Total War: WARHAMMER III

Total War: WARHAMMER III

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Herald's Start Positions - Mod Compilation
   
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File Size
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534.449 KB
23 Apr @ 1:50pm
17 Jun @ 2:12pm
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Herald's Start Positions - Mod Compilation

In 2 collections by Herald
Herald's Start Positions
15 items
Herald's Mod Collection
31 items
Description
Herald's Start Positions is a series of lua script based mods which provide alternative start positions to hand-picked Legendary Lords and nearby minor factions on the Immortal Empires and IE Expanded campaign map(s).

They are continually developed with the purpose(s) of enhancing world immersion and improving campaign balance, while maintaining overall polish.


Herald's Start Positions - Mod Compilation brings together all currently available Herald's Start Positions mods in a single Steam Workshop subscription. With the growing number of HSP and other mods that I make, this and Herald's Other Mods - Mod Compilation have become essential in providing a streamlined setup for delivering the complete Herald's Mods experience.

All future HSP mods and updates will be included in this compilation as soon as they are released.



A detailed, high resolution map of all Herald's Start Positions changes, made using nopeace.net, can be found here[i.imgur.com].

Nopeace.net's Immortal Empires map is a bit outdated when I'm writing this, so the factions from 6.0 are represented by different faction symbols. Factions that start without a settlement are represented owning the region they start the campaign in, except for the Changeling, as he can't own settlements, and besides Morghur in Bretonnia, the Beastmen LLs whose start positions I didn't change.


The Herald's Start Positions mod collection links to all HSP mods currently available, which have been used to create this compilation.

You can also use my mod compilations to simply test all of my mods at once, and then pick and choose the ones you like by subscribing to them separately.


For easier access, I'm listing all HSP mods with hyperlinks here as well:

Ostankya in Kislev
Kislev & Norsca
HSDM - The Black Pit Tribe
Gelt in the Empire
Drycha in the Forest of Gloom
The Changeling in Cathay
Yuan Bo in Cathay
Alberic in Bretonnia
Morghur in Bretonnia
Athel Loren
Grom & Eltharion in Ulthuan
HSDM - Golg Maneater
Northern Chaos Wastes
Volkmar in the Border Princes

The separate Steam Workshop entries contain information about each of the mods, their screenshots, changelogs etc.


Keep an eye out for the HSP mods I plan to make in the future, which are listed in my complete mod collection's description, and will be included in this compilation when they are released.

It should be noted that there is a certain bias towards moving Legendary Lords into the Old World and its surrounding regions in my mods, as the primary theatres of war, and the most extensively covered area in the Warhammer Fantasy lore.



These mods are fully compatible with Mixu's Unlocker and Immortal Empires Expanded. They were not developed with a focus on any new faction mods. The Victory Conditions Overhaul mod overwrites the vanilla victory conditions, including the changes made by these mods.

Herald's Start Positions mod series should work with mods like SFO: Grimhammer III, which rebalance different aspects of the game, but generally do not touch the start positions of the factions.


I'd like to thank Porkenstein and Swissbob for the script framework which I'm using across my start position lua script mods, and nopeace.net for providing the Immortal Empires mapping tool which is of great value in showcasing these mods. Other credits are listed in each of the individual mods' descriptions.



Discussion

I've looked up the Mod Configuration Tool to maybe make the compilation configurable, so you can choose which start positions you want to change that way, but the tool, from what I've gathered information on it and correct me if I'm wrong, only deals with lua scripts, and some of my changes also use db tables and loc files.

If you want to configure which of my mods are being used, I recommend that you subscribe to them separately, and organise them using Prop Joe's Mod Manager's Categories feature. It will make it easy for you to turn all or some of my mods on or off for your campaigns at once, without losing any of the features or polish of my mods.

Talking of polish, some things are impossible for me to polish without start_pos modding, which is a different world of Total War modding and would significantly decrease the modularity and compatibility of my mods.



Coming up

You can find the list of all of my upcoming mods in my complete mod collection's description.


Keep up to date

If you enjoy this mod compilation, be sure to like it and add it to your favorites.



If you'd like to know when the newest mods and mod updates drop, you can follow me on the Steam Workshop, Facebook[www.facebook.com] and X.[x.com]


Feedback & Support

If you'd like to discuss any aspect of my mods, report a bug, or drop by for a chat, feel free to join my Discord server. I've also started making videos about TW: Warhammer III, so consider subscribing to my YouTube channel. For those who’d like to support financially, contributions via PayPal are greatly appreciated.

[discord.com] [www.paypal.com]


Any form of support means a lot. Thank you!
6 Comments
Herald  [author] 18 Jun @ 11:56am 
@Crimson ReapeR Hey there, it most likely isn't, to some degree, it wasn't developed keeping any new LL or faction mods in mind.
Crimson ReapeR 18 Jun @ 9:47am 
hiya, is this mod compatible with Mixus legendary lords, crywars characters and bad legendary characters mod?
Herald  [author] 14 Jun @ 5:41am 
@Eretryg Where I found the vanilla victory objectives not to make sense anymore, I adjusted them. The mods are technically compatible with VCO, as VCO introduces completely new victory objectives, and disables the original victory objectives I adjust with my mods.
Eretryg 14 Jun @ 3:32am 
Does this mod also change the victory conditions?
Herald  [author] 25 Apr @ 2:56pm 
@modmodmod Thank you very much for your kind words, now and before. This is not the end however, I still have many more mods to create. :D
modmodmod 25 Apr @ 2:52pm 
I was the first to comment on your first mod, and now you've finally completed the Compilation. Great work. Really cool!