Total War: WARHAMMER III

Total War: WARHAMMER III

True World - IE Start Position Changes (2025 Update)
242 Comments
Zooasaurus 4 hours ago 
I played and it seems that the issue is gone in my playthrough
Zooasaurus 19 Jul @ 2:55am 
@Swissbob has that weird issue been fixed?
Hyragon 27 Jun @ 7:29pm 
Yes I have Mixu's, I guess that must be it. My bad for not testing this mod without it, thanks though, still love what this mod does to keep regions distinct!
Swissbob  [author] 27 Jun @ 4:31pm 
@Hyragon Do you have Mixu's Unlocker? I've recently discovered this weird issue when playing with it (Balthazar and Malus also seem to be effected, but no other playable lords I've noticed)
Hyragon 26 Jun @ 10:15am 
Maybe its an SFO issue, but I seem to find Mannfred gets Nagashizzar but his army is still in Ka Sabar
Herald of the End Times 24 Jun @ 12:34am 
I find Ghorst overwhelms the ogres
SteelBlood 23 Jun @ 11:38pm 
Makes sense, thanks for the response :)
Swissbob  [author] 23 Jun @ 8:17pm 
@gongoozler I haven't tried that mod myself, but I don't think ti should. I personally play with a different mod that moves Yuan Bo back to Cathay that works just fine.

@SteelBlood Good suggestions, I may move Khatep at least, although will probably wait until the next round of DLC is released before the next pass of changes
gongoozler 21 Jun @ 11:38pm 
Will it conflict with YuanBo's To the West mod?
SteelBlood 18 Jun @ 1:52pm 
Also Khatep, who's lore specifically states he stayed near the borders of TK in exile, helping defend them. Honestly his start posistion is one of the worst decisions. There's a number of other locations that work much better for him lorewise, and as good or better gameplay wise. Could switch him with the Skaven near Ekrund (which is around where the TK owned at their height of power), put him near the Chaos Dwarfs to the east, or south near Kroq-Gar, Wurrzag, and Teclis. His in game default climates work best North or East, being orange in the south.
SteelBlood 18 Jun @ 1:40pm 
Thank you very much for this mod, it makes many lords feel so much better, gameplay and lorewise. There are 2 however I feel are overlooked if you would consider them: Ghorst, who's placement makes no sense lorewise, could be swapped with the greenskins in the Forest of Gloom (near Akendorf), makes a lot more sense for him to be representing Mannfred's interest near the empire while Mannfred is away, and it always seems like Vlad gets wiped out. Another option is Gristle Valley, next to the WE. His climate works in both areas.
Swissbob  [author] 9 Jun @ 4:25pm 
Uploaded a version without the Gelt changes here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3496309389
Swissbob  [author] 7 Jun @ 6:54pm 
@Malarraenaepcaleac'h I don't have plans to reverse the Balthazar changes for now unless other lords are added/moved. It is done for requests of lore reasons and to help Empire secure their own lands, but if you want to DM me I can send you a custom version with that change alone edited out, it is simple enough to do so.
Malarraenaepcaleac'h 4 Jun @ 4:43am 
Is it possible to somehow remove Balthazar from this mod? They did a good job with the moving imo, it's boring to put him back to Empire.
Nightman20 30 Apr @ 12:52am 
great work brother! since you have mentioned skrag and golg i would like to make a request. switch golg and skrag. why? skrag in matorca has access to that nearby gorger building. maybe put him in the area if matorca is boring. i want golg on the north end of the mountains because im pretty sure he has a monument built for him around there. in lore not in game, though im not sure. either way i like the changes and appreciate the effort either way! ive noticed that skrag holds out a lot longer against grimgor so the change was def effective. id say he could prob beat him with a little guidance.
TheHonoredPerson-333 20 Apr @ 6:25am 
Nice! Thanks!
Swissbob  [author] 19 Apr @ 11:49am 
(Much belated) Update for Omens of Destruction: I took recommendations to move Golgfag to Border Princes (Skrag's old start) as befitting his lore. I also had to move Taurox given that CA moved Wurrzag to where I had Taurox, so Taurox is now leading a beastmen incursion of Khuresh into Cathay.

If you have any suggestions for either moving Skulltaker or Arbaal, let me know, but for now I kept them where CA has them
The Dark Ranger 24 Feb @ 7:49pm 
That's a common problem with this mod. It once took me until turn 40+ as Imrik to take that first settlement because I had to fight through so many undead and chaos dwarfs to get there and a sea invasion wasn't something I wanted to do.

Unfortunately there's nothing you can do about it other than putting some serious effort in and having some patience.
kojak000 24 Feb @ 7:31pm 
Epidemius with the Tallymen of Nurgle has a new starting position, but none of the objectives make any sense, since destroying Kislev among others are on the other side of the world, as is the first capture objective. Might need to change that.
Gleen Cross 29 Jan @ 1:54am 
If ChaosRobie literally "stretches" the southern chaos wastes (the two poles are supposed to cover the entire planet), it would be great to setup the start position of all daemon factions. The only one who makes sense, that is N'Kari, the others are placed in random spots. Daemons and generic beastmen, their place is in the wastes, then, the author can update this mod. It still works, that's the advantage of scripts, but there's literally no place for Skulltaker, the poor fella... I guess you can cram him in Infernius or something
Rustic Clover 16 Dec, 2024 @ 10:43pm 
@cameronwhite880
And for Skulltaker to be in one of the wastes... or really just anywhere other than Lustria.
cameronwhite880 15 Dec, 2024 @ 12:09pm 
Please update for OoD. Would be great if Golgfag start position was moved to the Border Princes (Skrag's base game start).
Wheezel 7 Dec, 2024 @ 6:04am 
Have you considered doing a sub-mod for IEE mod?
Herald of the End Times 28 Nov, 2024 @ 9:20am 
Needs updating 😁
Burno 11 Nov, 2024 @ 4:33pm 
Sadly no longer working with latest Patches
kempy191 23 Sep, 2024 @ 9:00am 
I play alot with dawi factions and imrik seem to be getting an issue where manfred ai just sits in naggashizar and does not do much just recruits lots of lords and does not expand.
Ravlin 19 Sep, 2024 @ 12:15pm 
This mod seems to break vampire corruption in the latest patch - Playing vlad and every vamp on the map seems to die of attrition. Disabling it brings it back. Unsure if its a mod conflict though or purely this.
Rosminn 10 Aug, 2024 @ 11:39am 
Damn, moving Gelt back to the Empire is kind of disappointing since having him on a diplomatic mission to Cathay alongside his dragon bro was the best free change in ToD imo.
PapaSmurfy 6 Aug, 2024 @ 4:07pm 
Just found this mod, but nice mod so far, should throw the Lokhir over in his Dark Elf Home land ;)
Trazyn the Infinite 29 Jul, 2024 @ 2:14pm 
>Hi, thanks for perfect mod, but question: what about move White Dwarf back to old world?
I'd love that - Makes the northern new world feel a little less friggen cramped.
abyssphere 15 Jul, 2024 @ 9:17am 
Hi, thanks for perfect mod, but question: what about move White Dwarf back to old world?
WarMaster GoreHowl 9 Jul, 2024 @ 2:54am 
Does this work with SFO? My lords aren't moving and im using SFO.
Jacubus 8 Jul, 2024 @ 10:13am 
There is problem with Manfred, poor guy is sitting near village spamming new lords and doing nothing : (
Swissbob  [author] 5 Jul, 2024 @ 7:55pm 
@It'sPaperBagMan I'd recommend Porkenstein's mod for this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3030013389

@ilaias I'll look into this

@Manpersal No plans currently, but I'll see as they keep updating IE
manpersal 5 Jul, 2024 @ 6:04am 
This is great. Do you plan to move Teclis? I think he'd be great in his old Vortex start position, wth Rakarth moving to Tehenhauin's and Tehenhauin going to Caverns of Sotek or Sotek's trail where he can kill lots of skaven. Maybe bring Kroq-gar to Lustria.
ilaias 21 Jun, 2024 @ 11:00am 
I like having Gelt close to home, the problem is that he functions as a "rebel province" like Marienburg. You can't confederate him, so the only way to control the Empire as a whole is to have a military alliance with him or kill him. I think he's best away from the Empire, unless you can solve the problem I mentioned earlier.
It'sPaperBagMan 19 Jun, 2024 @ 9:49pm 
can i ask that yuan bo get moved back to cathay
ӍcGrá†ћa™ 15 Jun, 2024 @ 9:05pm 
Bring Gelt home to the empire!! I approve!
GreyStranger 27 May, 2024 @ 7:03pm 
wow kina really interested and cool SP. why CA didnt do it - only gods knows
Porkenstein 26 May, 2024 @ 4:52pm 
@TheRealJD22, I won't speak for Swissbob but I've never had issues with these mods working with IEE
TheRealJD 25 May, 2024 @ 10:17am 
Brother any chance you could do a version for the Immortal Empires Expanded mod ?
Swissbob  [author] 25 May, 2024 @ 9:53am 
Updated for Thrones of Decay! With Epidemius added right next to where I have Kugath, I moved him to Kugath's old start in the Dragon Isles, and undid my change to Imrik (he returned to the Plain of Bones). I also wasn't a fan of Balthazar being dropped in the middle of Cathay, so I returned him to the Empire; he is now tasked with taking back the fallen city of Mordheim and guarding the eastern Empire against vampiric and chaotic threats!
DrSaves 18 May, 2024 @ 12:08am 
update plz!
IronGigas 19 Apr, 2024 @ 11:25am 
that must be part of official game not a mod
Porkenstein 25 Mar, 2024 @ 1:58pm 
@Guvenoren, this just moves some characters to new starting locations, changing the overall makeup of the races on the map. It *probably* should work even though it's out of date. Overall it makes the map look more lore-accurate, particularly in the mid game.
cameronwhite880 4 Mar, 2024 @ 9:01am 
Hello! When will you update for 4.2?
Guvenoren 27 Feb, 2024 @ 5:33am 
What does this actually fix from the original version?
Stanley Bishop 27 Jan, 2024 @ 12:33pm 
@thefightintitan. It does work, yes. They're next to each other's settlements and at war though, so not a hand-holding kind of start.

This is a script mod, it technically works with anything. If the result is balanced or lore-friendly or "good" is up to your load order and taste.
Porkenstein 25 Jan, 2024 @ 10:28am 
@SouthSideSaxon, maybe Unnatural Selection? It tweaks faction potentials so you can make major factions have a huge advantage vs all minor factions that way. It's totally configurable.
Slurpentus 20 Jan, 2024 @ 12:22pm 
Any other mods you would recommend to get large enemy factions?