Total War: WARHAMMER III

Total War: WARHAMMER III

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Local Recruitment for Warriors of Chaos
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856.046 KB
3 Jul, 2023 @ 10:37am
25 Mar @ 2:01pm
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Local Recruitment for Warriors of Chaos

Description
*A word of caution for both players and modders alike*
This mod is based on an old form of recruitment for WoC that should be deprecated but was simply disabled and hidden instead.
There's the concrete possibility that CA could completely remove or break this feature with future updates related to WoC: in that specific scenario I will NOT be able to fix this mod.
You have been advised.

*Please consult the Known Issues and QA sections before commenting, thanks.*

This mod restores the Local Recruitment option for WoC (Warriors of Chaos), you'll be now able to recruit the vanilla WoC roster directly from the Dark Fortress' building chains.
Do note that this mod also allows this type of recruitment for custom WoC units: if you are a modder and want to use this method for your mod just follow this quick guide https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2998525410/3805027864674661182/
In fact: I mainly made this mod just to have a reliable way to put my custom WoC units in campaign without cluttering the Warband Ui.

*QA*

-"What about the balance?"
Again: this mod was mainly made to have an easier way to put my custom WoC units into the campaign without the need to use the Warband system.
>>*Using the Local Recruitment option, while also having access to the Warband system and upgrades, is going to make your faction a little OP sooner than later.*<<

-"Does the AI have access to this?"
Didn't test that, but if we assume that the AI is following the same recruiting rules as the player they should (in theory) have access to this type of recruitment.
Will the AI use this type of recruitment or completely ignore it?
No idea, it's entirely up to the AI at the end of the day.

-"Is there a way to increase my local recruitment slots beyond two?"
Not to my knowledge, sorry about that.

-"Does this also work with the allied outpost mechanic?"
Yes! Be sure to build the outpost on a province with a Dark Fortress, though.

-"I can't recruit X vanilla unit with this method"
Due to problematic balance a good part of the WoC daemonic extended roster cannot be recruited with this method, you'll have to recruit those units with the normal WoC recruitment.
Consult this discussion to know which units are covered by this mod https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2998525410/3817418437355854805/

-"I opened the mod with RPFM and I'm getting a datacoring warning, is that normal?"
Normally you'd want to avoid datacoring, but in the case of this specific mod datacoring was necessary, so yeah: it's normal.

-"How can I use this mod to put my custom WoC units in campaign?"
Follow this quick guide https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2998525410/3805027864674661182/

-"Can you also make stuff related to global recruitment?"
No.
Global recruitment go beyond the scope of this mod and I have no idea about how to achieve such a thing.

-"SFO/Radious ecc. ?"
As a matter of fact I'm officially retired from SFO/Overhaul related mods.
As always: If you already have previous experience in SFO submodding feel free to make an SFO version out of any of my mods that are currently missing one, I will link your submods if you provide me with a link.

-"Your mods are ugly and janky, why? just why?"
Here's a friendly reminder: I'm just an amateur and nothing more.
If you want beautiful stuff with no jank then stick with CA and/or professional modders and avoid my mods, simple as that really.

*KNOWN ISSUES*
-Some vanilla unit cards were already visually tied to the Black fortress' building chain despite not being directly recruitable from there due to the Warband system.
You'll notice a few duplicates in the building browser but it's just a little visual bug.

*COMPATIBILITY*

Should be compatible with pretty much everything EXCEPT other mods that datacore the Vanilla ui_features_to_cultures_tables table and possibly mods that heavily modify the Warriors of Chaos UI and/or add new recruitment button/s.

Consult this discussion to check the known incompatible mods https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2998525410/6273018183374262029/

And that's all I guess!
Credits time!

Thanks to Phazer for RME editor!
Thanks to H3ro and his great tool!
Any of this would not have been possible without Frodo45127's RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!
96 Comments
lordziffy 7 Jul @ 10:46pm 
Anyone who has extensively used this mod, how does it affect the AI?
zerg93  [author] 27 May @ 1:17pm 
Can't confirm nor disprove anything about multiplayer, since all of my mods are tested and meant to be used in singleplayer, sorry.
There is still a chance that the mod still works just fine even in multiplayer but since I don't have any concrete and certain data regarding desyncs and other multiplayer related issues that could affect this mod at ANY point of a multiplayer campaign, It would probably be better to just avoid this mod and be safe and stick with mods that are actually tested and meant to be used in multiplayer.
senf71 27 May @ 12:48pm 
Is this stable in Multiplayer? Is it known to cause Desyncs?
zerg93  [author] 21 Apr @ 8:46am 
Can't confirm this myself, but there have been multiple instances of people claiming that this mod did in fact manage to improve AI recruitment a little bit.
You would probably be better off with a proper AI mod if you want the AI to perform better, though.
Espritviril`` 21 Apr @ 7:56am 
Did anyone test this mod and how is their experience with AI? I want to use this mod to make AI Chaos factions create better armies. Does it impact AI recruitment.

I want to find a good mod that improves Chaos Factions by using more late game units, will try this out, sounds good.
zerg93  [author] 25 Mar @ 2:04pm 
Updated for 6.1, as per usual: *if you are still having issues after the update please make sure that you are not using an outdated version of this mod, (due to Steam not updating stuff properly) by unsubbing and resubbing OR by forcing the mod update through your third party mod launcher.*
zerg93  [author] 22 Mar @ 8:44am 
You are welcome and I'm glad that you managed to fix your issue!
Have a nice a day! :re3stars:
the critter 22 Mar @ 4:48am 
okay, so, i looked around in my data folder but i didn't see anything, verified the files again, still didn't work. tried using a third party mod thing, still crashed on startup. eventually, i did the nuclear thing. i unsubbed from all my mods, i uninstalled the game, then went into my files to delete everything left over and reinstalled the game. this surprisingly worked, my best guess is that i missed mod files somewhere that were causing an issue, so thank you for the help
zerg93  [author] 20 Mar @ 5:16pm 
As a last resort you could always try to "go nuclear" and unsub from all your mods and uninstall the game and then do a clean game's install but in my experience that rarely ever fix anything so you should avoid that if possible (plus, it's definitely NOT worth it to do all of that just for a single mod).
If anything of that still didn't manage to fix your issue I'm sorry but, as sad as it sounds, I'm unable to fix your issue and you should probably give up on this mod.
From my part I can only confirm that this mod works and that I can't replicate your crash, so the issue must be on your end.
zerg93  [author] 20 Mar @ 4:56pm 
You can easily spot a modded pack file by their unique name and because they also have a png file with the same name, in that case delete both of those files but again: be sure to NOT delete vanilla packfiles.
*The correct place for subbed mods for WH 3 is in /SteamLibrary/steamapps/workshop/content/1142710.*
-You may have missing some Chaos related DLCs? It was never confirmed and I'm still skeptical about it since on paper there is nothing inside that should trigger a crash without a specific DLC so I have a lot of doubts about that.
-You may still have corrupted files around somehow? You already verified the files though so you should be already fine.
Beside that I don't have anything else to suggest since the only instances that can cause a start up crash with this mod are either trying to run an incompatible mod along with this mod or trying to run an outdated/corrupted version of this mod, but you already told me that it's not your case.