Total War: WARHAMMER III

Total War: WARHAMMER III

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Masterworks of Vaul's Anvil - Unit Upgrades for High Elves
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File Size
Posted
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1.329 MB
Oct 3, 2022 @ 9:34am
Mar 26 @ 8:25am
25 Change Notes ( view )

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Masterworks of Vaul's Anvil - Unit Upgrades for High Elves

In 1 collection by Dirty Dan
Dirty Dan's Mod Collection
15 items
Description
Working with 6.3

Adds a Unit upgrade system similar to the Greenskin scrap upgrades to the High Elf factions. They cost a new resource called Splendour which is gained by having exceptional leaders under your command, constructing court buildings and holding special important landmarks.

Splendour is capped at 25 at the start of the game and the cap gets increased by settlement buildings. Special Settlements like Lothern, Gaean Vale and Tor Yvresse increase the cap more than normal major settlements do. Increasing the cap is needed to gain access to the more expensive upgrades.

The upgrades are non-exclusive and are mostly related to being masterwork equipment for the respective unit.


Mods for other factions
Empire

Bretonnia

Dwarfs

Wood Elves

Vampire Counts and Vampire Coast

Beastmen

Norsca

Lizardmen

Kislev

Grand Cathay


Submods
Submod Compilation (by Apex)

GLF Units (by FullAutoAttack)

Radious (by FullAutoAttack)

SFO Grimhammer (by FullAutoAttack)

SFO (by Barney)

T4 Minor Settlements (by Bischop)

T4 and T5 Minor Settlements (by Bischop)

Mixu's Legendary Lords (by Lycia Pintella)

Alshua's Ellyrion (by FullAutoAttack)

Splendour gain for Alshua's Ellyrion (by Lycia Pintella)

The Ten Kingdoms (by Lycia Pintella)

Splendour gain for Cataph's High Elf Sea Patrol (by Lycia Pintella)

Splendour gain for the Princess and the Loremaster (by Lycia Pintella)

Splendour gain for Seralin Autumnwind (by Lycia Pintella)

Submod for Cataph's High Elf Sea Patrol (by The Mountain King)


Translations
Polish (by wojtekb)

Simplified Chinese (by 玛奇玛)


FAQ
Q: Why won't the scrap upgrade window open when clicking on the unit cards?
A: Since 6.0 the old scrap upgrade UI got removed by CA. The new one can be opened by clicking on the button at the bottom of the army panel.

Q: Why doesn't the upgrade button in the army panel always show?
A: The script tries to add it every time you left-click select one of your armies. If it doesn't show right away try deselecting and reselecting the army until it does. This issue is rather rare in single player but quite common in multiplayer campaigns.

Q: Can you add suport for [insert unit mod] or [insert faction mod]?
A: The base mod will always exclusively support official CA units and factions and I won't create submods for faction or unit mods that I don't personally play with. But feel free to suggest it in the comments as other users of those mods might read it and decide to do so.

Q: Will you create more mods for different factions?
A: The only mod that I currently want to create sooner or later is a Dark Elf mod. I will consider a mod for chaos daemon and monogod factions afterwards.

Q: Is it safe to add/remove the mod mid campaign?
A: Generally speaking adding it mid campaign should be possible but certain features like unlocking upgrades through research could cause issues. I wouldn't recommend removing it from an existing campaign though, especially when units equipped with upgrades are present on the campaign map or if the mod adds a new pooled resource to factions.

Q: Update?
A: Tell me what stopped working in the current version of the game or which units are missing upgrades and I will try to fix it as soon as I find the time. Update requests without any information won't be answered.


Special thanks to Rhox for providing the modding community with a script based solution for the 6.0 Scrap UI issue
247 Comments
Oswald Nov 28 @ 5:45am 
@Dirty Dan, i didt mean as of current mods, just if you knew of any back then ^^
I did track 1 down, and it works(kinda!)

As for not playing this game, based. I rarely play it.

As for your mods, i see them used alot, and yet no dark elf ones by others xD
Dirty Dan  [author] Nov 28 @ 4:23am 
@Oswald I didn't really follow recent mod releases as I'm currently not really playing the game anymore so I can't help you with that. My priorities when the dlc drops is to update this mod for the new units/factions and the norsca one. After that I will probably continue working on the dark elf mod
Oswald Nov 28 @ 3:58am 
Hey Dirty Dan, do you know of a Dark Elf version of this mod?
Since we might never see your take on this, given the state of wh3.
146™.Sneaky Sep 3 @ 6:46am 
@dirty dan
Well fingers crossed you enoy Tides of Torment alot :D
Dirty Dan  [author] Sep 3 @ 3:59am 
@146™.Sneaky currently not really playin wh3 anymore. If Tides of Torment is fun this will probably change. I'd want to rework the norsca mod first though
146™.Sneaky Sep 2 @ 6:00pm 
@Dirty Dan

Thanks for these mods, they are great.
Have been excited to play a dark elf campaign, any indication when we are lucky enough to maybe recieve it?
RockPaladin Aug 3 @ 2:21pm 
Use your mods every playthrough, thank you for your time and dedication to these. Would love to see Dark Elves as well.
Dirty Dan  [author] Jul 8 @ 1:24pm 
@Krankhar unfortunate. I guess the game won't register it as a research unlock then. I don't think there is an easy way to work around this so consider this mod soft incompatible with it
Krankhar Jul 6 @ 1:04pm 
@Dirty Dan Yeah, no unlock on Turn 2 either ^^'
Dirty Dan  [author] Jul 2 @ 2:14am 
@Krankhar does the problem persist when you advance a turn? the script will only check for changes at the start of each turn