Total War: WARHAMMER III

Total War: WARHAMMER III

graetor's Empire Knightly Orders - No Reiksguard Version
83 Comments
MK Black 7 May @ 1:05pm 
Exactly what I was looking for, thanks.
Grenando 22 Apr @ 12:43am 
Hi man on old world the knight griffon landmark on grunburg does not appear
shaademrys 3 Apr @ 12:49pm 
can we have foot panther ?
dodge33cymru 9 Nov, 2024 @ 5:49am 
Thanks so much for this monumental work, allows every Empire campaign to have a different feel and flavour
Grenando 25 Sep, 2024 @ 8:05pm 
oo sorry did not realize that because your other chapterhouse landmark reduce the recruitment by one turn when built like knight of the bull, fiery heart, and everlasting light
graetor  [author] 25 Sep, 2024 @ 7:16pm 
foot knights in general will take 2 turns to recruit, thats intended
Grenando 25 Sep, 2024 @ 6:57pm 
Hi man just want to report that foot knight of blazing sun does not get the -1 turn recruitment buff from the landmark it still take 2 turns on local recruitment
graetor  [author] 21 Aug, 2024 @ 6:52pm 
already updated
Ultraviolet 21 Aug, 2024 @ 12:55pm 
Does this mod need updating with 5.2?
graetor  [author] 22 Jul, 2024 @ 9:46pm 
why?
RedesRojas Best USA Player 22 Jul, 2024 @ 7:26pm 
you should nerf (DELETE THE GARRISON) provided by the sigmars sanctuary
RedesRojas Best USA Player 22 Jul, 2024 @ 7:25pm 
Knight Griffon as garrison unit is extremely unbalancing the garrissons, idk what you were thinking about
graetor  [author] 20 Jun, 2024 @ 6:41pm 
There is, in fact, a note places in the big old “Please Read” section of the main mod description where it says what you were confused about and how to deal with it. It’s the very first one in big bold letters. I’m assuming you’ve found this version through there, and if not, well, unfortunate for you.
Astraeos 20 Jun, 2024 @ 3:26pm 
Literally no where in the description directly above these comments is there anything that says that you have to enable the foot knights before starting a campaign in the main menu. In fact, out of the dozens of unit mods I have played spanning Warhammer 1, 2 and 3, this is the first time I've ever encountered such a thing.

Oh well, too late now.
graetor  [author] 20 Jun, 2024 @ 7:25am 
unfortunately for you, you can only change settings before starting a campaign. you can also avoid issues by maybe reading the mods you subscribe to
Astraeos 20 Jun, 2024 @ 6:46am 
I have the same problem as Archaon. I would absolutely love to use the foot knights, however I cannot enable the option in the MCT. Everything is just locked and greyed out. Is there any sort of solution for this? Really feel like Foot Knights should be just enabled by default to avoid all this stupidity.
graetor  [author] 27 May, 2024 @ 5:27pm 
thanks for the report, will be fixed in the next patch
^Triumph 26 May, 2024 @ 11:01am 
Hello! I wanna report that you cannot recruit the "knights of the black rose" from the mod (the ones from the main game yes you can) once you do their barracks in Nuln it says the amout of units u can recruit is 0/0
skag 11 May, 2024 @ 2:44pm 
@Bankar you need to enable foot knights in MCT
Grenando 9 May, 2024 @ 1:35am 
oh ok nowrries sorry didn't realize
graetor  [author] 8 May, 2024 @ 11:14am 
well unfortunately this isnt a sigmars heirs submod, and i dont use sigmars heirs
vanilla the rock landmark only has one tier
Grenando 8 May, 2024 @ 3:18am 
Hi man I am playing with sigmar heir and the knights of hammer of sigmar is only recruitable on the first tier of the landmark sigmar rock since on sigmar heir, they have three tiers. If i upgrade it to tier two I lost access to the knight of hammer of sigmar
Grenando 8 May, 2024 @ 3:17am 
Hi man I am playing with sigmar heir and the knights of hammer of sigmar is only recruitable on the first tier of the landmark. If i upgrade it to tier two I lost access to the knight of hammer of sigmar
ARCHAON 8 May, 2024 @ 3:02am 
hey dude really love the mod, just want to report the option to recruit mountless knights are still greyed out in MCT would love it to have that option. cheers.
graetor  [author] 7 May, 2024 @ 4:01pm 
thats what i thought too but that requirement has been removed even before 5.0 so idk where he's coming from
I Am Neenja 7 May, 2024 @ 3:59pm 
@Graetor

I can only assume he means the Armoury building tree. They removed the building with 5.0. Don't know if any of your units needed that as a pre-requisite. This is just an assumption though
graetor  [author] 7 May, 2024 @ 3:52pm 
the fuck is a forge???
Bankar 7 May, 2024 @ 10:21am 
The forge has been removed from the construction tree, making it impossible to manufacture certain units, such as foot knights, of the different orders.
Grenando 4 May, 2024 @ 7:22pm 
no worries thanks man
graetor  [author] 4 May, 2024 @ 7:21pm 
Oh thanks for the report, will fix in the next patch
and no, probably not, empire knights in general have already been heavily buffed in this patch, on top of the buffs the chapterhouses give
Grenando 4 May, 2024 @ 5:25pm 
hi man waant to report that your grand temple of morr is tier four on the tier 3 city luccini

BTW just want to know if you will ever upgrade your landmark for the chapterhouse to be like CA's it would be cool if you give buff to the chapterhouse knight for all armies
graetor  [author] 4 May, 2024 @ 12:50am 
thanks for the report, should be fixed
Grenando 4 May, 2024 @ 12:44am 
Hi man just want to report that grunburg estate first building does not give any cap for the knights unlike the other landmarks
sigmars_disciple 2 May, 2024 @ 10:11pm 
Thank you, @graetor! All the favs are coming back <3
^Triumph 2 May, 2024 @ 8:27am 
oh okay thx for the quick respeonse!
graetor  [author] 2 May, 2024 @ 8:02am 
yeah, mct isnt updated yet so you cant enable the option to recruit dismounted knights
^Triumph 2 May, 2024 @ 7:51am 
I am using Heirs of Sigmar with this mod. I produced on Eilhart the Knightly chapel that allows you to recruit the "Knights of the firery heart" and "knights of griffon". I can recruit the mounted version of them yet not the foot one. The unit card does not point into "build this to have access to them" or anything. Any idea what could be happening? Thx rly cool mod =)
graetor  [author] 2 May, 2024 @ 5:18am 
Updated for 5.0.
Black Roses in my mod now work with the new base game additions. Also now reuses the new models (with extra variants!). Base-game Black Roses are UNTOUCHED.

If anyone is interested in implementing them in this mod (basically just make them a RoR), i can make a submod
TanPham 1 May, 2024 @ 10:51pm 
will this mod get update soon? The game wont start with this mod activated.
sigmars_disciple 1 May, 2024 @ 2:33am 
Oh, of course it's way more confusing for people: Visiting the Steam page here I can see it was 3 days ago but my WH3MM has this one listed as "1 day ago", same as Solland - and no, I have not done a recent "subscribe all" that could mess with that column <3

OK - my problem is fixed after I deactivated all your mods, for now. This one here however was also activated which is 100% my bad (and a little bit WH3MM's). Can't wait to turn your mods on again soon

@all LOOK AT MODS' STEAM PAGES under "Last updated" for the TRUE DATE/TIME PEOPLE, NOT AT THE WH3MM COLUMN ALONE!
sigmars_disciple 1 May, 2024 @ 2:24am 
I assume this will need an update, @graetor?
At least for me, quite a few of your mods show yesterday as date of last updated (like Solland), which really could mean you were either doing a last-minute 4.2.3 fix or (much more likely, as it was late in the evening) that you pushed the 5.0 update. Here, date of last update is before 5.0 CA update was released, I think.

I know this must be annoying, but people will thank every modder's little heart who clarifies regarding 5.0 in the top comment <3 I'm just trying to try out Elspeth with 5.0 and have ONLY activated mods where 5.0 is either confirmed or where last update was after 5.0 dropped. With just 70 mods, I still crash (Solland is one of them, I'll turn it off for my next try)

I appreciate you! Have a good day, Bruder
graetor  [author] 24 Apr, 2024 @ 8:32am 
specifically?
RedesRojas Best USA Player 24 Apr, 2024 @ 7:03am 
Hi friend! dismounted Griffon Knights has a glitch on their capes
Vollhov 25 Mar, 2024 @ 1:34pm 
Please make a version for the Old World, there are not many buildings for units in the old world :(
iDon'tSpeakRussian! 3 Feb, 2024 @ 4:40am 
I would like to chip in with a submod to remove unit caps from Knights and ROR's, for those of you that like that stuff :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3152996559
Slurpentus 30 Jan, 2024 @ 3:17pm 
Old World. I beg you!!!!!!!!!!!!!!
Trickster of Kaamelott 9 Dec, 2023 @ 5:55pm 
the models for the knights dont apper during fights how can i fix that?
Rustic "Kalessin" Citrus 18 Nov, 2023 @ 7:24am 
Alas a hair ripping same issue as tingu and residente et all!

I Attempted to follow the troubleshooting ethos so far in the comments by turning off the vengeful house in MCT and WH3MM's new 1.4.x version(for whatever reason WH3MM keeps turning it back on, but units stay disabled? Was wishing that it would work cutting it off in all sources), Then moved this mod 1 above Sigmar's heirs. Still same VENGEFUL chapter house! I even moved the assets file up above sigmars heirs as well!

Of course then I did the typical delete everything, fresh download and reinstall of the entire game and all mods, wiping the steam mod 1142710 folder and all save games

Did you know if all files for your mods need to be above any and all sigmar's heirs mods/submods? Would you pretty please happen to know of any other information or mods that might stop it coming back with a Vengeance? :WH3_greasus_rofl: I am happy to provide screenshots or whatever else may be needed!
Nika Starwife 23 Oct, 2023 @ 4:12pm 
Yeah it's interesting! Because only specific units were T-Posing. All of Loupi's cav units were having the issue, but for your mod I could only see it in Knights of the Sacred Scythe(Dual Scythes specifically).
graetor  [author] 23 Oct, 2023 @ 6:11am 
That's interesting, that would mean LC edits base game animations and thats whats causing the t-poses. Unfortunately, seems like an LC issue so try to comment on their modpage or their discord to help find a fix. Thanks for the heads up tho!