Total War: WARHAMMER III

Total War: WARHAMMER III

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Fully Custom Garrison - 6.x Update
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Tags: mod
File Size
Posted
Updated
4.382 MB
19 May, 2024 @ 6:24am
3 Aug @ 8:28am
53 Change Notes ( view )

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Fully Custom Garrison - 6.x Update

In 2 collections by BlackJackGear
Mod List Multiplayer
65 items
Fully Custom Garrison - Recommended Mods
8 items
Description
Features
Custom Garrisons
Fully customize your garrisons by adding exactly the units you want to defend your settlements.
Also allows you to take your units out of the garrison again or disband them.
This does not work for standard garrison units added by buildings, those cant be interacted with.

Settlement Recruitment
No general needed anymore, recruit your units directly into the settlement garrison.

Garrison Generation
No more boring default garrisons, with greatly adjustable garrison generation settlement armies will be much more varied.
Including modded units in garrisons, if the compatibility submod is used.
The AI uses this feature by default, but should you not want to manage your garrisons, it can be enabled for the player as well.

Garrison Upkeep
This feature is currently in BETA and can be enabled in the mct settings.
Settlements provide upkeep free slots for a number of units, any additional units will cost regular upkeep.
For detailed information see the feature guide here.

Default Hero
Every settlement gets a hero randomly selected from the factions available generic heroes.
These heroes can be changed and have skills and spells if this mod is used as well.

Multiplayer Support
The mod needs a utility mod to be playable in multiplayer and can be used on any map, including the multiplayer only mini campaigns.
Multiplayer Sync

MCT Adjustable
A wide range of MCT options are available to adjust garrison strength, build speed, composition and more.
See the guide here for more info.

Mod Support
A collection of compatibility patches with support for mod added units is available here.
Should the mod you wish to play with not be included, please write a compatibility request in the compatibility discussion, or in the submods comments.

Mods that need compatibility patches:
!ONLY IN MULTIPLAYER!: MCT - Patch here


Images
The beautiful settlement skins are from OvN Lost World go get it!
The southlands units are from Cataph's Southern Realms (TEB)
The albion units are from OvN Lost Factions: Albion
The araby units are from OvN Lost Factions: Araby
Campaign lighting and effects Campaign Weather Overhaul
Campaign map improvements Dynamic World
Camera Mod Screenshot Campaign Camera

If you don't want me to display screenshots with your work in them, I will remove them!


How to use
Adding units to a garrison is as easy as selecting them while your army is inside a settlement and clicking the new button below the disband button.

Taking units out of the settlement is done the same way, by selecting the units in the garrison view of the settlement.

Units can be recruited directly in the settlement via a new button located beside the hero recruit button.
Available recruitment slots depend on the settlement level.
Where possible effects that increase unit rank and reduce recruitment cost are taken into account.
A character in the settlement should give their unit rank and recruit cost bonuses to settlement recruitable units as well.
Since effects are a pain in this context its not perfect!


Planned Features
These are planned features that will be added in some form, roughly in order of priority.

  • Compatibility between garrison units and unit caps - planned for ~Q3
  • Adding additional heroes to the garrison - planned for ~Q4
  • Unlimited garrison / army size - would you be interested in that?
  • Compatibility with Warband Upgrade feature for garrison units?

I am undecided on the ones with ?, let me know if you would be interested in something like that.


Compatibility
The mod is generally compatible with most others, exept if they modify specific parts of the settlement ui.
Mods that add factions or units will not be able to utilize them for custom garrisons unless included in the compatibility submod.
Apart from that most things work fine, including mods like SFO and The Old World series.

MCT is listed as a requirement but not absolutely needed, it is heavily recommended but you can play without it.

Recommended Mods
Compatibility Submod
List of mods included in compatibility submod

If you have a request for mod compatibility let me know in the relevant thread.


For Modders
Since maintaining the submod is a pain, I scripted the whole process, if you want me to include compatibility for your mod, write me a message.
If you really want to know how to set up compatibility for yourself, see this guide.
The unit to faction association is done via units_to_groupings_military_permissions_tables so you mod needs to have that table.


Thanks
Many thanks to the people over at Da Modding Den for the tools and help they provide!
Without them none of this would have been possible!
Popular Discussions View All (6)
100
1 Aug @ 4:39pm
PINNED: Mod Compat
BlackJackGear
27
1 Aug @ 6:58pm
Bugs
BlackJackGear
11
4 Jan @ 5:13am
Balance
BlackJackGear
330 Comments
Khaton 13 hours ago 
Oh well, even just being able to move units from my army into the garrison is a massive plus, thank you for making this.
BlackJackGear  [author] 14 hours ago 
@Khaton sadly yes, I had to do some annoying workarounds to get settlement recruitment working.
The further you go into a campaign and the more effects are active on the settlement the worse it gets, I might make a stripped down light version at some point
Until then your best bet is to disable settlement recruitment in the mct options
Khaton 22 hours ago 
Nevermind, somehow i got to start a campaign without those lag spikes, i thought i was the landmark mods that were responsible, and deactivated them and reactivated each on its own without issues, and then all of them, again without issues.

No idea how things got fixed, i'll have to see if it stays that way when i'm 50 turns further into a campaign.
Khaton 2 Aug @ 2:25pm 
There's some more info to add: building/upgrading buildings also cause lag, i've also got multiple landmark mods active and some of these landmarks add garrison units like defensive structures do.
Khaton 2 Aug @ 1:53pm 
Heya BlackJackGear, i understand that loading turns will take longer with this mod, but is it normal for there to be lag spikes whenever i click on settlements, the garrison recruitment button and whenever i click on a unit to recruit to the garrison?

I've got quite a large number of mods installed, but the only one that i can think of that does something with settlement UI is Building Slots expanded, i also have warband upgrade mod for all races, crafting system mod, scrap upgrade mod for each race, which add buttons to the UI, not sure if that has an influence on this mod in any way?
Or is it a load order issue? i've got this mod placed far down the list, maybe it needs to be placed higher?

Mind you i don't have all mods for all races on at the same time, currently running empire and have the specific mods active for that faction only.

I hope you could help me out, because i really love this mod and would hate to do without it.
FiftyTifty 31 Jul @ 3:12pm 
That's a really big brain way to do it tbh! I wonder if that can be done on horde armies...Could be an awesome way to fake the Waaaagh system for some factions but we can modify it via script.

At least in TWW2, we couldn't do anything with Waaagh armies, they weren't properly exposed to the scripting system.
BlackJackGear  [author] 26 Jul @ 2:11pm 
If you have been using the comp path for 3 rows of building slots, that one is not needed anymore and you can get rid of it.
The mod should also be more compatible with other ui mods in general.
BlackJackGear  [author] 26 Jul @ 11:38am 
UI Update
--updated ui for settlement recruitment, no longer overwrites vanilla settlement panel.

This is a big one, let me know if you find any issues.
BlackJackGear  [author] 25 Jul @ 8:38am 
@FiftyTifty sadly not.
Garrison units are added only via buildings, so whenever I need a unit added, I build a hidden building in a foreign slot.
That building then provides the unit to the garrison.

@Señor Bucket if you want me to do something about it, I need more info then that.
FiftyTifty 25 Jul @ 7:44am 
Damn this is an amazing mod. I took a look at the script to figure out how you're adding them to the garrison army. Are you simply getting the garrison residence military force's general, and adding the unit to it like any other army?