11:20am 
@ArepotenetoperA
That sub mod wasn't made by me. So there's nothing I can do even if you explain it to me. And play the campaign and check it again. Maybe "the hunger" for ghouls doesn't exist.
ArepotenetoperA 27 Okt @ 11:12am 
Hey hey! I loaded up the Ushoran faction and it still has "the hunger" for ghouls and crypt ghouls in his army as an ability listed, even though they have it as a tech. Not a big deal either way, Just wanted to let you know! Is there anywhere I can take a look at their skill trees ?
ChopChop 27 Okt @ 10:56am 
Thank you for the quick fix and updating the mod :WH3_clasp: I have tested now after mod update together with Cataph's Kraka Drak and Porkenstein's Malakain Start position change and i confirm that everything works perfect and as intended. Thank you for your work Jenosite, amazing stuff :TalismanCrown:
jenosite  [pembuat] 27 Okt @ 9:21am 
@ChopChop
I fixed it. Thank you for letting me know. If you have any other issues, please let me know again.
ChopChop 27 Okt @ 12:35am 
Hello Jenosite, a friendly user let me know that they discovered an incompatibility that appeared recently as it wasnt the case before. I already let know Porkenstein, but something happened between the lines that his mod is no longer comaptible with your mod: "Malakai Makaisson in Karak Dum - Start Position Change" https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3236424832 :steamthumbsup:
ArepotenetoperA 26 Okt @ 1:19pm 
Thank you for the quick response!
jenosite  [pembuat] 26 Okt @ 12:35pm 
@ArepotenetoperA
I understand. But that is out of date. So don't worry.
ArepotenetoperA 26 Okt @ 12:00pm 
It says on the submod that lets you start as him that he gives ghouls "The Hunger" as a faction effect. But thats already possible through a Technology, sorry if that info is out of date!
jenosite  [pembuat] 25 Okt @ 3:00am 
@ArepotenetoperA
I don't know what you're talking about. Are you talking about giving himself hunger?
ArepotenetoperA 24 Okt @ 2:43pm 
why does ushoran give the hunger when they have a tech that does it already?
jenosite  [pembuat] 24 Okt @ 12:06pm 
@PAGODA
제 모드 구독 해제했다가 다시 구독한 다음 테스트해보시겠어요? 그리고 혹시 MCT가 같이 켜져있는 건 아니죠? 그렇다면 MCT옵션을 확인해주세요.
PAGODA 24 Okt @ 11:04am 
I’m playing on version 6.3.3, and I only enabled this mod and the Korean translation mod, but there’s no change in the Immortal Empires campaign. Is there another mod that needs to be enabled with it? Why isn’t there any effect from the mod?
Gaz 21 Okt @ 1:17am 
Infanta Leanora Navrre's sail looks a bit clean, is there any way you could give it a dirtier more torn texture to fit in with other vamp coast vibes?
RazorChain 15 Okt @ 5:16pm 
@VORACtheRED You do realize that there is a whole mod called the Skaven Clans that are full of skaven....both lords, heroes and playable factions.
VORACtheRED 13 Okt @ 4:41pm 
@jenosite any chance you're working on one for skaven legendary lords and heroes? this mod is really good but just no skaven