Total War: WARHAMMER III

Total War: WARHAMMER III

Empire Knights - HV Tweaks
48 Comments
AwDiddums 2 Apr @ 2:08pm 
Thanks, hooveric!
hooveric  [author] 2 Apr @ 12:19pm 
The mod has been updated. I haven’t been able to test it thoroughly, but I hope it works well.
AwDiddums 31 Mar @ 4:39am 
I assumed it wasn't working based on the most recent comments and the last update date. Thanks, though!
hooveric  [author] 31 Mar @ 2:36am 
@AwDiddums
This mod only includes some features from HVO. If it’s not working properly at the moment, I’ll try to update it within a day or two
AwDiddums 31 Mar @ 1:20am 
Is there any chance for an update? I'd like to try this out as it seems the most streamline system to recruit knightly orders without additional clutter and extra buildings. Thanks.
hooveric  [author] 23 Aug, 2024 @ 8:55pm 
@sigmars_disciple
No, this mod is not currently working, HVO needs an update as well. I plan to update HVO by the end of August, and I'll try to get this mod working then.
sigmars_disciple 15 Aug, 2024 @ 9:14pm 
So is it correct that in order to use this feature right now with 5.x, one needs to activate the full overhaul (HVO 1.9) instead, @Hooveric? (As it includes these changes for the Empire knights and is up to date for 5.x....)

Could this mod maybe get an update to be compatible with 5.x if this is necessary, as it seems?

Please note that my "conclusion" is drawn here simply from what the last 2 comments say. I did not test this in-game myself

Thanks <3
_AlwaysTheMeghead 11 Aug, 2024 @ 10:55pm 
it crashes with new patch
The Wild-Mugato 22 May, 2024 @ 6:59am 
is there any updates for this Mod? Thanks
sigmars_disciple 2 Jan, 2024 @ 10:42pm 
Ah cool, based on the comments I would assume that this works flawlessly with 4.x? <3

I love specifically this feature from the overhaul the most. So much better to recruit cav and make loreful, regional armies
Orph3us 20 Dec, 2023 @ 3:51pm 
Hey dude, thanks for the mod and happy holidays! Is it compatible with tabletop caps?
Survaldor 24 Nov, 2023 @ 7:04am 
Alright, thank you a lot, I will try to make version that uses your type of recruitment. Really love what you did with your overhaul work!
hooveric  [author] 24 Nov, 2023 @ 6:31am 
@Survaldor
Hi, unfortunately I won't be able to make that patch myself, but I can help you make it.

_hvo_st_emp_knights.lua This file needs to be modified. This will require some programming skills, but I don't believe it will be difficult as you can simply copy the contents and put in your unit keys.

First, you need to register your units in the faction's merc pool, which is located at the top of the lua codes. Next, you need to make your units unlock when the faction researches the technology, which is located at the bottom of the lua codes.

For some reason I don't remember, I created a new main_unit key instead of using the vanilla key, "hv_emp_cav_reiksguard_knightly_order" I think you can refer to the code where this unit key is used and copy it.

If that feels too difficult, add me as a Steam friend and ask. I'll try to help if I can.
Survaldor 24 Nov, 2023 @ 3:52am 
Hey Hooveric, would you be interested in making a version/patch that includes my Knights of the White Wolf mod? Or tell me which tables are required to change the recruitment to this way of recruiting to make it compatible?
hooveric  [author] 27 May, 2023 @ 2:11pm 
@Jev Athens
there's a Knights Panther mod made by someone else. sorry, I don't want to upload and keep another mod similar to it
Jev Athens 26 May, 2023 @ 7:49am 
Would you consider making a standalone version of your Knights Panther for vanilla? They could work similar to the blazing suns (high upkeep until you get the chapterhouse)
hooveric  [author] 24 May, 2023 @ 2:14am 
@Jev Athens
I agree with that statement. Indeed, the Empire minor factions have a low replenishment rate. I'm not sure about the AI major factions. If they can spam the knight units, I'd tweak that a bit more.
Jev Athens 23 May, 2023 @ 9:13pm 
I see, I understand. There are so many Knightly Orders mods out there but each have some different issues, this mod is the closest to what I want but I wish there were unit caps or very low replenishment to avoid the AI spamming elite knights and I'd like to see more orders represented. For now I will also hope CA will add some new units. Thank you for your response
hooveric  [author] 23 May, 2023 @ 4:53pm 
@Jev Athens
well, I just didn't like that the Empire Knights were simply a degraded version of the Reiksguard, so I replaced them with the Panther Knight, and that's about it. even if other knights are added to this mod, for now i think it will just be similar units with different looks.

maybe CA will add some knight units when they put out the Empire DLC this year, and I'll have a chance then.
Jev Athens 23 May, 2023 @ 1:26pm 
Are there plans for more new knight units? Or including the elector count ones in this mechanic?
sigmars_disciple 20 May, 2023 @ 6:25pm 
Niiiiiiiceeeee! Merci
hooveric  [author] 20 May, 2023 @ 11:29am 
the mod is updated.
hooveric  [author] 18 May, 2023 @ 12:23pm 
@ soulmindproductions
this mod requires an update. I'm hoping to get it done in May or June.
sigmars_disciple 18 May, 2023 @ 11:58am 
(Middenland as an example for a minor faction, of course)
sigmars_disciple 18 May, 2023 @ 11:52am 
Is this supposed to be working for major Empire factions though?
I mean up-to-date now for 3.0.1?
If I play Middenland for example, I can leave it turned on by accident - and nothing bad will happen, correct?
hooveric  [author] 3 Dec, 2022 @ 11:16am 
@B0mShakalaka
i think it's not possible. this mod just brings some of the features of HVO, it's too complicated to do additional work
B0mShakalaka 3 Dec, 2022 @ 3:33am 
I hate to be a bother, I know how much work is put in these amazing mods of yours, but do you think you could make an add-on that allows the recruitment of generic empire knights ? I really love the system, but I miss my generic boys :(
hooveric  [author] 2 Dec, 2022 @ 6:06am 
@awesalsa
yes they are for the minor empire factions in this mod
awesalsa 2 Dec, 2022 @ 5:38am 
Are normal empire knights gone?
sigmars_disciple 29 Nov, 2022 @ 1:52pm 
This is the only one of your mods I currently use, and I LOVE IT in my latest Empire campaign!

Makes recruting cav much more intuitive and effortless for me. I tend to do it eartlier and much more now. Gives me stronger armies that are always fun to control.

Cav for the Empire is great to "theme" armies fitting to Lord, Heroes or a province if they mostly guard it. Together with 2 mods for supercharged/fixed Ally Recruiting, I consider this mod essential now for quality Order Tide campaigns, by Sigmar! <3

A+
Emanon 24 Nov, 2022 @ 2:10pm 
@hooveric
Look man, you've given us so many great mods that if you said the sky is green, I'd be inclined to agree. Thanks for all your great work!
hooveric  [author] 18 Nov, 2022 @ 1:31am 
@mgla24
i can't confirm the issue. try to unsubscribe and subscribe again
mgla24 17 Nov, 2022 @ 10:24pm 
after the update, it causes the game to fail to start, with which mod it conflicts, I don’t know yet.
hooveric  [author] 17 Nov, 2022 @ 5:25am 
Updated
Made compatible with Your New Empire mod
bread 16 Nov, 2022 @ 10:43pm 
Great idea, would be a fantastic addition to vanilla if we ever get an empire rework.
hooveric  [author] 16 Nov, 2022 @ 7:40am 
@olegdo
i'm not sure about that. it works pretty much like the vanilla Dwarf Slayer, probably it's same as that case. of course, it would be possible if the empire faction has a specific landmark.
olegdo 16 Nov, 2022 @ 6:34am 
Will other factions still be able to recruit knights through outposts?
hooveric  [author] 14 Nov, 2022 @ 8:31am 
@Phøenix
in the vanilla, AI must build 2+ buildings to recruit any Empire Knights. but in this mod, they can instant recruit to the knights. so AI can recruit them more easier. (the minor Empire factions still recruit Empire Knights via buildings, anyway it's same as vanilla.) i understand your concerns, but we don't have to worry about things that haven't happened.
Emanon 14 Nov, 2022 @ 7:45am 
The mod itself is a great idea, but alas, it would probably punish the empire even more for their silly, silly IA system.
Could be a great way to implement the disparate Knightly Orders which haven't got a lot of love, though.
hooveric  [author] 14 Nov, 2022 @ 7:27am 
@PeskyBees
no, not currently. because it's hard to make a meaningful difference.

@NagerMaskulin
this mod simply gives the Imperial Authority an additional effect. If that mod does not use the vanilla Imperial Authority, it may not be compatible properly.
NagerMaskulin 14 Nov, 2022 @ 7:21am 
I think this mod has compatibility issues with the Better Imperial Authority & More Elector Count Units mod because it changes the Imperial Authority mechanic.
PeskyBees 14 Nov, 2022 @ 6:37am 
Are there plans to add the other knightly orders? :)
hooveric  [author] 13 Nov, 2022 @ 11:56pm 
@Blaze
currently, there is only one cape variation. I feel sorry for that. there will be a chance for improvement someday. but now I'm focusing on the other work.
Blaze 13 Nov, 2022 @ 11:11pm 
@hooveric

Love it, but maybe make another cape variant for the knights panthers. One without a panthers head on the cape maybe? to create some more diversity amongst their ranks?


P.S I admire and very much like how you made the panther cape not clip into the horse. Outstanding work for those of us with OCD who cannot stand clipping! :D
hooveric  [author] 13 Nov, 2022 @ 9:44am 
@Seven Samurott
no it's a standalone version
Seven Samurott 13 Nov, 2022 @ 8:27am 
Do I need this if I'm subbed to you overhaul?
hooveric  [author] 13 Nov, 2022 @ 7:58am 
thanks i fixed and updated it
aurrelius 13 Nov, 2022 @ 7:25am 
I´ve discovered a LOD-bug referring to the cape. At a distance the cape turns to a neon blue color.