Total War: WARHAMMER III

Total War: WARHAMMER III

The Dukes of Bretonnia [BETA]
393 Comments
Ubermorgen  [author] 5 hours ago 
mod update:

Folcard:
- new resource: "Steel" gained passively from iron mines. Can be used to upgrade units.
- new building: "Signal Tower": replaces minor settlement garrison. Same effects with additional buffs to reinforce time and reinforce range in local region.
- skill: "Duke of Montfort": removed MD and MA for embedded lords and heroes; added +10% Steel gained from iron mines (factionwide)
- skill: "Signal Beacons": removed reinforce time buff
- tech: "Improved Smelters": added +10% Steel gained from iron mines (factionwide)
- removed armour buff from faction trait
- mace: MD +2
- greatsword: MD -6

- slightly improved porthole images and unit cards for all dukes
Ubermorgen  [author] 5 hours ago 
@nana: thank you for confirming it
nana 23 hours ago 
I have tested 40 turns with Lily's Bret Overhaul
so far no conflicts and works fine
Jhecht May 3 @ 12:56pm 
cool thanks tried AssetEditor and when cape is removed it messes up all the texters of his model. thanks for responding so quick BTW i appreciate it
Ubermorgen  [author] May 3 @ 12:38pm 
@Jhecht: Hmm usually capes are separate models and can easily be removed in the VariantMeshDefinition. I forgot that Folcard's cape is part of his model. You might have to use AssetEditor and remove it from the rigid_model_v2 there, not sure if anything further can be done in rpfm.
Jhecht May 3 @ 12:18pm 
hey i did as suggested i worked thanks! however when the model is not selected on campaign map the cape appears but has a flat mat texture, is there something else i need to remove from the .wsmodel? thanks
Ubermorgen  [author] May 2 @ 8:00am 
@1st Viscount Silvermarch: You need mixu's unlocker as it adds most of the factions for these LLs. Without the unlocker you cannot start a campaign, only custom battles will work.
1st Viscount Silvermarch May 1 @ 4:22pm 
Can I have the mod on without Mixu's just to have them populate the campaign maps or is it completely dependent on it to work?
Louen Leoncoeur May 1 @ 1:15pm 
@Ubermorgen Thanks!
Ubermorgen  [author] Apr 30 @ 1:20pm 
mod updated for 5.0

Tancred:
- Ability "Grail Shield": effect range +5; now affects only 5 enemies instead of all in range
- Ability "Blessed Draught": duration -5s

Gilon:
- Ability "Inspiring Leader": removed attribute strong vigour

- slightly improved portraits in faction selection
- removed some unused models and textures
Ubermorgen  [author] Apr 30 @ 1:16pm 
@Jhecht: Not from me anyway. You can remove the cape yourself if you want, just need to download RPFM, open the mod and remove the cape. No modding knowledge required ;)
Jhecht Apr 29 @ 9:24pm 
Would like to know if Folcard can get a no cape variant?
Bantichai Apr 27 @ 10:21pm 
Okay thanks for answering my questions and thanks for creating this great mod!
Ubermorgen  [author] Apr 27 @ 9:14am 
@Bantichai: There should be no bugs regarding any of the game's mechanics. In fact the only bug I know of is that Hagen is missing his flail on the campaign map.
Ubermorgen  [author] Apr 27 @ 9:13am 
@Proxy: Yes, the banner Armand carries is rather huge, but it only appears like that in character selection, it looks fine when he is on his horse. Not sure why Hagen is missing his flail weapon in character selection and on the campaign map, it works during battles though.
Ubermorgen  [author] Apr 27 @ 9:11am 
@Spiralized: can't reproduce this and I was testing with 56 mods. Must be some other mod you are using that causes this.
Bantichai Apr 27 @ 8:30am 
So just wondering, I'm a basic Empire player and I'm only adding this mod to flesh out the world more. Would any of the bugs affect me in that case? IE are the bugs tied to campaign mechanics or are they things like t-posing cavalry or crashes in certain cases (not playing as the faction though).
Proxy Apr 8 @ 5:18am 
Hey! cool mod, but i got strange visiual bug, 1 duke has like MASSIVE banner, and Hagen doesnt has his weapon in right arm
Spiralized Mar 8 @ 9:55am 
Hey thank you for the mod first of all, It's essential for Bretonnia. But I noticed Montfort cannot be attacked in the Old World Campaign with this mod enabled.
Duran'Zan Mar 3 @ 6:59am 
Great Mod! Now all I want is for someone to come up with a "Bretonnian Exiles" mod to fit with the Old world table top :)
Ubermorgen  [author] Feb 26 @ 9:54am 
@xterrylorakhx: ChaosRobie made it so almost all mods that require mixer are also compatible with IEE, so yes.
xterrylorakhx Feb 26 @ 9:47am 
compatible with Immortal Empires Extended?
Stey Feb 22 @ 10:43am 
ok thks for the answer ^^
the mod is already good as it is
Ubermorgen  [author] Feb 22 @ 8:36am 
@Stey: No plans for additional characters as of now
Stey Feb 22 @ 8:29am 
Hi 🙂Are you planning to do duke huebald?
Ubermorgen  [author] Feb 21 @ 7:47am 
@Rillus: does you reads the description, I guess its no
Rillus Feb 21 @ 3:27am 
does it works with the old world map, i guess its no
Holy Corgi Legion Feb 4 @ 5:21am 
ah ok thx :P
Ubermorgen  [author] Feb 4 @ 2:20am 
@LegionCris: at the moment, you don't
Holy Corgi Legion Feb 3 @ 6:03pm 
how do you get gilon d aquitaine i see that he exist but how do you get him on the campain?
Ubermorgen  [author] Jan 26 @ 9:41am 
@Aleksei: He is part of Mixu's LLs
Aleksei Jan 25 @ 6:21pm 
Where is Bohemond of Bastonne?
Ubermorgen  [author] Jan 23 @ 9:02am 
@IX Avdacity: np, glad you got it to work again
IX Avdacity Jan 23 @ 8:43am 
I got it fixed, it was my moddata file that was broken i deleted it then reloaded the game and evrything is working perfectly again. thank u for the help btw
IX Avdacity Jan 22 @ 9:56am 
@Ubermorgen yeah im just doing a complete fresh install of the game entirely, i didnt have any issues at all with any of the mods i got downloaded including urs until the day i posted my first message here. at first i thought it was just this mod cuz i was tryna do a bretonnia campaign but then i noticed it was all of them lmao
Ubermorgen  [author] Jan 22 @ 9:43am 
@IX Avdacity: It is likely 1 mod that causes a script break. From that point forward most other scripts will no longer execute.
Ubermorgen  [author] Jan 22 @ 9:42am 
@Master Zwerg:
1. Our mod does not add any RoR, must be another mod that's causing this.
2. We decided to give Folcard different melee weapons instead of the usual mounts as he often fights on foot in the lore.
IX Avdacity Jan 22 @ 8:29am 
@Ubermorgen I did some digging and its happening with every LL mod I have installed, none of them work for some reason so i think something in my game files is corrupted cuz none of its working lol
Master Zwerg Jan 21 @ 8:07pm 
Hi guys
Just two questios about the montfort faction leader:
1. Why are two nurgle ror for him available?
2. No mount possible?
Ubermorgen  [author] Jan 20 @ 4:38pm 
@IX Avdacity: Sounds like you are using a mod that is not compatible with this one. Let me know if you find out which one is causing the script break.
Ubermorgen  [author] Jan 20 @ 4:37pm 
@DoubleFishes: As long as the new tech are not in the same position, there should be no problem
IX Avdacity Jan 20 @ 4:21pm 
for some reason when i load a campaign with one of the lords in this mod, all of them load as generic lords instead of the actual LL they are meant to be
DoubleFishes Jan 18 @ 12:19pm 
I heard some people say this is compatible with Lily's bretonia and I'm trying to figure out how is that possible, doesnt this add new tech?
Iceobeasty Jan 11 @ 8:33am 
originally reported by Rypo- Minor bug I noticed - Taubert de L'Anguille's historical text displays Theodoric de Brionne's text instead. Looking into the files in RPFM, I see that Taubert has his own keys and a unique description, but it isn't displaying in game for some reason.
Ubermorgen  [author] Jan 10 @ 10:41am 
@mike1mike2mike1: Thanks for the feedback, we'll consider it for the next update. Though, we are both taking a break from modding right now so not sure when the next update will come.
mike1mike2mike1 Jan 10 @ 8:55am 
Thank you @Ubermorgen @Wolfremio for making this mod, Just completed a 300 turn kill all evil factions run using the old world mod (which is great too) I thought I would share my opinions on what improvements could be made.
1. Folcard, Taubert, Theodric and maybe Hagen could use some unique/quest gear.
2, Folcard is big on the campaign map taller than characters on horses.
3. Minor mod conflict with the old world both add confed techs so some double up.
4. More stuff now I know it the Duke's of Bretonnia but maybe sneak in a legendary hero Tristran the Troubadour would be fun no mod as far as i can tell has done him despite having a table top model.
Thank you again.
[HAN] 艾克塞塔斯 Jan 7 @ 6:30am 
thank you ,my friend !
Ubermorgen  [author] Jan 7 @ 6:29am 
@[HAN] 艾克塞塔斯: Of course :AOD_THUMBSUP:
[HAN] 艾克塞塔斯 Jan 7 @ 6:08am 
hello my friend,can I make a submod for this mod to ATC ? I love Bretonnia! :praisesun:
Zarrk Dec 27, 2023 @ 1:21pm 
Hello this is a great mod but I just noticed a small problem, it gives Repanse and every other new Bretonnian factions the possibility to confederate with Bordeleaux. Could you please replace the universal tech you created for Bordeleaux confederation's dilemma with 6 ad-hoc techs for the mainland Bretonnia factions of this mod in order to prevent future techtree conflict ?