Total War: WARHAMMER III

Total War: WARHAMMER III

The Jade-Blooded Vampires: Islanders of the Moon
437 Comments
lestatbcn 8 hours ago 
Are the high elves units recuitable if you are playing another faction?
Walt The Why 13 Jun @ 12:22pm 
Do you planned on making another Jade blooded vampire faction ?
quinntonleemiller123 12 Jun @ 4:31am 
Having done two playthroughs, i think the Accursed Diao si gui might be overtuned. Their high ammo count means they can very comfortably nuke enemy blobs the whole battle without ever exposing themselves to real danger, their only weakness is magic and there arent many magic amissile units in the game. It may be worth considering bringing their ammo count back down, but not as low as the 5 they had before. maybe 7-10?

the thing is, even when they only had 5 ammo they were a great unit, because they're a high speed flying wrecking ball with a devestating charge animation, that can easily go toe to toe with non magic enemies.

i actually manged to beat 1 1/2 sect really good of akhalee armies primarily with 3 Diao si gui, the rest of the army were hungry ghosts and cursed islanders who died very quickly to the magic attacks.
quinntonleemiller123 12 Jun @ 4:25am 
It would be nice if there were a minor visual difference between master warlock lords based on what lore they use, after you have a few its really hard to remember which army has which lore. maybe soemthing red for lore of the vampires?

i commented this before on the curse of nonchang main mod, but it would be cool to see the bats reskinned to fit the eastern horror theme, even if it were something as simple as a swarm of severed heads.
quinntonleemiller123 12 Jun @ 4:23am 
i have a lot of thoughts but the comment size limit means ill need to break it up into multiple comments, sorry.

I think it'd be cool if you added some defeat traits for your legendary lords. Akhalee could give the new bleeding contact effect you made, for example. The maiden of the black lotus could maybe give a double edged trait, because in a lot of horror movies defeating the great evil doesn't leave the hero unscathed.

It could be something like "Tainted": coming into contact with all the evils of nonchang has left you spiritually scarred

the lord gains the hungry ghosts cursed touch contact effect and then some negative effect(s)

no idea what Xu Yaoji would give, poison attacks is the obvious answer but thats not super exciting
♡ Solitude ♡ 4 Jun @ 11:22pm 
Is this mod compatible with the radious mods?
sp♠de sumbul 3 Jun @ 8:59am 
Hey Author! I wanted to play as Tor Elasor but the LL only have -ve debuffs for Lord's army. Is that intended?
Poljanan  [author] 3 Jun @ 5:58am 
@TToKKang
Thank you!!
TToKKang 2 Jun @ 9:02pm 
Hello! I received a translation request, so I translated this mod into Korean and uploaded it. If you don't like what I uploaded, I will delete it!
Poljanan  [author] 28 Apr @ 8:55am 
Please unsub and resub. Your copy of the mod is outdated.
sp♠de sumbul 28 Apr @ 5:21am 
Face this error:
The following mods cause a crash to the database: jade_vamp_pol_lotM.pack

The first invalid database record is jbv_shrine_cult in table ancillaries_tables and pack file jade_vamp_pol_lotM.pack

The application will terminate now.

Does anyone know what I did wrong or how can I solve the above case? Not a modder btw. I just want to play this Mod :(
Poljanan  [author] 27 Apr @ 6:16pm 
The Asur Hanged Doctor is basically that I suppose, but that is a neat idea I think. I'll consider it.
urch896 27 Apr @ 1:49pm 
This mod is amazing, like, genuinely one of my favourite factions to play on campaign and in battle. I would love it if we could get some kind of senior physician or Asur Patron generic ghost lord type for an "Oops all ghosts" campaign. Ancestor Witches fit the bill nicely but the other options dont quite fit
Poljanan  [author] 26 Apr @ 9:48pm 
Update:
- Fixed Contortionist not being available to Contorted Man in Campaign
- Added a new skill for Xu Yaoji focusing on Nurgle diplomacy and plague immunity.
Thrakerzod 24 Apr @ 2:08pm 
considering the Nurgle roots of the disease and the fact that Ku'gath starts the game in the area that the Islanders of the Moon supposedly first got the plague, having some sort of Nurgle relations (for better or for worse) would make sense
Mikeru 24 Apr @ 5:44am 
Hi Poljnan, I’m really enjoying the Islanders of the Moon and their atmosphere — the writing is beautifully haunting. I had a question regarding diplomacy: since the faction is said to be “not exactly Nurgle, but linked to him” (your own words from the Steam comments), and given multiple references like the disease being called the Plague of Sleep, the All-Father of Rot being mentioned by the Loremaster, and Lady Yayi being referred to as “a daughter of the God of Rot,” would it be possible to give them a diplomatic bonus/ modifier/ etc when interacting with Nurgle factions like Ku’gath?
Doom Daddy 8 Apr @ 2:26pm 
Good mod but I found a bug. The elixir or hongjing, the legendary item for xu yaoji does not remove the plague of sleep from lords and heros only xu yaoji. All of the units still have the plague of sleep too but the item says it removes it from all units, lords and heroes. Some units have it removed but not all that the item lists.
Jy crois pas 8 Apr @ 1:25am 
That mod is awesome, thanks
Commissar-FemBoi 8 Apr @ 1:10am 
fyi to anyone curious all this modders content still works fine as of update 6.1
Commissar-FemBoi 8 Apr @ 1:09am 
Facntastic mods ive been playing them since i found em and cant picture warhammer total war 3 without em finally had to say it
<3 not enough ppl i feel express how much they actually enjoy modders hard work <3 ^.^ id donate if i waste so broke <3
lucianotrisini 3 Apr @ 9:28pm 
fantastic mod thank you so much for your work!
maxking21 2 Apr @ 3:01am 
hi, is any update needed?
sp♠de sumbul 1 Apr @ 10:13pm 
Tried to play but crashes. Game won't start.

Additionally, previously before the update, Tor Elasor's HE LL deosn't have any traits. Is there an update coming?
TurtleInvader 24 Mar @ 12:46am 
Great mod but has an issue. Traveling on water causes attrition, i know it is probably from the lack of vampire corruption but with Xu yaiji's starting position then it makes it impossible for anyone but her to make it anywhere in one piece. She can get away with it since she has the encamp ship stance but the others will just die.
Drakenhof 8 Mar @ 5:13pm 
Awesome lore and aesthetics for a faction of spooky ghost. GJ
maxking21 4 Mar @ 7:47am 
This mod is so cool, the only "negative note" is that it's really OP, I destroy any enemy and I don't even know how. They just melt :D
Alberto R. 18 Feb @ 1:59am 
The Contorted Man is missing his Contortionist ability. He has it when you create a custom battle with it, and he also has it listed when you look him up in the Sanatorium Menu, but when you put him in an army you see it is is missing, and when you go into a battle with him he doesnt have it available.

Also the Avatar of Profane Sin mount for the Maiden of the Black Lotus is missing the passive ability Spirits of the Black Lotus. You can see it in the custom battle, but in a campaign there is no way to gain this passive.

Thanks for the great mods and hope this helps.
coolshads1234 1 Feb @ 1:05am 
I'll put my question for both of the mods here, " Curse of Nongchang " and this one " Islanders of the Moon " I wanted to ask though would these two be setup in the Old World Campaign Mod or would they only be in the base games map only. ( Just in case had the Old World Campaign Link here, " https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3081800026 " ) I wanted to ask mainly because I do like the mod for both The Jade-Blooded Vampires they bring a way new look, feel, and gameplay for the undead factions, well this and a different mod the Legions of Nagash (6.0) ( https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=3293001739 ) and enjoyed the mods for them, though was wondering if there were plans or thoughts in the future if put in " The Old World Campaign " with The Jade-Blooded Vampires.
Poljanan  [author] 31 Jan @ 2:40pm 
No you do not.
Walt The Why 31 Jan @ 1:20pm 
Downloaded warhammer 3 because of your mod XD just to be sure i do need acess to vampire count to be able to use them right ?
Poljanan  [author] 31 Jan @ 4:27am 
Update:
- Fixed Southern Night Lights not enabling spirit projection stance.
Poljanan  [author] 30 Jan @ 8:31pm 
There has to be a mod conflict because they do not start near Malus Darkblade, but in the eastern colonies.
If you want a Cathay playthrough, you can check out my Curse of Nongchang mod.
Dr Faisal 30 Jan @ 2:44pm 
Hi, I just downloaded your mod, not playing as them. Was hoping they would be near Cathay for my Cathay play through.

Questions: How come they start next to Malus Darkblade and not on an island with a city they can take on turn 1?
Have you thought about placing her with a settlement in IEE's Ind or Kuresh?
Alberto R. 29 Jan @ 4:12pm 
Hey I adore this mod. Just one thing, I unlocked the Southern Night Lights but none of my armies have the spirit projection stance available to them. Can you let me know if I have missed something? Thanks
Latio45 23 Jan @ 4:14pm 
Hi again. I see, thanks you for the answer. It's definitely fun to play as the Islanders with this system. And I do like teleporting my faction there to fight the alchemist and her ghosts. It's definitely a challenge especially since I use console commands to boost her. Anyway thanks you for the answer
Poljanan  [author] 23 Jan @ 2:33pm 
Hello. That is indeed normal. It's designed to keep you busy around the islands and not expand too fast, while also populating the sea around that area since the theme of the mod is about adventurers and sailors stumbling into the cursed island.

Once you have dealt with Tor Elasor, any further war declaration against nearby factions along the coasts will send even more high elf colonists that will try to take back the island.
Latio45 23 Jan @ 1:26am 
Hi. So first off I want to say I love both of your mods, Asian horror ghosts and undead are fun to play or fight (especially with the Dread King's legions mod, I had a blast fighting the curse with phalanxes). However I have a question, is this normal that the ai of the elf colony manages to spawn turn 3-4 like three armies of roughly 10-15 units of tier 1-2 units led by lords already at level 5 ?
Poljanan  [author] 15 Jan @ 2:07pm 
This mod doesn't have a custom spell browser page. The game just shows you the first race in the unit and spell browser page. It used to be beastmen otherwise.
Flashcrash 15 Jan @ 12:36pm 
I'm someone that uses most faction mods in a Sandbox kinda style. I saw that when using the Jade-Blooded vampire mods, Dynasty of the Damned and Albion that all have the Albion Lords heroes and units in the Units and Spell browser before you start a campaign.

When I turn off Albion it start showing the Araby faction.

Someone know why this happens?
Poljanan  [author] 13 Jan @ 9:11pm 
Added lord select videos on the campaign menu.
Poljanan  [author] 13 Jan @ 5:58am 
Update:
- The Diao Si Gui now fires its projectiles better without being ordered to shoot, however it can still be a bit janky and its actual effective range maybe shorter than what the UI shows so you may need to order the unit to move closer to the target.
- Fixed the riding anims for the Jade-Blooded Warlock when riding an undead Longma.
- Haunted Manifestation stance from Xu Yaoji now prevents Spirit Fade attrition of nearby armies in the province.
Morcalvin 11 Jan @ 10:10pm 
I've just noticed that the Accursed Diao Si Gui seem to freeze after firing a single volley and need to be given a move order then told to fire again.
Morcalvin 11 Jan @ 6:04pm 
How are you supposed to use ravenous ghosts? They're too slow to close with enemies before hunger curse does serious damage to them
Nukular Power 9 Jan @ 8:48pm 
Both of these factions are amazing, thank you for making them
Poljanan  [author] 7 Jan @ 4:01am 
@Waifd87
The haunted manifestation stance inflicts deadly attrition on any hostile armies in the province where the LL is currently at. You can see the tooltip when you hover over the units being affected.
It's just an abstract representation of nearby people being haunted to death by ghosts, or if you want to be specific, just imagine them undergoing their very own horror movie sequence where they stumble upon a strange abandoned hospital in the mist and promptly getting chased by ghosts inside it.

I'll try to reword it so that it's a bit clearer.
Waid87 6 Jan @ 10:35pm 
Absolutely fantastic mod. I love the effort and creativity that went into making this faction and very much love the theme and vibe. I would like to give some feedback though. I love the attrition mechanic, I think it provides a good sense of intangibility to a ghost faction. But I was confused by the mist effect created by the encamp stance. It seemed to cause attrition effects similar to the mutated minotaur beastman LL's raiding stance when used on the starting islands, but it hasn't seemed to produce similar effects elsewhere? And I couldn't find any in-game tooltip that clearly explained how that mechanic functioned and what it's limitations were (though I could easily have missed something). Additionally, I think it might be an interesting (tactical) mechanic if the mists from the LL's encame stance were able to prevent the default attrition mechanic from effecting her other armies in the same region/province (letting them raid and such).
Sweet J.P. 4 Jan @ 6:29am 
Really fun mod. I can finally spread the ghost apocalypse to Warhammer.
Poljanan  [author] 2 Jan @ 10:05pm 
Thanks for the feedback, I'll try to fix the diao si gui anims sometime this week when I get the chance.
J. Worst 1 Jan @ 10:21pm 
Like so many others: I found a single bug and now I feel the urge to run to the author and whine about it.

I described the bug I noticed with Diao Si Gui (Or Yurei):
1. They fire their missile attack.
2. They do a rear-up animation.
3. When the rear-up animation ends, they slide back down unnaturally.
4. Then they freeze midair, all signs of life (Hah) cease.
5. Ya have to give em new orders to fix em

I'm no modder but I poked around in RPFM and later Asset Editor and I couldn't spot anything obviously wrong. If I had to guess, maybe they're not entering a reload phase properly? Or maybe there isn't a reload animation for them? (Do missile units in this game even have reload animations?) Or maybe they're just failing to return to their default state after firing?

I'd need to crack open the animpack files to know for sure. I don't really feel like pirating Adobe Animate right now, but if I do and figure anything out, I'll update. If not... well... ¯\\_(ツ)_/¯
J. Worst 1 Jan @ 10:19pm 
Just started using this mod (literally turn 3) and I've already spent a good amount of that time just reading and rereading the unit descriptions.

I feel like ya don't see that level of effort very often. I can smell the inspiration through the screen.

You said it's inspired by Poveglia Island and Fatal Frame 4 and I kinda wanna check those out now.