Total War: WARHAMMER III

Total War: WARHAMMER III

Sigmar's Heirs - No vanilla recruitment
52 Comments
rick ownage 3 Dec, 2024 @ 6:21pm 
Does this still work? :alyx:
Wayna 3 Jul, 2024 @ 1:12am 
sorry but you forgot to remove the forge, so it is not possible to recruit any artillery
Wayna 2 Jul, 2024 @ 2:38pm 
oh ty <3
Xoudad  [author] 2 Jul, 2024 @ 1:30pm 
Updated
Wayna 2 Jul, 2024 @ 1:17pm 
Hello Xoudad, allow me to post a fix while waiting for your patch?
AngryBogle 23 Jun, 2024 @ 12:05pm 
Would like to see an update if possible. I like my UI to look clean.
Xoudad  [author] 25 May, 2024 @ 7:19am 
This mod hasn’t been updated with last DLC stuff
Jose 25 May, 2024 @ 2:41am 
@xoudad tested with no other mods, reikland/karl franz cannot build the artillery building with this submod
sigmars_disciple 7 May, 2024 @ 1:15am 
With this mod and another submod, you can make units of the popular "Guns Of The Empire" by Snek show up correctly, but that is an exception for GotE. If that's all you want (iMHO that's a pretty great setup if all Empire factions are played by AIs and except GotE no other EMP mods are activated anyway), then this submod is perfect.

If you do want to use Sigmar's Heirs together with any mods that add EMP units (e.g. "Expanded Roster" for EMP, Rayes' units/Zerg93's/Deer24's/ChaosRobie's etc.) - I think "Sigmar's Heirs LITE" (Beta) by @chopchop is what you should look at first and then figure things out from there:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3179981583

Hope this helps some folks.
sigmars_disciple 7 May, 2024 @ 1:14am 
Hey guys, I haven't used this in quite a while, and judging by the comments there may be problems I hadn't encountered when I last did, but here's something that I think might help some folks trying to find their ultimate Empire modded setup with 5.0:

In my humble opinion, I think this submod here is a great solution if you do NOT INTEND to play the Empire yourself (or you're totally about minimalism I guess). I absolutely do not recommend this if you like to play with a lot of mods as an Imperial faction!

Be aware that this mod HIDES the VANILLA building chain (which SHs moves to the right side while adding the "Provincial Recruiting" chain) - while EVERY MOD on the workshop ADDING MODDED UNITS USES THOSE - for the untis to show up as recruitable. I post this here as it's as it's a recurring "OMG I was not aware of that, DAMN SON!" moment whenever I help folks with their Imperial mod setups.
Tingu 1 May, 2024 @ 9:29am 
update?
DoubleFishes 29 Jan, 2024 @ 7:31am 
Toddbringer still has access to vanilla recruitment.
Lordmitch2 19 Jan, 2024 @ 8:24pm 
Talabecland still has access to vanilla recruitment.
Gimmegames4free 10 Nov, 2023 @ 9:03pm 
is it possible to get rid of electoral recruitment, ai often builds two recruitment buildings in my experience with the second game
Tingu 23 Oct, 2023 @ 9:52am 
help, can anyone tell me that why i cannot build Rick Praetorian Castle to recruit kurlt helburg?
it told me to build front building, but it not exist even:steamsad:
Xoudad  [author] 17 Oct, 2023 @ 1:56am 
Fixed
Ca Bong 16 Oct, 2023 @ 10:49am 
well, the Cult of Sigmar (Volkmar faction) doesn't have its own barrack if player sub this mod
Von Bocchini✓ˢᵉⁿᵖᵃᶦ 5 Oct, 2023 @ 9:13am 
"Hotfix 4.0.4" broke the mod. please update
Xoudad  [author] 22 Sep, 2023 @ 2:44am 
lol Black Powder Blessed units, what’s that ?
alcibiades003 21 Sep, 2023 @ 8:20pm 
Is there a sub-mod to recruit Black Powder Blessed units from the provincial buildings?
Xoudad  [author] 20 Sep, 2023 @ 11:21am 
Spearmen should still be available at the main settlements yeah
FrittenFritz 20 Sep, 2023 @ 10:19am 
i noticed that im still able to recruit vanilla Spearmen when using this Mod. but only Spearmen. Bug or intended?
Xoudad  [author] 16 Sep, 2023 @ 4:16pm 
I'm not touching Marienburg
Darkryba 16 Sep, 2023 @ 8:18am 
Using this mod and SCM Marienburg I still have vanilla recruitment. Is it intended?
mcstud77 30 Jul, 2023 @ 12:53am 
Thanks Xou. 1 feature of the update worth mentioning: if you do play as one of the empire factions this affects (ie not marienburg, volkmar, wulfhart, or southern realms), you still won't get access to any military recruitment buildings outside the empire provinces. But the nice thing is that, if you tend to paint the map, this just adds more use to Sigmar's heirs other recruitment options (levies, imperial foot, state troops) and local allies. I'm also able to run this along with more allied recruitment cap mod and AOR mercenaries mod, which add even more options.

Also any mods that add units only through vanilla military buildings, you ofc won't have campaign access to those units. You just gotta play one of the empire factions not affected that are listed above, which now have access to vanilla military chain again.
Xoudad  [author] 25 Jul, 2023 @ 1:12pm 
Updated, now it doesn't impact other factions than the emperial provinces thx to mcstud77
mcstud77 17 Jul, 2023 @ 5:58am 
Xou I created a fix for the mentioned issue by making your table edits faction-specific. I can send to you or post with your permission.
sigmars_disciple 24 Jun, 2023 @ 12:49pm 
Xou, you should definitely update the description here - the recent comments are useful to understand but they will disappear in nowhereland soon. You should clarify that this will also essentially make all modded units for the Empire disappear (e.g. the TW Milliennium mod and hundreds others). Explain that Snek's GotE is an exception -> link submod

Maybe even add a warning prominently in the title of this mod? Cult of Sigmar and Border Princes will also have the same issue as they rely on the vanilla tab, correct?

This mod would be a staple for players who can afford to run LOTS of mods when they DON'T play an Empire faction - it makes AI armies look more loreful and regional. The original point of Sigmar's Heirs, isn't it? :)

IMHO it really should be possible to run this without almost insta killing factions like Marienburg, by Sigmar!
Xoudad  [author] 19 Jun, 2023 @ 11:59pm 
Ah yes, still need to fix that !
dafrandle 19 Jun, 2023 @ 9:06pm 
In that scenario the AI Marienburg just gets no units to recruit then?
Xoudad  [author] 13 Jun, 2023 @ 12:50am 
it's a side effect, this mod diables the vanilla chain, which is the one that Marienburg uses when you play as marienburg. But you only need this mod playing the Empire, don't use it playing Marienburg. If you're playing the Empire, you won't have the Marienburg recruitment chain anyway, you need to get the units from other buildings.
Captain Moodaq 12 Jun, 2023 @ 9:53am 
was it inteded?
Xoudad  [author] 12 Jun, 2023 @ 7:53am 
It does yeah
Captain Moodaq 12 Jun, 2023 @ 6:09am 
The mod disables barracks of the mariengburg faction of the marienburg mod.
Xoudad  [author] 26 May, 2023 @ 1:57am 
Updated for 3.1
ElRompeHierro69 12 May, 2023 @ 8:17pm 
I believe that markus and volkmar should be able to have provincial recruitment at least when they conquer that province, because I consider it interesting to be able to play with soldiers from all over the empire.
tankdasso 29 Apr, 2023 @ 9:47am 
Seems like you just need to add some sort of provincial or faction recruitment for Volkmar and Markus' factions and we won't need the vanilla buildings or mods like this any more. I ran a campaign with Ostermark and see that you already got rid of the vanilla starting buildings. Seems like you're real close to perfection. Keep up the great work. Your modding is awesome. Looking forward to seeing all the other excellent additions your main mod will add (again).
tankdasso 29 Apr, 2023 @ 8:43am 
Is there a way to stop AI elector counts from using two slots building both recruitment chains? I love the regional recruitment, but I don't want to leave Volkmar and Markus with no ability to recruit basic units. Sounds like that guarantees that the two factions will be crippled in any other Empire campaign.
Xoudad  [author] 24 Mar, 2023 @ 1:44am 
Volkmar Doesn't get provincial recruitment, so I wouldn't use that mod playing Volkmar or Markus, they wouldn't have any recruitment option
Daverin2112 23 Mar, 2023 @ 7:10am 
I unfortunately don't even see anything now for Volkmar with this installed. I'd assume Wulfhart is the same, they'll need vanilla buildings either way. Cool idea, otherwise!
Sneaky Markus Kruber 22 Mar, 2023 @ 5:50pm 
Hoping for a Marienburg comp patch.
WalhallBerserker 19 Mar, 2023 @ 1:33pm 
I hope someone can make a patch for graetors faction mods
Franz Kafka 12 Mar, 2023 @ 8:37am 
Gregor Liang 13 Feb, 2023 @ 8:14am 
Could you give Tilea and the Border Princes their own barracks? They completely lose their access to most units through this mod. Would love to use this, but I dont want them utterly crippled.
Tiggy Skibbles 8 Feb, 2023 @ 10:19pm 
Can you make this compatible with guns of the Empire?
Reanimator 7 Feb, 2023 @ 3:00am 
is this compatible w SFO?
释心 漠鬼 28 Jan, 2023 @ 4:25pm 
Hello, your model is excellent. I hope to use your work results in my mod( about white wolf knight and teutonic guard.)
Sol said that Xoudad & Willemsen made the horse and two of the head models and textures, updated by him
For example, I want to replace the Swords of Ulric (Swordsman) with Teutonic Guard.

I will clearly point out that this is your achievement

I have obtained Sol's permission before. I hope I can get your permission :steamhappy:
Zandor 26 Jan, 2023 @ 12:58pm 
Hello Xoudad!

I understand Multiplayer isn't necessarily supported, but just in case:

In Coop/Multiplayer campaigns, you cannot recruit any vanilla units OR guns of the empire units from the provincial barracks/altdorf unique barracks or other vanilla recruitment buildings.

It means that on turn 1, you can only recruit reikland swordsmen.
Xoudad  [author] 21 Jan, 2023 @ 10:57am 
Ah true, I'll look into it
Meuhoua 20 Jan, 2023 @ 2:53pm 
An bug with this submod : it remove also vanilla military building from TEB factions. I remember TWW2 version of the mod had the same issue and i corrected it playing with culture restriction.