Total War: WARHAMMER III

Total War: WARHAMMER III

True Emperor - Empire units for vlad and more
270 Comments
gsworker 2 Jul @ 12:45am 
Maybe a dumb question but I'm currently playing a empire run, and this mod wouldn't allow Vlad (as a NPC) to be a elector count for me?
ArdentFlame 31 May @ 6:41pm 
I have started a submod page for things I fix that are broken in this mod. Feel free to subscribe and contribute in the comments for anything everyone might find that isn't working properly with this mod at the moment; I'll see if I can incorporate it to my submod and get things fixed.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3491204068
jamie_van 29 Apr @ 8:20pm 
The Event scripts seem to be causing the crashes, I think I has to do with things getting changed when they added new factions in the last dlc, but I'm not sure.
Ralkorin 24 Apr @ 3:35pm 
I want to play with this mod but not sure what is causing crashes i cant find anything in the RPFM causing the issues, its likely in the scripting. and i have no idea how to trouble shoot that.
jamie_van 22 Mar @ 10:23pm 
The Dwarf Events from this seem to be causing a crash on end turn. Not sure exactly what's happening but it involves Karaz A Karak.
gilbertgv_9 19 Mar @ 3:39pm 
is this compatible with sfo?
Freekill_00 15 Mar @ 3:59pm 
Can you do this as a standalone with just the units?
jamie_van 27 Jan @ 7:34pm 
Is this working game keeps crashing for me around turn 25 and I want to find the cause.
jjwolowitz 24 Jan @ 6:55pm 
I cannot seem to find the mod. The English Patch appears in my load order, but this, the main mod doesn't show up in my load order. Any insight?
Draktanar 8 Jan @ 9:06am 
is there a way to recruit harkon and noctilius if we refuse the first turn dilemma ?
Sin 2 Jan @ 6:14am 
Update pretty please
Lord Kaycoro 27 Dec, 2024 @ 10:31pm 
needs to be updated (some of the custom techs are missing for me after the last update)
89055908509 4 Nov, 2024 @ 9:41am 
Please update!
Gabriel Corporan 18 Sep, 2024 @ 11:36am 
This mod is compatible with (Vlad and the Empire) It would be very interesting.
Archaon  [author] 9 Sep, 2024 @ 8:24am 
@grriffan

I just tried it and there was no problem. I suspect it's a conflict with another mod.
grriffan 4 Sep, 2024 @ 10:47am 
After new update - same problems. After capturing Reikland, when choosing "Become Emperor", the game crashes.
grriffan 17 Aug, 2024 @ 2:09am 
After capturing Reikland, when choosing "Become Emperor", the game crashes. What could be wrong?
Ultrackius 13 Aug, 2024 @ 10:57pm 
Does the same content go in effect if you play as Isabella?
jamie_van 10 Aug, 2024 @ 11:54am 
is this working? trying to figure out which mod is crashing my game
EYE 5 Aug, 2024 @ 6:41pm 
한국인임?
Yannic 1 Aug, 2024 @ 5:53pm 
This mod does make changes to the trait limit. Took me an hour to find the culprit, it should be in the description. Thanks for the mod anyway. :)
Archaon  [author] 22 Jul, 2024 @ 1:22pm 
@Thatguy

I intend to never make compatibility patches for mods that I don't use.
Archaon  [author] 22 Jul, 2024 @ 1:22pm 
@Duck on Quack

Elector Count unit mechanism of my mods are a bit different from vanilla, i might add some new way to increase count units cap for vlad, but not going to make other various mod's comp patch cause they are different.
Duck on Quack 22 Jul, 2024 @ 8:51am 
Would it also be possible to get a Unlimited Elector Count Units compatibility patch?
Thatguy 21 Jul, 2024 @ 1:23am 
would it be possible to get a radious compatibility patch?
Phukface 4 Jul, 2024 @ 5:41pm 
I'm assuming the answer is yes, but would this conflict with the tech tree compilation mod? There's a number of amazing mods this, this one included, that I'd like to see work alongside the tech tree comp since it adds many useful techs that add massively to longevity for campaigns
Archaon  [author] 3 Jul, 2024 @ 12:58am 
@Karz the Tanker

I have tested with current states of this mod and have no crash over turn 18+. you should check your modlist first.
Kraz the Furry 2 Jul, 2024 @ 6:43am 
Hello, I just tried this mod out. It seems to be working for the most part but I'm getting a crash around turn 16 or 17 that I can't seem to get around with this mod.
Archaon  [author] 12 Jun, 2024 @ 10:15pm 
@pryadko2011 no.
pryadko2011 12 Jun, 2024 @ 4:03pm 
Will it work if you play as Isabella LL?
RandomEdits 9 Jun, 2024 @ 9:51pm 
@bonty48 Sylvanians are death worshiping fanatics, you are correct. Which is why there should be some sort of Sylvanian variations of normal early game Empire units. It doesn't make sense for anyone else beyond Sylvania to even consider joining the forces of the damned.

That said, maybe there should be some of removal mechanic if the player gets too aggressive as an Elector Count or something.
bonty48 2 Jun, 2024 @ 3:03pm 
I disagree with @ramdomedits Sylvanians are all Vampire loving weirdos. I read Night's Dark Masters lore suplement for Warhammer rp and it is clear Sylvanians are creepy cultish hateful people who consider everyone foreign inferior to them and like their Vampire masters. It makes 100 percent sense for them to figth for Vlad even before he becomes official Elector Count.

Plus you become Elector Count right after you beat your first enemy in the campaign so what would even be the point of removing it?
Stankyarmpits 1 Jun, 2024 @ 4:30pm 
Love this mod. Gives vlad stuff he should have in base game! Always felt he should be a anti hero elector count.
Predatel 1 Jun, 2024 @ 10:18am 
Never mind, opened the mod and found that the traits are set to 80 for Vlad - removed it from the mod and now I got no issues.
Predatel 1 Jun, 2024 @ 9:57am 
Hi, found a weird interaction between this mod and the trait limit remover mod. Without this mod, I can get the normal infinite number of traits. When this mod is enabled, the limit is fixed to 80 traits. Is this a conscious choice?
Archaon  [author] 19 May, 2024 @ 4:33am 
@Goth Disco Punk

no. that should be cause by other mods.
Pootsie Sniffins 18 May, 2024 @ 11:44pm 
does this make vlad and azhag really friendly? or do i have something else doing that? i have 114 bonus relations with him despite having literally just met lol
Archaon  [author] 10 May, 2024 @ 8:47pm 
@ramdomedits

Thank you for the suggestion. I'll have to consider it in future updates.
RandomEdits 10 May, 2024 @ 8:10am 
A slight suggestion. Get rid of training field until after Vlad becomes an elector count or the emperor. Because I'm pretty sure normally, no one except death worshiping fanatics would fight along side with the forces of vampires. So once Vlad does become a legitimate count, people would, if begrudgingly, join the ranks of the damned.
Archaon  [author] 8 May, 2024 @ 6:24pm 
@Hiro

Fixed! thanks to let me konw.
Hiro 8 May, 2024 @ 5:35pm 
@Archaon and @Bones With the vassal elector counts, a system like or entirely from the "Empire Offices" mod but for each electorate would be neat if you guys could work that out. Regardless great mod and thanks for keeping it alive.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3237904523&searchtext=offices
Hiro 8 May, 2024 @ 5:29pm 
Weird bug but recruitment for units added by ToD disappear when the next stage of the unit recruitment building is built. I'm play testing to see if it is a mod conflict but just in case I wanted to let you know. As always thank you for your amazing work as it is my favorite mod
Archaon  [author] 8 May, 2024 @ 12:42pm 
New Update!

Changed so that when you get each runefang now also adds a elect counts state troops to the recruitment pool.

the recruitment rate is the same as the Empire except for the maximum recruitment rate of 1 card every 10 turns.

added elect counts state troops related effect to the emperor trait.

changed artwork for runefang / campaign victory.

fixed an issue where the empire forces red skill tree was not displaying correctly in the general skill tree.

fixed a issue that caused runfang to be awarded upon defeat with or without province capture instead of being awarded as an event when he preemptively defeated + captured all provinces.
Archaon  [author] 6 May, 2024 @ 8:37am 
@Bones

i had the same idea from the very beginning of the development of this mod.
but the problem is time. I simply don't have much time to test/think about new ideas, scripts, etc.
anyway thanks for the suggestion and I'll give it a shot if I have time in the future in any way.
Bones 6 May, 2024 @ 8:27am 
Had some problems loading the mod but unsubscribing and resubscribing fixed the issue.
Bones 6 May, 2024 @ 7:55am 
Thanks for the update!

One suggestion I have is if you could add Depth Guard from Vampire Coast to Vampire Counts? I think it's quite thematic to have Vlad focus more on the Midnight Aristocracy than pure undead.

Another interesting idea would be a pathway to Vlad incorporating Death / Necromancy magic into gunpowder like Elspeth Von Draken does.

Finally, I quite like the idea of Vlad vassalizing the Elector Counts. Perhaps there could be a way to replace them with Vampire Lords? Similar to Chaos corruption mechanics and turning people into demons.
InstantClassic 6 May, 2024 @ 6:20am 
thank u for your work
Pootsie Sniffins 6 May, 2024 @ 5:50am 
thank u champion
Archaon  [author] 6 May, 2024 @ 5:36am 
New update!

- Vlad's skill tree added with this mod will be removed indefinitely until I can get a proper balancing.

- engineers and some units added in the new dlc have been added except for those related to morr (which, of course, require dlc).