Total War: WARHAMMER III

Total War: WARHAMMER III

223 ratings
Building Slots Extended - Undercities, Gardens, Sanctums, Cults, and Coves
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1.598 MB
21 Apr, 2024 @ 7:20am
25 Jun, 2024 @ 12:26pm
9 Change Notes ( view )

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Building Slots Extended - Undercities, Gardens, Sanctums, Cults, and Coves

Description
IMPORTANT: This mod was made to be compatible with Mixu's Unlocker and won't work without it!

This mod works with ChaosRobie's Immortal Empires Expanded and The Old World campaigns!

This mod increases the number of building slots for the following settlements:
- Skaven Undercities (6 building slots).
- Oxyotl's Sanctums (6 building slots).
- Changeling's Cults (6 building slots).
- Nurgle, Khorne, Tzeentch, and Slaanesh Cults (3 building slots).
- Vampire Coasts Pirate Coves (4 building slots).
- Elspeth's Black Towers (4 building slots).

This mod can be used separately or together with main BSE mod and its other submods in any combination.

Version without additional Undercity slots - Building Slots Extended - Gardens, Sanctums, Cults, and Coves

If you use 3 Rows of Building Slots mod then use this compatibilty submod and follow instructions inside.

FAQ:

Q: Why only 6 slots for Undercities/Sanctums/Changeling and not more?
A: This is additional settlement mechanics (well, not for Changeling, but he can spam them more easily then Skaven or Oxyotl) with powerful buildings so adding to many slots can result in these factions being overwhelming and dominating in most of your campaigns.

Q: Why only 3 slots for for Chaos Cults when there are 4 buildings?
A: The fourth building of each Cult destroys the Cult so it doesn't make sense to have a spare slot for it.

Q: Why there are slots for all 4 Pirate Cove buildings then?
A: The Pirate Cove mechanic is pretty weak in my opinion and this approach seems to make it more viable and time worthy.

Compatibility note:
This mod will conflict with any other mod that changes the building browser UI or the settlement panel UI. To quickly fix this you can follow the next steps: open this mod with RPFM => go to the ui folder => remove building_browser.twui.xml and/or settlement_panel.twui.xml (depending on the conflict) => save the changes. This will resolve the conflict but likely will cause building slots to be partially covered by the detection meter and the settlement view control panel.
81 Comments
glospey 4 Apr @ 8:42pm 
It also blocks The Deeps ;)
CheesyRamen 4 Apr @ 7:14pm 
@PaleKing2, it's this mod as it hasn't been updated since before unusual locations were introduced.
PaleKing2 4 Apr @ 7:11pm 
either this mod or the core mod is causing unusual locations to bug out and be non-functional
GenezisO 11 Feb @ 5:26pm 
plz update
Humbert 5 Feb @ 5:48am 
@Ben I‘m sorry,I don't know how to modify the ui to make it looks normal,most of the time,I just use rpfm(which is a tool to querying,modifying and creating mods) to delete the modifications of the ui folder in those mods.Fortunately,this way can help fix the invisibility problem but also make the ui look a little weird.So I recommend you try to find those mods which changed your ui folder and remove those modification
The Dark Ranger 30 Jan @ 12:22pm 
Can someone release a version without the problem since for some reason the author won't fix it himself?

Secondly what I am doing to minimize the problem (besides not playing as the dwarfs) is that I very carefully check corruption and public order for when I get a hidden location alert and then if I don't see any negatives then I just leave it be and hope for the best. the 5k removal one iss the dark elf ship which when removed gives tons of XP to all characters in the region.
Leaf 18 Jan @ 8:57pm 
please update i think this mod causes unusual locations to be unviewable
Ben 12 Jan @ 8:16am 
@Humbert Didn't work for me. The Deep is still invisible to me.
chaoticevilrussian 5 Jan @ 1:51am 
Can confirm that Humbert's idea with RPFM worked like a charm. And no UI glitches so far.
👁 1 Jan @ 11:12pm 
Desperately needs an update