Total War: WARHAMMER III

Total War: WARHAMMER III

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Dead's Kislev Overhaul
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Tags: mod
File Size
Posted
Updated
423.501 MB
22 Dec, 2023 @ 12:54pm
14 Dec @ 4:07pm
28 Change Notes ( view )

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Dead's Kislev Overhaul

Description


Welcome!
I want to start by saying this is a personal take on mixing Expanded Roster: Kislev and Nu-Kislev. I have permission from crisord, Deco, and Dindi to do this and though it is based on their mod from WH2 and their work they aren't the ones who made this so please direct all questions to me.I am excited to finally be releasing this for everyone. It has technically been in development since WH3 released as parts of this mod are that old.

On to the actual mod itself.
This is an overhaul which means it won't be compatible with most other Kislev mods.
It also isn't compatible with my other Kislev mods.






The focus of the mod as of now has been a rework to the roster. I removed/reworked the base game units and made my own take of ER: Kislev units. Not every unit was ported over as some were redundant or I couldn't find a good way to implement them. There is a new lord called Shaman that is only recruitable by Ostankya and lesser Kislev factions. Kostaltyn, Katarin, and Boris cannot recruit them for lore reasons. There is a new hero called the Blademaster, which is the same as my standalone release.

Bears and Ice have been reduced!
Bear mounts have been removed from Patriarchs, Ice Witches, and Frost Maidens. I left them for Boyars because they lacked a good late game mount without it.

Unit visuals have been overhauled to remove the ice from everything. The Elemental Bear has been limited to Katarin. Ice Guard and Snow leopards are Katarin only. Streltsi have Chaos Robies changes and that are taken from another mod I did. Names of units have been changed. Gospodar and Ungol units are represented.

I have edited and changed some units to make this work, so other mods that utilize base game units like Caravans or Garrisons won't be compatible without sub-mods.




Khan-Queen's Sleigh by Xoudad - Highly Recommended
https://gtm.you1.cn/sharedfiles/filedetails/?id=2981798646

Kislev Cavalry Shields Factions Colors by krillkongen Highly Recommended https://gtm.you1.cn/sharedfiles/filedetails/?id=2837468233

Tzar Guard Sword Fix by Orendiz
https://gtm.you1.cn/sharedfiles/filedetails/?id=2966513402

War Bear Colour Variation
https://gtm.you1.cn/sharedfiles/filedetails/?id=2965034279

Frostfiend by Calm
https://gtm.you1.cn/sharedfiles/filedetails/?id=3030528825
Crows and Ravens by Calm
https://gtm.you1.cn/sharedfiles/filedetails/?id=3032305736
Spiders by Calm
https://gtm.you1.cn/sharedfiles/filedetails/?id=3044506379

I haven't tested Calms units but I don't see why they wouldn't work

The Motherland by Xoudad - Not tested, most likely needs a sub-mod
Kislev Cavalry Shields by Müsliriegel - NOT Compatible (I made some custom shields so they would need resize)
My other Kislev mods - NOT Compatible (Most are implemented here)
Kislev Unit mods - Depends, test it out.
Caravans of the Old World - Works but might have errors, needs a sub mod. (Boyar campaign anims are changed)
Greater Kislev by NoMatterWha - Not tested
Hag Lore mods by various people - Will work as I did no changes to Hags.
Snek's Extra Variants by Snek - Needs a submod

IEE by ChaosRobie - Will most likely need a submod
Old World by ChaosRobie - Will need a submod

This was primarily made for IE at the moment, it most likely won't work for prologue and might work for realms of chaos but haven't tested.

These are the ones I know of. Any other mod is assumed to at least need a sub mod, but please test it out if you are unsure. In most cases I replaced the models for items instead of edited VMD's so reskins should work, but keep in mind a lot of the units that were in base game were reworked or removed.





Decomposed - Answered questions and helped with ideas
Dindi
crisord - Ungol Shields as well

This mod wouldn't exist without their amazing ER: Kislev mod from WH2.
https://gtm.you1.cn/sharedfiles/filedetails/?id=2191557420

r1kko - Some Unit Cards

r1kko allowed me to use unit cards he made for the ER: Kislev mod from WH2.
https://gtm.you1.cn/sharedfiles/filedetails/?id=2369495815

Guvenoren
★Lily

Guv and Lily were my biggest inspirations to even get into modding Total War in the first place and have both helped me out so much more than they probably know.

Xoudad - Script and DB help
Lycia Pintella - Script help
ChaosRobie - Anims and weapons for Streltsi (Rifle and Bardiche)


As it stands, the mod works and I have been playing campaigns for the last month. The mod can and will continue to grow overtime and I am very open to ideas and suggestions. I can add other units from ER: Kislev if there is demand for them. I don't plan on changing buildings or technologies much as I already worry about balance. I have spent a lot of time trying to get the factions to vary recruitment, but they sometimes like to focus on certain units, this is mostly a base game issue. Gospodar units might feel strong but actually they are weaker since I removed their pistols, otherwise nothing else changed.



The Expanded Roster team were not involved directly in making this mod but the mod is heavily based on their work. Please contact me with questions.
215 Comments
Dead Baron  [author] 18 hours ago 
I didn't like that practically every unit in Kislev was hybrid. I felt it made the kossar more unique and traded the hybrid style to a defensive wall style.
sedoy.girlname<3 20 hours ago 
why'd you take away the pistol from the armoured kossars?
Tevesh 24 Dec @ 9:05am 
Is it intended that the shaman lord has weak, 3-point node magic tree more typically found on heroes?
Gross Mite Râleuse 15 Dec @ 3:12am 
<3
Gross Mite Râleuse 15 Dec @ 3:11am 
Thank you dead for that :D
Dead Baron  [author] 14 Dec @ 4:06pm 
Oh no, I'm dumb
I'll remove it, they arent supposed to have it
Dead Baron  [author] 14 Dec @ 4:02pm 
The gospodar spearmen dont have a gun
Gross Mite Râleuse 14 Dec @ 3:48pm 
Hello Dead , i have probleme with animation of spearman gospodar and the gun, it's normal ?
Dead Baron  [author] 13 Dec @ 1:28pm 
With Kostaltyn, you can turn the Ungol Warriors into a strong unit with upgrades since he gives them frenzy.
Shayan 13 Dec @ 1:27pm 
I just played the first 50 turns of a Kostaltyn campaign and I wanna provide some feedback. Mostly, the tier 1 ungol swordsmen units just don't seem worth recruiting due to their very low armor stats compared to the gospodar units which are only tier 2. Perhaps you could lessen the swordsmen's upkeep in campaign to compensate or maybe add a special ability to make them relevant past tier 2? Maybe something like heroic resilience for them or make it so that the new hero you added gives them perfect vigor or physical resistance to keep them relevant.

Regardless, the thematics of the new units are on-point and I'm excited to see if you have any more plans for this mod.