Total War: WARHAMMER III

Total War: WARHAMMER III

Bad Legendary Characters - Legendary Lords / Legendary Heroes
856 Comments
Victor1226 16 Dec @ 1:47pm 
The Harbinger, the beastmen LL for Nurgle is great, I really like the marked beastmen so having a cool general that focus on buffing them is great. Any plans in making a Slaanesh beastmen general focused in Slaangors?
VORACtheRED 15 Dec @ 6:40pm 
Any plans to add legendary characters for slaanesh?
Tender Tendrils 15 Dec @ 3:43am 
A lot of them are names I recognize from lore, the only "unloreful" part of the mod is that some of the mounts are a bit bizarre (but still plausible).
jenosite  [author] 14 Dec @ 9:08am 
@steinar
I didn't make any of the characters. They all exist on lore and OW.
steinar 14 Dec @ 8:28am 
old world, the fantasy setting before AoS
jenosite  [author] 14 Dec @ 8:22am 
@steinar
What is OW?
steinar 14 Dec @ 8:18am 
are these all guys who show up in OW or are some just made up?
HAMLET 14 Dec @ 7:39am 
@jenosite
Holy moly
jamie_van 13 Dec @ 8:11pm 
Jerek Von Carstein for Vlad please? He seems like a really interesting character, former grandmaster of the White Wolves, turned after dueling Vlad, Served Vlad cause Vlad was relatively humane for a vampire but eventually stole and hid the Carstein ring from Mannfred, leading to Mannfred's defeat.
jenosite  [author] 12 Dec @ 6:25pm 
@HAMLET
All characters exist on lore.
HAMLET 12 Dec @ 1:45pm 
How lore accurate are these?
Dióföldisellő 12 Dec @ 12:22am 
@jesonite wonderful! thank you!
SpiralRazor 10 Dec @ 5:24am 
@Jude Reading comprehension issue.
jenosite  [author] 10 Dec @ 2:02am 
@“邪念”
Delete my and re-sub it.
“邪念” 10 Dec @ 2:01am 
it can not work
jude 10 Dec @ 1:08am 
@spiralrazor ????? you chose to buff those factions. red henri is leagues stronger than generic lords. if you want to use mods to increase difficulty, why complain when it becomes to difficult? makes no sense
SpiralRazor 9 Dec @ 9:34pm 
@Jude bro, its not just rattling guns lol. Just for skaven im using mods for each skaven faction, extended skill trees so heroes(especially cheiftain monsters) are an actual threat, and skaven esoterica. Ive buffed all the major factions in a similar manner and my standard diff is VH/VH...with Legendary on factions Im more familiar with.

As i said, it all depends on your play environment. If you can get Henri early in VC or TK and advance into empire aggresively to take out buffed Nuln, good on you...but then you have to push into buffed Kislev before they own you with artillery sleds and Ostankya rushes. VC or TVC is probably an easier start position wise, but Henri in TKE is just....average...compared to the rest of your named Tomb Kings + Mortuary Khatep.
jenosite  [author] 9 Dec @ 8:17pm 
@Dióföldisellő
Yes, they are affected.
Dióföldisellő 9 Dec @ 4:21pm 
Hey there! Are the vampire heroes affected by Isabellas campaign buff?
jude 7 Dec @ 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 Dec @ 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 Dec @ 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  [author] 6 Dec @ 3:40am 
@jude
Thank you for report
jude 5 Dec @ 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 Dec @ 6:05pm 
thanks for the update you hero
jenosite  [author] 5 Dec @ 12:14pm 
Updated!
dabassenok 5 Dec @ 2:44am 
обновите мод
jenosite  [author] 3 Dec @ 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 Dec @ 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  [author] 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  [author] 25 Nov @ 9:14am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
jcyjcy0620 25 Nov @ 5:16am 
Can i ues some animations into own mod?
jenosite  [author] 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  [author] 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://v1.steam.hlxgame.cc/workshop/filedetails/?id=3557486669

Maybe its the same for the others. Your mod works.
jenosite  [author] 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  [author] 22 Nov @ 9:02pm 
@opuntia
Delete my mod and re-sub it.