Total War: WARHAMMER III

Total War: WARHAMMER III

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Trajann's Hunters of the Skull Throne Faction (New & Improved!)
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719.426 MB
25 Nov, 2024 @ 11:09pm
9 Nov @ 4:36pm
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Trajann's Hunters of the Skull Throne Faction (New & Improved!)

Description
Hey there, it's been a while. I apologise for my absence from the modding scene for so long. Life got in the way, mental health took a toll, I lost the passion. But I'm happy to say that I'm back, and I bring something that people have been wanting for a very long time; the Lizardmen of Khorne faction! Before this I simply made Khornate Lizardmen units and added them to existing factions. But the Hunters of the Skull Throne are a unique unique faction with their own mechanics, abilities, and features that are exclusive to this mod! So, let's get into things.

IMPORTANT NOTE
This mod is NOT compatible with my Khorne Compilation, nor will it be included in any sort of compilation. You will also find some differences between the units in this mod, and those in the compilation. Certain units, characters, skills and abilities have been changed to better fit with the theme of this mod.

Faction Mechanics
-The Hunters of the Skull Throne are made up entirely of Khornate Lizardmen. You will find no vanilla Khorne units or characters in their roster.
-They have access to 4 different rites, each costing a hefty amount of skulls in exchange for various buffs.
-They can use skulls to upgrade their units. A unit can only have one upgrade.
-Has a custom tech tree that provides buffs to their unique units.
-4 legendary lords, and 3 legendary heroes. Lords are recruited via the recruitment panel, heroes are unlocked via missions.
-3 generic lords and 3 generic heroes to choose from.

Truly, there's too much stuff to list here, but those are the main points. This have been an absolute labour of love for me, and a massive pain in my side. So much goes into making a faction work, and I only just managed to get by. There's bugs, and things not working 100% how I'd like them to. Even still, I am incredibly proud of the work I've done, and I truly believe this is one of the best pieces of content I've ever made.

I hope that you enjoy playing this faction. PLEASE let me know of any issues you encounter. This is still very new territory for me, but I promise I'll try to fix things as best I can. I do have plans to add more to this faction, but I think I'll wait until the DLC arrives before I make anything new. Thank you all for sticking with me for so long. This mod's release marks 2 years of modding for me, and I couldn't be more grateful. It feels good to be back.


Known Bugs/Issues
-In the faction select screen, it still shows the vanilla lord's name as the faction leader. This is only a visual bug, the Ruined Hunter will spawn as your starting lord no problem.
-Characters mounted atop Blood Raptors don't appear on the campaign map. This is an issue I have absolutely no idea how to fix.
-I couldn't remove the Khorne regiments of renown from the pool, so I just simply set their required level to 99. It's only for this faction, so Skarbrand will remain unaffected.
-Faction name remains unchanged, not sure why.

Donations
If you would like to support me, you can donate here: https://ko-fi.com/trajannv . It is by no means required, and even if I never receive a single cent, I will continue to make mods for as long as I have interest. But of course, any donations are greatly appreciated!
184 Comments
Trajann V  [author] 11 Dec @ 5:03pm 
@ApolloJ♣♠♣
No, they are only available to the custom faction.
ApolloJ♣♠♣ 11 Dec @ 3:30pm 
are these units recruitable for all khorne factions ? trying to play as skull taker and it shows the units as part of his roster
Trajann V  [author] 6 Dec @ 9:16pm 
@Fenrir4life
I absolutley agree with you, I'd love make it so you start being able to fight Boris turn one. My scripting knowledge however is very minimal, so I'm not sure how to make it happen. I'm certainly open to any help/advice, you can shoot me a message on discord: trajannv
Fenrir4life 6 Dec @ 9:42am 
Glad to see you came back to this after Omens!
The faction has a bit of a funky start in IE - you start with a full province and nothing in fighting range of your lord... but you DO have a vulnerable settlement that Boris takes over the end turn.
I have a few ideas on possible fixes if you're interested in hearing them.
TheWrathfulOni 13 Nov @ 3:14pm 
herd stone is the name of the tier 4 building that gives sacred kroxigors and i said that because that is what is see when i look at his model...
Trajann V  [author] 12 Nov @ 8:11pm 
@TheWrathfulOni
You said "it looks like hes got solid chunks cut out of his frill," so I was assuring you that nothing was cut. And wdym heard stones? That's a beastmen mechanic, it has nothing to do with this mod?
TheWrathfulOni 12 Nov @ 7:12pm 
and i see why it keeps telling me to upgrade my heard stones, it's because the tier 5 isn't showing up.
TheWrathfulOni 12 Nov @ 7:11pm 
i didn't say you cut anything from tehenuin, just that there's something wonky with his frill
Trajann V  [author] 12 Nov @ 5:48pm 
@TheWrathfulOni
The 3rd photo at the top of this mod's page shows the buildings, and what units come from them. The Tehenuin model is the same as vanilla, just with a reskin and additional pieces added. But I didn't edit Tehenuin's actual model at all, no chunks were cut out.
TheWrathfulOni 12 Nov @ 9:07am 
what building are the dread saurians in? and about tehenuin, it looks like hes got solid chunks cut out of his frill unless that's intentional.