Total War: WARHAMMER III

Total War: WARHAMMER III

Tomb Kings: Extended & Arkhan The Black: Expanded Submod
373 Comments
Stephen  [author] 1 Jul @ 11:16am 
No worries!
Drewdat72903 1 Jul @ 11:16am 
Thank you! didn't realize it was tomb kings extended causing this glad I checked the comments here
Stephen  [author] 30 Jun @ 2:14pm 
I shall take a look this week after work sometime.
Arkanis 30 Jun @ 12:53am 
Hey again, I just noticed that the Mortis Engine, Zombies, and Carrion aren't recruitable anymore. The Mortis Engine was a part of the wh2_dlc09_tmb_estate line before so it seems like Tomb Kings Expanded's estate building overwrote the recruitment entry for that. Same thing happened to Carrion (Public Order line) and Zombies (Growth line).
Arkanis 28 Jun @ 10:16am 
Awesome. Thanks for your work on these mods.
Stephen  [author] 28 Jun @ 10:12am 
Ah yes, sorry, I completely misread that. I've taken another look and I'll push a fix that re-enables the Estate building.
Arkanis 28 Jun @ 10:01am 
That's odd. I'm playing as Arkhan and the right-most building under infrastructure has a T4 variant with Ushabti Ancients as a recruitable unit. The building chain starts with the Nehekharan Peasant Tombs (wh2_dlc09_tmb_estate_100) where you can recruit Skeleton Slave Labourers.

The building it looks like I'm talking about is wh2_dlc09_tmb_estate_1 with Ushabti Ancients being tmb_ushabti_great_weapon

I currently only have IEE, Mixer, MCT, and Agemouk's Tomb Kings Expanded enabled so I don't think it's from a different mod.
Stephen  [author] 28 Jun @ 1:36am 
Looking at just TK: E, there is no tier 4 to the burial mound. He also doesn't have access to Ushabti Ancients either. Which faction are you playing with?
Stephen  [author] 27 Jun @ 3:58pm 
I'll have a look into that.
Arkanis 27 Jun @ 3:51pm 
Hey just wanted to note that this submod isn't accounting for the Royal Burial Chamber building chain from Tomb Kings Extended. It isn't allowing us to recruit the Ushabti Ancients at T4 since there is no T4 variant of the building with this submod.
Stephen  [author] 20 Jun @ 12:18am 
Yup, just pushed an update.
JazzMonk 19 Jun @ 4:15pm 
This is one my favorites. Still working?
Stephen  [author] 1 Jun @ 4:13am 
I think you need to resubsubscribe to the mods as I haven't had any other reported issues.
rob 31 May @ 6:52pm 
Getting an Error/Crash Report

The following mods cause a crash to the Database:
!!arkhan_the_black_submod.pack

The first invalid database record is
tmb_effect_crypt_AP_damagemelee_damage_ap_mod_addxereus_tmb_m
on_crypt_horror in table effect_bonus_value_ids_unit_sets_tables
and pack file !!arkhan_the_black_submod.pack

Any help?
Thanks :steamsad:
Stephen  [author] 22 Apr @ 9:36am 
There is my own submod for Radious, but I'm not looking to make any other submods for other mods though.
Dreadnaughty 22 Apr @ 2:14am 
Thanks @Stephen, can you make a submod for radious? Please 🙏🥺
2B 14 Apr @ 5:37pm 
if only theyd just update the TK's officially lmao
Stephen  [author] 14 Apr @ 9:39am 
You can use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3231132595&tscn=1744356941 for an SFO submod, but I don't think anyone has done a Radious submod.
Dreadnaughty 14 Apr @ 7:51am 
is there any chance to make thuis + SFO or + Radious, or for both?
Stephen  [author] 8 Apr @ 5:54am 
That's alright - Steam often doesn't update mods properly, so a resubscribe usually does the trick.
✙Старийꑭ 8 Apr @ 5:45am 
I'm sorry for inconvinience - I resubscribed to this two mods (Agemouk's TOMB KINGS: Extended and this) and lunched it again - and it is perfectly fine. Have no idea why there was problems earlier. Thank you
Stephen  [author] 8 Apr @ 5:25am 
I've just launched perfectly fine with this mod, my main mod and Age's Tomb Kings: Extended mod with no issues.

I would unsubscribe and resubscribe. If you can post a screenshot of the error, that would be helpful.
✙Старийꑭ 8 Apr @ 3:56am 
Confirm crush at the start of the application. Game specifically says about this mod. Maybe it's conflict with something, but it is fact.
Stephen  [author] 6 Apr @ 10:27pm 
Can't say I've have any other reports of a crash and don't get it myself.
Canadian Leaves 6 Apr @ 8:18pm 
Crypt AP..smth crush at the start of the application
Stephen  [author] 31 Mar @ 12:51pm 
Updated to match version 2.1.0 changes from the main mod. Previous version of the submod is linked above.
Stephen  [author] 21 Mar @ 2:38am 
Glad you've confirmed the lords now spawn correctly; thanks!
Khraym 21 Mar @ 12:38am 
Spawn commands for dynastic lords:

spawn wh2_dlc09_tmb_tomb_king_alkhazzar_ii
spawn wh2_dlc09_tmb_tomb_king_lahmizzash
spawn wh2_dlc09_tmb_tomb_king_rakhash
spawn wh2_dlc09_tmb_tomb_king_setep
spawn wh2_dlc09_tmb_tomb_king_thutep
spawn wh2_dlc09_tmb_tomb_king_wakhaf
Khraym 21 Mar @ 12:38am 
Tested the fix both with the minimal mod list I posted before and with my large list from the main load order (fresh save), can confirm it spawns the dynasty lords correctly! Appreciate the quick response!
To anyone who's stuck with the previously bugged save/lords I suggest spawning the dynastic lords with the Spawn command (using any console mod), they will most likely have a generic name you can change right after but they will spawn with the dynastic trait (the only thing that makes them different from default tomb king lords really). Remove the bugged lords from the map beforehand by replacing them with a generic lord and disbanding said lord. Execute Lords & Heroes mod should also work if you don't won't the bugged lords in the recruit pool.
Stephen  [author] 20 Mar @ 3:03pm 
I've just pushed an update to the main mod which should fix the skill tree issue for dynasty lords recruited for all other Tomb King factions.
Stephen  [author] 20 Mar @ 10:33am 
Thanks very much! Next update to the main mod will resolve the tech issue indefinitely. I'll push a fix shortly.
Khraym 20 Mar @ 3:08am 
No worries! Love the mods, best of luck with the 6.1 patch!
Stephen  [author] 19 Mar @ 11:28pm 
I think I know what the issue is, but I can't take a proper look until I'm back from work.
Khraym 19 Mar @ 5:28pm 
https://i.imgur.com/xz7QTaX.png

Just did another check, still gave out the no skills thing starting as Settra. All mods have been force-redownloaded before, the mod list is:
Tomb Kings: Extended & Arkhan The Black: Expanded Submod
1 Turn Research (just for the test)
MIXER - Mixu's Unlocker
Agemouk's TOMB KINGS: Extended
Disable startup splash screens / intros
Arkhan the Black: Expanded
Mod Configuration Tool - v0.9 Beta
Console Commands (Modding Tool) (just for the test)
Stephen  [author] 19 Mar @ 10:50am 
https://i.imgur.com/1S9KYyW.jpg

Previously reported on the main mod, and a link to the skill tree showing correctly. I'll check the other lords, but if you can let me know what you're running, that would be great.
Stephen  [author] 19 Mar @ 10:45am 
I haven't been able to replicate the issue with missing skill trees. What's your complete mod list?
Khraym 19 Mar @ 12:47am 
Hello, I have the same bug as AAA戴夫渔获批发, tested with a console on a fresh save to get to the tech tree lord (Thutep in my example, but they are all bugged) in 2 turns as Settra, first with TK Extended trying to recruit Thutep, works as intended, but when I do the same with Arkhan Expanded mod+submod on a new save, Thutep spawns empty without his "Thutep of The Third Dynasty" trait and blanked out skills button "This character has no skills". In the current main save I only got an army slot for a tech tree LL after like 35 turns considering how many event/quest LLs there are to fill your army caps, so I didn't see the bug beforehand. Now it's kinda dissapointing to restart. That main save has many other mods together with Nagash and I was playing as Settra without this submod actually, so I got it to test separately with a clean mod list like I've expained before and yeah it doesn't fix anything.
Dave 16 Mar @ 9:38pm 
Strangely, the lords I get from tech can't level up or point skill points
Stephen  [author] 6 Mar @ 9:32am 
You can, that's right.
Thy ubeer 6 Mar @ 2:35am 
Just losing SFO balanced data for both two mods.
Thy ubeer 6 Mar @ 2:34am 
So I can still use this one for now, right?
Stephen  [author] 5 Mar @ 11:30pm 
Oh, that requires an update from Gabe.
Thy ubeer 5 Mar @ 8:34pm 
Is there a new link or someting? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3231132595 This one is not updated or I made a mistake getting your words.
Thy ubeer 5 Mar @ 8:29pm 
@Stephen Wow, you are the best:steamhappy:
Stephen  [author] 5 Mar @ 9:29am 
You can use this, but the SFO submod is updated.
Thy ubeer 5 Mar @ 2:44am 
@Stephen Hi, can I use this one before the one included Sfo been updated? I use sfo though.
Stephen  [author] 26 Feb @ 1:35pm 
So that might be the issue. I think what I'll do, is version 2.1 will revert the changes I made to Arkhan's tech tree, so it's vanilla, which should then resolve any of the reported issues below.
Shamefuru Dispray 26 Feb @ 1:07pm 
I'm playing as Court of Lybaras atm.
Stephen  [author] 26 Feb @ 4:41am 
Hmmm. Which faction are you playing as? Some of those units I don't think Arkhan has access too.
Shamefuru Dispray 26 Feb @ 4:38am 
The other unavailable recruiting options are likely because I haven't researched the tech yet.