Total War: WARHAMMER III

Total War: WARHAMMER III

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Apply all Flesh Lab Augments to all non-skaven Units, Lords & Heroes - Clan Moulder
   
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9.245 MB
14.5.2023 klo 10.53
21.12.2024 klo 2.34
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Apply all Flesh Lab Augments to all non-skaven Units, Lords & Heroes - Clan Moulder

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Description:

With this mod you can apply any Infantry and Monster Augment on all your non-skaven units (e.g. recruited from allies via outposts) using the Flesh Laboratory mechanic, when playing as Clan Moulder.

Works with all non-skaven units from all DLCs, including RoR units, heroes and lords. Works with all (legendary) lords and heroes too.

You can also apply Augments to stolen heroes from any race.

All Lords & Heroes are not able to get any instabilities.
But normal units can get instabilities, like in vanilla! (you can use one of the "no instability"-mods from the workshop to get rid of that)


Compatibility:

The mod should be compatible with pretty much everything, as long as it doesn't change the Flesh Laboratory augment mechanic.
NOT compatible with mods that add or modify unit upgrades like the greenskin scrap upgrade system.

The mod is save game and multiplayer compatible.


Known issues / additional information:
  • The augment to gain extra ranks from the "Infantry Augments" section has no effect on lords and heroes. So don't waste your Mutagen on it.
  • It seems that Augments that change upkeep cost have no effect on lords and heroes too.
  • Augments on lords and heroes sometimes aren't applied to the unit card correctly until you enter a battle.
  • Changing the mount of a hero will remove all the augments you put on it. This is also the case, when it unlocks via level up. So it's best to wait until you have unlocked all mounts for a lord/hero and then change to the one you want that hero to use permanently. (Changing it back to the initially augmented mount, after switching mounts, won't bring the augments back)
  • Moving a hero out of an army (onto the campaign map) and back into the army will remove the augments aswell.
  • Transitioning heroes directly between two armies will keep the augments tho.



Here is a version of this mod for all the Skaven Units, Lords & Heroes:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2952845993

Suositut keskustelut Näytä kaikki (1)
2
19.6.2024 klo 14.47
WH2
SameMz
17 kommenttia
DrSchrank  [tekijä] 21.12.2024 klo 2.17 
@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 20.12.2024 klo 8.30 
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  [tekijä] 28.6.2024 klo 9.16 
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  [tekijä] 28.6.2024 klo 9.15 
@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} 28.6.2024 klo 7.22 
How come this dosnt work for modded units?
DrSchrank  [tekijä] 1.4.2024 klo 12.33 
Yeah, thats how it works. You can use both.
Ooh-la-la, It's GAGA!! 1.4.2024 klo 3.03 
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  [tekijä] 6.10.2023 klo 11.49 
@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 5.8.2023 klo 8.45 
Could you make a mod that can remove the lab's cooldown, perhaps?
DrSchrank  [tekijä] 8.6.2023 klo 4.44 
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.