Total War: WARHAMMER III

Total War: WARHAMMER III

Local Recruitment for Warriors of Chaos
96 Comments
lordziffy 7 Jul @ 10:46pm 
Anyone who has extensively used this mod, how does it affect the AI?
zerg93  [author] 27 May @ 1:17pm 
Can't confirm nor disprove anything about multiplayer, since all of my mods are tested and meant to be used in singleplayer, sorry.
There is still a chance that the mod still works just fine even in multiplayer but since I don't have any concrete and certain data regarding desyncs and other multiplayer related issues that could affect this mod at ANY point of a multiplayer campaign, It would probably be better to just avoid this mod and be safe and stick with mods that are actually tested and meant to be used in multiplayer.
senf71 27 May @ 12:48pm 
Is this stable in Multiplayer? Is it known to cause Desyncs?
zerg93  [author] 21 Apr @ 8:46am 
Can't confirm this myself, but there have been multiple instances of people claiming that this mod did in fact manage to improve AI recruitment a little bit.
You would probably be better off with a proper AI mod if you want the AI to perform better, though.
Espritviril`` 21 Apr @ 7:56am 
Did anyone test this mod and how is their experience with AI? I want to use this mod to make AI Chaos factions create better armies. Does it impact AI recruitment.

I want to find a good mod that improves Chaos Factions by using more late game units, will try this out, sounds good.
zerg93  [author] 25 Mar @ 2:04pm 
Updated for 6.1, as per usual: *if you are still having issues after the update please make sure that you are not using an outdated version of this mod, (due to Steam not updating stuff properly) by unsubbing and resubbing OR by forcing the mod update through your third party mod launcher.*
zerg93  [author] 22 Mar @ 8:44am 
You are welcome and I'm glad that you managed to fix your issue!
Have a nice a day! :re3stars:
the critter 22 Mar @ 4:48am 
okay, so, i looked around in my data folder but i didn't see anything, verified the files again, still didn't work. tried using a third party mod thing, still crashed on startup. eventually, i did the nuclear thing. i unsubbed from all my mods, i uninstalled the game, then went into my files to delete everything left over and reinstalled the game. this surprisingly worked, my best guess is that i missed mod files somewhere that were causing an issue, so thank you for the help
zerg93  [author] 20 Mar @ 5:16pm 
As a last resort you could always try to "go nuclear" and unsub from all your mods and uninstall the game and then do a clean game's install but in my experience that rarely ever fix anything so you should avoid that if possible (plus, it's definitely NOT worth it to do all of that just for a single mod).
If anything of that still didn't manage to fix your issue I'm sorry but, as sad as it sounds, I'm unable to fix your issue and you should probably give up on this mod.
From my part I can only confirm that this mod works and that I can't replicate your crash, so the issue must be on your end.
zerg93  [author] 20 Mar @ 4:56pm 
You can easily spot a modded pack file by their unique name and because they also have a png file with the same name, in that case delete both of those files but again: be sure to NOT delete vanilla packfiles.
*The correct place for subbed mods for WH 3 is in /SteamLibrary/steamapps/workshop/content/1142710.*
-You may have missing some Chaos related DLCs? It was never confirmed and I'm still skeptical about it since on paper there is nothing inside that should trigger a crash without a specific DLC so I have a lot of doubts about that.
-You may still have corrupted files around somehow? You already verified the files though so you should be already fine.
Beside that I don't have anything else to suggest since the only instances that can cause a start up crash with this mod are either trying to run an incompatible mod along with this mod or trying to run an outdated/corrupted version of this mod, but you already told me that it's not your case.
zerg93  [author] 20 Mar @ 4:30pm 
Just triple checked again with only this mod enabled with Archaon in Immortal Empires and no crashes whatsoever.
Don't know what to tell you since you have already tried pretty much everything, I can only speculate that:
-You may still have an outdated version of this mod despite multiple unsubbing/subbing attempts which is an incredibly rare situation but I heard that it's still possible, I don't have any solutions for that beside trying to "force an update" through a third party mod manager like Prop joe's and Kaedrin's launchers or Frodo's Runcher, don't know anything about those though since I always ended up using the vanilla manager.
-You may have some extraneous mod pack files leftovers from a mod that you were previously subbed to inside your data folder that is causing issues, it's also a rare case but it can still happen, check inside your /SteamLibrary/steamapps/common/Total War Warhammer III/data and be sure that there are only vanilla pack files and not modded ones.
the critter 20 Mar @ 3:24pm 
having the same problem as the previous guy. i've verified the files, unsubbed and resubbed about a dozen times, made sure there are no incompatible mods and launched it as vanilla. im like, 99% sure this mod is the cause.
zerg93  [author] 6 Mar @ 6:33am 
Do also note that if you do have problems with the vanilla mod manager you can always try third party mod managers like Prop joe's and Kaedrin's launchers or Frodo's Runcher. You might be better off with the vanilla launcher if you are not practical with that stuff, though.
zerg93  [author] 6 Mar @ 6:27am 
Just double checked with only this mod enabled with Archaon in Immortal Empires and everything is fine here, so the issue is on your end.
Try to:
-Verify the game's files to see if you have corrupted stuff.

-Try to unsub and then resub to this mod to "force an update to this mod", yeah I know it sounds stupid, but Steam often fails to properly update mods so there is a fair chance that you are still running an outdated version of this mod.

-Double check that you are NOT running this mod with any known incompatible mods https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2998525410/6273018183374262029/

-Disable all mods and try to launch vanilla to see if the mod manager is still attempting to launch "phantom mods" you are not subscribed to anymore.
Wolf 6 Mar @ 5:49am 
this mod seems to be crashing my game on start up no idea why though took me a few hours to narrow it down to this mod

any idea what it could be conflicting with ? mod manager doesn't seem to work for me
Daronkil 18 Feb @ 6:47am 
good to know. thx for the reply.
zerg93  [author] 16 Feb @ 12:51pm 
I'm sorry but I don't understand your question.
This mod does NOT alter required recruitment turns for units in any shape or form.
This mod allows you to locally recruit units with WoC and that's pretty much it, nothing more and nothing less.
Daronkil 16 Feb @ 11:38am 
Hello, is the regular chosen 2 turn and the chosen of the chaos gods 1 turn supposed to be this way? I feel like it should be the other way around or atleast equal, atleast something so I dont default recruit chosen of khorne. Fantastic mod btw 10/10.
edging lord 21 Jan @ 12:23pm 
very good
thank u brother
zerg93  [author] 20 Jan @ 7:48am 
So far I think that I'll just add a local recruitment option for Skullreapers and Wrathmongers for Valkia from this DLC and the Rot Knights from ToD for Festus in a future update and that's pretty much it.
zerg93  [author] 20 Jan @ 7:17am 
I don't know why you deleted your reply but I got notified nonetheless, so I'll reply anyway.
You don't see "Minotaurs and Blood Demons from the dlc" as a local recruitment option because they are simply not included in this mod for balance reasons.
Most of the extended Daemonic roster is NOT supported by this mod, I just included a bunch of generic monsters and Daemons and that's pretty much it.
In my opinion giving you easier access to ALL of the extended Daemonic roster (or even partially) as WoC would be absolutely broken.
You can always check what units are currently supported by this mod in this discussion https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2998525410/3817418437355854805/
zerg93  [author] 19 Jan @ 3:14pm 
Yes, this mod has been updated for 6.0 on December 13 2024.
If it was outdated the launcher would have told you that.
edging lord 19 Jan @ 2:22pm 
this mod works with skulltaker dlc?
zerg93  [author] 8 Jan @ 1:55am 
Crashing is NOT normal, obviously.
Either you have corrupted files or you are trying to run this mod along another incompatible mod.
Impôt sur le revenue 7 Jan @ 4:44pm 
Hi ! I don't know if is it me but the mod make my game crash. I have sub ans resub, try many things, but at the end, the result is the same the game crash. It's normal or not ?
Sifo-Dyaz Nutz 30 Dec, 2024 @ 8:21am 
Just adding my voice to the chorus that this mod totally fixes the AI WoC army composition, they actually use real units rather than marauder and RoR spam. H/T to the author for fixing this, however unintentionally :P
zerg93  [author] 13 Dec, 2024 @ 6:37am 
Updated for 6.0, as per usual: *if you are still having issues after the update please make sure that you are not using an outdated version of this mod, (due to Steam not updating stuff properly) by unsubbing and resubbing OR by forcing the mod update through your third party mod launcher.*
zerg93  [author] 12 Dec, 2024 @ 11:14am 
>>*The reason is that the mod still need the update for 6.0.*<<

It would be wise to NOT use any mod that is still not updated for 6.0 to avoid any compatibility issues (Except for graphical only mods like reskins, those don't need updates).
Antem 12 Dec, 2024 @ 10:56am 
For some reason, this mod seems to remove the new "Skulls for the skullthrone" button from the UI added in 6.0.
Reubeanie 16 Oct, 2024 @ 3:42pm 
agree with nickcarl, ai chaos do so much better with this mod on, actually a threat instead of 2 stacks of marauders with a few heroes
NickCarl 16 Sep, 2024 @ 1:19pm 
For those that are wandering it, with this mod the WoCs' AI can recruit units normally, and thus they have much better armies. I activated this mod mid-campaign while playing as Epidemius, and Archaon went from fielding mainly marauders to chaos warriors; I think I've seen also some chosen mixed in there
Guvenoren 30 Aug, 2024 @ 8:41am 
Ait
zerg93  [author] 30 Aug, 2024 @ 7:49am 
I have absolutely no idea how that replenishing stuff works nor how to modify that.
Guvenoren 30 Aug, 2024 @ 7:27am 
So, WOC recruits with a replenishing cap system. Region based.
Chaos warriors and Aspiring champions is the most you can get from it. Just wondering if it's possible to add chosen as a replenishing unit
zerg93  [author] 30 Aug, 2024 @ 7:04am 
And I don't want to exclude Chosen from this mod either.
zerg93  [author] 30 Aug, 2024 @ 7:02am 
Cap system? You mean Warband stuff? This mod does not affect that.
And I have no interest in putting caps on vanilla units anyway.
Guvenoren 30 Aug, 2024 @ 6:50am 
isn't it just possible to make chosens recruitable from the cap system?
Arthanor 28 May, 2024 @ 12:36am 
I think it would help by making the system simpler for the AI and more like every other faction it is coded for. The AI recruits from what's available. For WoC, that's often marauders and warhounds. A player who doesn't lose their army every few turns can then upgrade the marauders to warriors/chosen, but the AI probably won't ever succeed. Being able to outright recruit chosen/chariots/knights should at least improve what's possible when it recruits and the likelihood it picks something better than T0 units.
zerg93  [author] 24 May, 2024 @ 10:50pm 
This mod does not touch nor alters AI behaviour in any way.
So while this method is available to the AI chances are that if in your last game AI WoC were acting dumb and making questionable army comp choices, they are probably going to just do that again.
You are better off using an AI mod to make WoC act smarter, but I can't guarantee that it would work nicely with this mod.
N! 24 May, 2024 @ 6:51pm 
will this mod makes WOC (especially Archaon) have better army composition? I hate to see Archaon with 8 marauders
zerg93  [author] 24 May, 2024 @ 5:25pm 
From what other people have been reporting no, it seems like it can't go beyond two for some reason.
ThatJungleGaren 24 May, 2024 @ 4:51pm 
Hey, love the mod. Just wondered how to increase recruitment capacity? Noticed one of my cities has 2 slots and another has 1, can it go to more than 2?
zerg93  [author] 21 May, 2024 @ 12:38pm 
Thanks for your testing!
Good to know that the mod works nicely with the outposts mechanic :cozyspaceengineersc: .
Have a nice playthrough!
Arthanor 21 May, 2024 @ 12:28pm 
I tested since I had the opportunity, from outside of the province, with a level 2 outpost, but I don't think it matters much.
Without the mod:
- Archaon: Chosen, Warriors, Marauders, all only undivided with shields, and marauders throwing axes
- Vilitch: Exactly the same
With the mod:
- Archaon: 61 different units (!!!) undivided and marked, with their "special" weapons (halberds, GW, scourges, dual weapons). Notable exception: only GW warriors of Nurgle, no chosen at all, no warriors with shields. I believe this is due to the "a selection of units", not to a bug of your mod, though.
- Vilitch: 25 different units, undivided and of Tzeentch only.

Note: I don't have SoC or ToD, so it would be even more with those DLCs!

So it seems to work _really_ well to make allied units from WoC worth it! Makes my Chaos Dwarf "unifying quartermaster" playthrough much better, as unit caps become much less of an issue with allied units. Thanks for the good work!
zerg93  [author] 21 May, 2024 @ 2:55am 
Didn't test that, so I can't give you a clear answer on that.
But (*at least in theory*) assuming that you are going to build said outpost in the allied province with a Dark Fortress, and assuming said allied has built at least some stuff, you *should* have access to this local recruitment method.
Well, at least for vanilla units, modded units still need to be added to the outpost's recruitment pool unless I'm mistaken.
You would also have to physically be in said allied province at the time of the recruitment since this method is local only, though.
Arthanor 21 May, 2024 @ 2:03am 
Quick question: Does this also allows the units to be recruited through outposts built in WoC settlements, since what's available is based on local recruitment?
Asking because currently having WoC allies is pretty useless.
zerg93  [author] 15 May, 2024 @ 3:42pm 
But for another example: let's say that you ACTUALLY do want to locally recruit some Nurgle units with Valkia.
By using this mod that would also be possible but ONLY after certain specific conditions are met.
In vanilla you can't recruit units from buildings with WoC because the Local Recruitment feature is disabled.
Since this mod enables that function, if you run this mod along another mod that adds custom Nurgle units to Valkia through the Dark Fortress building chains you would be able to recruit those custom units then!
But that would be an extremely rare occasion since most modders would just bypass the Local Recruitment limits by adding custom WoC units as either ROR or part of the Warband system and not bother with adding units with this method of mine.
Vaxar Kun 15 May, 2024 @ 3:25pm 
Thanks!
zerg93  [author] 15 May, 2024 @ 3:16pm 
No, Valkia will only have access to units already supposed to be rightfully owned by Valkia.
This mod does not alter unit ownership but only ties vanilla units to the Black Fortress building chains and makes sure that Local Recuritment for WoC is enabled.
Ex. -1) By building the Dark Fortress Marauders building chain with Archaon you will get ALL the WoC Marauder variants.
-2) By building the Dark Fortess Marauders building chain with Valkia you will get just the basic WoC Marauder variants and the Khorne themed ones.
Do also note that this mod only allows you to recruit Marauders, Chaos Warriors, Chosen, Aspiring Champions, some chariot and monster units and a bit of cavalry.
Extended roster units, most of the Daemonic units and Warmachines are not covered by this mod.
Vaxar Kun 15 May, 2024 @ 1:55pm 
thanks for the reply, howeveri think you missunderstood me or i wasnt very clear.
Valkia (to keep to that example), who is WoC, can get unvidided units or only khorne marked units.
My question is, using this mod, will it allow Valkia to recruit, say, nurgle units? It is not clear to be yet