Total War: WARHAMMER III

Total War: WARHAMMER III

Control your own Criminal Underbelly
55 Comments
Gingusa 6 Jul @ 4:12am 
ok i realized he has settings in mct for his other mod that lets skaven settlements spread undercities, it allows undercities under skaven and also under your own settlements, so maybe they were deleting them. now i have to wonder if i even need your mod or if its doing the same thing his does..
Gingusa 6 Jul @ 3:31am 
i wanted to try this mod out which is why im playing some mors right now, and the undercity under my settlement is just disappearing and you claim its compatible with everything but ill try without the other mod and see if it still goes away
Gingusa 6 Jul @ 3:28am 
im also using "Under-Cities Survive Razing" both of your mods also prevent the undercity disapearing when above city is raised i wonder how they interact? the other mod provides a building button that lets you manually take over the above settlement i wonder if it works with your mod? before i have had a chance to try it im having an undercity in progress disapear over the end turn..
Gator 13 Jun @ 6:31pm 
Damn I love this mod
Draktanar 2 Jan @ 2:34pm 
it seem to work with cults, i'm running a game with N'kari and i have conquered town with cults without loosing them. I looked at the files modified by the mod, and i thin kit should work for pirate cove, undercities and cults, could be worth mentioning in the description :)
All is Dust  [author] 30 Dec, 2024 @ 3:24am 
You will have to test it but since that wasn't the original goal of the mod probably not.
Draktanar 29 Dec, 2024 @ 2:14pm 
also interested in knowing if it work with cults and such
Majyek 25 Aug, 2024 @ 2:20am 
I wonder if it works with vampire covens mod.
Belial 14 Aug, 2024 @ 5:08pm 
Okey, never used context viewer before but it is really intuitive and I can confirm that even re-enabling the toggle button and using it, no cults remains (there is no buildable slot)
It seems to me, it really gets destroyed by the end turn
Belial 14 Aug, 2024 @ 4:54pm 
Well, right now I did what I said, so we can exclude that it is some other mod or the type of building.
I'll try to click on other menu, while in the context viewer I'm not sure how the cults are visualized but I can try also that.
All is Dust  [author] 14 Aug, 2024 @ 4:35pm 
@Belial It is possible that the cult is just hidden visually if it is try to click something else like a different region/province and then reclick on your settlement or use the context viewer which enable in the settings to try and find it
Belial 14 Aug, 2024 @ 4:27pm 
Me neither but the building wasn't anything related to the blow up and spawn of an army typical of underbuildings.
I'll retry right now, using only these two mods, without building anything and building something else.
All is Dust  [author] 14 Aug, 2024 @ 4:20pm 
@Belial Hey yes that mod is compatible with this one. I don't see why a cult you build would be destroyed unless you build one of those buildings that do something and destroy your cult.
Belial 14 Aug, 2024 @ 1:30pm 
Could this mod be compatible with this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906399542 ?

Trying both at the same time resulted in a pre-established cult under my city only on the turn of conquest and then destroyed at the end turn.
All is Dust  [author] 31 May, 2024 @ 11:51am 
@WeaponisedMoron_2 no, that is script base and will only spawn beneath other settlements that aren't own by you
WeaponisedMoron_2 31 May, 2024 @ 7:17am 
Does subterranean pits and mineshafts (5% and 10% chance to expand underempire to neighboring settlements) work on your own settlements?
All is Dust  [author] 4 May, 2024 @ 5:26pm 
Updated

@Zagin what was the issue, it should still work without me having to update it ?
Zagin 4 May, 2024 @ 9:41am 
so i cant seem to get this mod to work with it does say its fo an old version eny chance we can get a fix ?
Paradux 21 Mar, 2024 @ 8:51am 
@All is Dust. That's right. To avoid overriding the whole table, a script seems necessary to delete cults on occupation
All is Dust  [author] 20 Mar, 2024 @ 5:34pm 
@Vanidas that mod probably deleted any cults via script so nothing this mod can do about it.
Vanidas 20 Mar, 2024 @ 2:19pm 
This doesn't seem to be compatible with the Regular Cities for the Changeling mod. Occupying a city as the Changeling will automatically destroy the cult. Any chance for a fix? :D
ChopChop 13 Mar, 2024 @ 1:41pm 
"What happens if you call a vermentide beneath a settlement you own? The army spawns your settlement isn't destroyed and the undercity is destroyed." i call this a feature, basically "let's pack up boys and we are leaving this place" :D also actually the way to destroy your own undercity :)

I'd like to confirm additional funtionality with other mods that establish cults like the mod below, thus also 100% extending this to all other mods that function on cults mechanics. Also confirmed with Kairos campaign with vanilla cults.
Vampire Covens
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859757565
All is Dust  [author] 15 Jan, 2024 @ 3:36pm 
@iffy thanks for sharing added to the description
iffy 15 Jan, 2024 @ 10:03am 
In the description of the mod, you mentioned that you don't know if the Deeper Mineshafts works on putting undercities under your own cities. It does not. Source: 300+ turn Skrolk campaign
Saeb 7 Jan, 2024 @ 11:00am 
Oh I misunderstood the mod. My bad.
All is Dust  [author] 7 Jan, 2024 @ 6:39am 
@Saeb this mod allows you to build unercities beneath your own cities, the only one that could destroy your undercity would be you. Either you destroyed your own undercity or I don't know what you are talking about.
Saeb 6 Jan, 2024 @ 2:56pm 
Doesn't work. My undercity got discovered and destroyed. Please update.
All is Dust  [author] 14 Sep, 2023 @ 8:26am 
@PIXY_UNICORN yes it still works
PIXY_UNICORN 8 Sep, 2023 @ 2:12am 
Does this mod need an update with 4.0? As it added changeling cults
iDon'tSpeakRussian! 3 Jun, 2023 @ 1:54am 
Hi guys, anyone using Morathi Cults mod and would like to keep them like skaven undercities here you go

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2984258150
PIXY_UNICORN 23 Apr, 2023 @ 3:32am 
Awesome, thank you for letting me know!
All is Dust  [author] 22 Apr, 2023 @ 4:05pm 
This mod doesn't need to be updated
Ooh-la-la, It's GAGA!! 19 Apr, 2023 @ 5:40am 
Does not need an update i take it?
All is Dust  [author] 10 Feb, 2023 @ 1:46am 
@Guvenoren
Yes the mod applies applies to the AI but it won't take much advantage of it. All the times it used these new abilities is accidentall.
Guvenoren 9 Feb, 2023 @ 7:39pm 
Does this work for the AI?
eldiabs 1 Feb, 2023 @ 8:39am 
Can't quite remember. Whatever tab the Pestilence Brotherhood unit disable options are under in the MCT. There's a section below the unit disable options with an option to disable the automatic undercity spawning/growth thing it adds. Don't have that modlist currently loaded so that's the best I can do. This linked mod works fine with criminal underbelly though: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2867163312
Jester Orion 1 Feb, 2023 @ 4:42am 
'm aware, its required for no small amount of major mods. I can't find the tab its under is my issue.
All is Dust  [author] 1 Feb, 2023 @ 4:16am 
MCT or mod configuration tool is a mod that allows other mods to have settings you can find in the top left corner
Jester Orion 31 Jan, 2023 @ 8:34pm 
@eldiabs Thank fuck you found it, was gonna tear my hair out playing with mods. I don't see the Pestilence Brotherhood thing you mentioned though, what's it under?
All is Dust  [author] 28 Jan, 2023 @ 2:09pm 
good to know, thanks fgor testing and finding the problem
eldiabs 28 Jan, 2023 @ 11:41am 
Think I found the culprit although I could be wrong and it was just script conflicts that worked themselves out. If I'm right it's probably the Pestilence Brotherhood undercity growth option via the MCT. I disabled it on tests and undercities no longer seem to be randomly purged. Who knows with this nightmare of a load order I have. :]
eldiabs 27 Jan, 2023 @ 10:12am 
No idea why, but undercities are being automatically purged from my skaven regions somewhat randomly. Just get a blank notification saying the settlement was purged. Weird stuff. Wonder if it's related to installing the undercity via a battle vs using a warlock. Will have to test further...
rayden_solo 26 Oct, 2022 @ 2:14pm 
if only we could use a variant of secret sanctum to spawn undercities underneath our own settlements, kind of like your Dwarven Underway mod
All is Dust  [author] 14 Oct, 2022 @ 12:39am 
@DangerOS yes but that is outside of what I intend for this mod
DangerOS 13 Oct, 2022 @ 8:44pm 
is it possible to give coves more slots?
Rasul 1 Oct, 2022 @ 3:58pm 
It seems that die undercitys i produce with an warlock engineer dont produce money with the building thats supposed to net you 10 / 20 / 30´% from Base Income from enemy settlement.
All is Dust  [author] 30 Sep, 2022 @ 8:38am 
Thanks for the info I think I can fixe it with a script expect this Sunday
Flying Fox 30 Sep, 2022 @ 4:56am 
Actually, seems that this is a vanilla issue. Silent sanctums are also inaccessible for razed settlements.
Flying Fox 30 Sep, 2022 @ 4:42am 
I tested this mod by establishing an undercity with an agent and then razing the settlement. The undercity is still there, but I can't access it (cannot see the buildings or build new ones).
All is Dust  [author] 11 Sep, 2022 @ 3:46am 
Yes