Total War: WARHAMMER III

Total War: WARHAMMER III

101 ratings
Survaldor's Major Knightly Orders
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Tags: mod
File Size
Posted
Updated
70.649 MB
22 Dec, 2023 @ 2:26pm
9 Jun @ 5:55pm
30 Change Notes ( view )

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Survaldor's Major Knightly Orders

Description
"I am eager to discuss knightly virtue further with Sir Guy or any other Bretonnian who cares to call mine into question. My lance and I will shortly put the matter to rest."
—Sir Theodoric von Ritterstein, Knight Panther, in response to a Bretonnian Knight questioning his 'knightly virtue'

Content
This mod adds the remaining major Knightly Orders to the Empire roster, the Knights of the White Wolf (and Teutogen Guard), Knights Panther, and the infantry arm of the Reiksguard.

This mod also makes the Temple of Ulric chain buildable by all Empire factions, instead of only Middenheim. The Knights of the White Wolf and Teutogen Guard can be recruited at the Ulrican buildings, the Knights Panther at the Tier 3 Empire Stables and their Chapterhouse, and the Reiksguard Swordsmen can be recruited where the Reiksguard can be recruited. All units are added to garrisons where it makes sense (e.g. Reiksguard Swordsmen to the Reiksforts).

All units should benefit from respective technologies and lord skill levels. Additionally, this mod re-balances the Knights of the Blazing Sun, giving them proper 110 armour, replacing the spell resistance with fire resistance and increasing their leadership to 72.


Compatibility
This mod should be compatible with almost everything, aside from some minor things (e.g. the text on the skill and tech trees which were modified). Also since the stats for the units are balanced for vanilla, for any overhaul mod they need to be adjusted. If you find any incompatibilities, please let me know.
My standalone Knights of the White Wolf is unnecessary whilst running this mod.
This mod's units are part of SFO, therefore is there no need to have both this and SFO activated.
This mod has in-built TTC compatibility, so no patches are needed.



Credits
- GLF for Knights Panther models and unit card and Reiksguard Swordsmen unit card
- Xoudad & Willemsen two of the head models and textures, updated by me
- Ser_James for one of the head variants, minor texture adjustments by me
- Homer for the armor models and textures for the Knights of the White Wolf
- r1kko for the Teutogen Guard and Knights of the White Wolf unit cards, adjusted by me
- Courtesy of Venris and the SFO Team for the hammers
29 Comments
Survaldor  [author] 10 Jun @ 4:37am 
@raw666 thank you a lot!
raw666 9 Jun @ 8:41pm 
Thanks for all your great work. I hope you get more likes for this is thee version of Ulric and Panther Knightly House in my head.
Sombidy 31 Dec, 2024 @ 8:48am 
thank you for ur great work!!
Survaldor  [author] 31 Dec, 2024 @ 8:22am 
Yes!
Sombidy 31 Dec, 2024 @ 7:31am 
updated for 6.0?
Firo 1 Jun, 2024 @ 7:03pm 
Is it me, or do the units not show up in the standard redline buffs?
cexyscouse 23 May, 2024 @ 12:52am 
@Survaldor Is their a double unit size submod for this? This collection has all the units I really miss from my days playing tabletop!
Survaldor  [author] 1 May, 2024 @ 5:26am 
Updated for 5.0, runs in custom battles fine atm and I am testing it right now for campaigns!
Only difference with the KotWW and Teutogen Guard mod is minor balancing, but since most tables are the same of both mods they should work fine when you run together (but why would you?)
sigmars_disciple 1 May, 2024 @ 3:55am 
And say a really knight-crazy user (asking for a friend!) would be so crazy and run this mod together with White Wolf & Teutogen guard mod even though that's not how you intended, will there

1.) be just some minor overlap in units, maybe 2-4 units "doubled" in recruiting
2.) be major interference so it's really not recommended (add that to compatibliity info here! Text says "unnecessary" which will means to me "rather not do it as it's pretty pointless, but it will def work without problems...)
3.) be a CTD that doesn't let you get to the main menu

P.S. Info from my "friend": Your other mod pairs well with the "Boris Todbringer" mod by biubiu which I always like to turn on. It grabs units for starting army from your other mod if it's there. This here would be my fav to run though...
sigmars_disciple 1 May, 2024 @ 3:46am 
So this was updated this morning - does that mean it's ready for 5.0?

You should clarify that on your mods in the top comment if you can. Especially given the update time. Everybody coming through here will have that same question. And it's not as easy peasy as it looks...

For example, most of greator's mods have also been updated late last night - so after the update was out for half a day - plus he's usually on the ball super early. But I believe this time, they're NOT 5.0 ready at this point. It might differ from modder to modder which makes it hard from a user POV to get the mod count up without getting nervous breakdowns <3 Thx