Total War: WARHAMMER III

Total War: WARHAMMER III

Agemouk's TOMB KINGS: Extended
905 Comments
Agemouk  [author] 15 hours ago 
OK, I've just tested on Khemri in ToW, built the Pyramid, and the full Pyramid Complex appears fine, and I was able to select and build the buildings.

Can I suggest you strip out your other mods which could be interfering, and then test with just this mod, Mixer, MCT and Chasorobies TOW mod and Console Commands- as I'm unable to replicate your issue with just the minimal mod selection - everything seems to be appearing without issue.
Alisha03 16 hours ago 
Ok so the issue im having with The Old world map enabled is the pyramid entrances not working, i can build the entrance landmarks but the don't open up the alternate buildings inside the complex
Agemouk  [author] 21 hours ago 
FAQ 1.1.B.ii.
Mistersander 22 hours ago 
Is this mod supposed to work with the old world campaign ?

I'm running into some issues
Agemouk  [author] 13 Jul @ 10:50pm 
@Alisha03 FAQ 1.1.B.ii.
enrique gonzalez laurion III 13 Jul @ 10:14am 
Does this mod disable unusual locations? running this + sfo and submod, but haven't seen any pop up in 70 turns, ive previously seen them pop up in other sfo campaigns
Alisha03 13 Jul @ 9:32am 
Any chance of an Old World map compatibility submod?
Boro Pat 13 Jul @ 7:08am 
Brilliant thanks for the help Agemouk. Brilliant mod also buddy.
SecondRateViking 12 Jul @ 3:16pm 
Just wanted to report back that solution worked. Thanks so much, really appreciate it!
Agemouk  [author] 12 Jul @ 11:03am 
Mixu just updated Mixer. I'd suggest if you have further issues of that error you first manually unsubscribe then resubscribe to ensure you have the download of the latest version he just pushed.
Agemouk  [author] 12 Jul @ 10:34am 
Yep, just checked Mixer, and it looks like a MIxer issue. On:

db/campaign_building_chain_slot_unlocks_tables

MIxer currently has wh2_dlc09_tmb_settlement_major with 20 slots at all levels.

That's quite the update 🤣

I suggest you report the issue directly to Mixu. I've dropped him a quick DM about the issue.
Agemouk  [author] 12 Jul @ 10:27am 
It sounds like one of two things - either a Mixer issue, or a mod conflict issue between Mixer and another mod on your mod list - the simple fact is this mod doesn't touch province capital building slots, so it's the one mod I can guarantee isn't causing that issue 😆
SecondRateViking 12 Jul @ 10:24am 
> has anyone noticed a bug that adds about 20 buildings slots to province capital and how to fix this?

I'm also seeing this, but I'm playing with this, the arkhan mod, and the submod, so not sure who's the culprit between the 3. I just shrugged and built extra buildings.
Agemouk  [author] 12 Jul @ 10:07am 
I've never come across such a bug. Can I suggest you completely strip out all other mods and see if you can replicate this with just MIxu's Unlocker, MCT and TK:E.
Boro Pat 12 Jul @ 8:18am 
has anyone noticed a bug that adds about 20 buildings slots to province capital and how to fix this?
TOAST 6 Jul @ 4:19am 
For those who've played this a fair bit - which faction do you recommend the most? I'm thinking Khalida but wonder if anyone has found one to be more fun/unique?
Code 5 Jul @ 4:59pm 
:o Tomb king mod
vRyanH 5 Jul @ 9:37am 
love this mod, brought me back to the game, I would like to know if there is a unit cap mod compatible with this?
Agemouk  [author] 30 Jun @ 6:39am 
Just a little shout out to

Gaming For Immersion - https://www.youtube.com/@GamingForImmersion

Who is running a Settra TK:E campaign on his channel currently - worth a watch :steamhappy:
Agemouk  [author] 27 Jun @ 4:39am 
That is not a boost that Arkhan needs.
doriman 27 Jun @ 12:11am 
Thank you for the great mod. Could you please modify the skill so that Akan can strengthen the added vampire units?
Agemouk  [author] 22 Jun @ 9:57pm 
Thanks for the feedback. The choice is intentional.
Thewizardguy 22 Jun @ 6:35pm 
Love this mod, and Tomb Kings in general. I was just playing an Arkhan campaign, and noticed his 'Legions of Death' skill only seems to boost Fell Bats, Direwolves, Crypt Ghouls and Hexwraiths. The new Vampire Counts and Vampire Coast units he has access to from this mod are unaffected. I wasn't sure whether this was intentional, an oversight, or a bug.
Evilbookworm 20 Jun @ 8:33am 
Understood- and he popped up a few turns later- not sure why there was a delay, but he's now up.
Agemouk  [author] 20 Jun @ 1:33am 
FAQ 1.4
MorningApe 20 Jun @ 1:16am 
Hey great mod, having a good tiem with it, thank you. There a re a few units that I cant recruit because the unit cap stays at 0 and doest increase even having buildings that increase the cap. The units that dont work for are, both tomb guard horsemen, nehekara warriors sword and shield, basthethi and greater bastheti. Are there more requierements other than just the building? if not then its a mod compatibility issue and oh well what can you do when using sfo and 30 mods. Great mod anyway
Agemouk  [author] 18 Jun @ 10:46pm 
I've just tested and Sehenesmet spawns fine. I suggest that you probably have a script break brought on by a mod conflict with something in your mod list. Please only post issues when you have tested with just this mod and the required mods - doing otherwise just leads to wasteful false positives.
Evilbookworm 18 Jun @ 2:25pm 
Pardon- I cannot seem to recruit sehenesmet. I have the mission completed (rumblings in the palace of corpses) and got the item, but sehenesmet isn't available in my lord recruit menu under legendary lords?
SteelBlood 18 Jun @ 12:14pm 
I am already on the modding den. Who was the co creator who created the animation? They would probably be the best starting point for me to ask.
Agemouk  [author] 18 Jun @ 10:17am 
Next update should be a light pass over a few things; slight adjustment to under pyramids build times, a light pass over a few mortuary cult items costs in light of CA’s changes, adjusted the Arkhan Rite of Nagash to be player only - also extended the cooldown by 10 turns and shortened the effect window from 3 to 2 turns.

Should be pushed 🔜
Agemouk  [author] 17 Jun @ 10:32am 
No. Many of the creations within this mod, including the javelin animations, were co-created with a wide number of collaborators who have very kindly given their time, expertise and effort to contribute. These are not just mine to give away. And I do not pass on their creations nor allow derivatives from them. I suggest you go to The Modding Den, where you will find quite an active community of people involved in rigging and animation manipulations and work with them to create your own animations - perhaps even using the animations from this mod as your basic guideline to help you.
SteelBlood 17 Jun @ 10:12am 
Could I use your javelin unit as a base for some custom units I plan to make? May be awhile till I do but will credit you with a link to this mod, I mainly need the animation.
Agemouk  [author] 17 Jun @ 10:02am 
Before you ask, yes the mod works, yes it doesn't need updating. :steammocking::steamsalty::steamhappy:
pce15 16 Jun @ 12:45am 
The below comments are really funny
Agemouk  [author] 15 Jun @ 11:57pm 
Trusting what the mod thingy tells you. :WHII_Death::WHII_Death::WHII_Death:
jamiemartin10 15 Jun @ 10:46am 
The mod thingy says it's out of date is it out of date?
woozyweasel 14 Jun @ 5:00pm 
@Varadis I think Agemouk was pointing you towards section 1.4 of the FAQ document. (I've had this problem before as well) :)
Agemouk  [author] 13 Jun @ 10:04pm 
? No idea what you're talking about.
Varadis 13 Jun @ 12:43pm 
running it back to 1.4 doesn't work
Agemouk  [author] 10 Jun @ 2:45am 
FAQ 1.4
HandsomeSquidwrd 10 Jun @ 2:08am 
having a lot of fun with the mod but why are some units 0/0 for recruiting. I've built the main building to recruit said units but for some reason I cant recruit them. Is there an additional building that I need to build in order to recruit them or is this a bug/mod interference?
Gman9090 7 Jun @ 4:50pm 
Thank you for continuing to support this MOD! Cheers!
Gman9090 7 Jun @ 4:50pm 
CANNOT wait to try this out Next TK playthrough!
noble_peasant 7 Jun @ 11:57am 
@Agemouk thank You very much! Didn't notice requirements text
Agemouk  [author] 7 Jun @ 2:26am 
FAQ 1.4
noble_peasant 7 Jun @ 2:14am 
Disabled all other mods, but for most new units cap is still 0/0, even tough I have many increase cap buildings
Agemouk  [author] 6 Jun @ 6:21am 
FAQ 1.4
BlackPanther 6 Jun @ 4:03am 
Well i have the same problem cant recruit most of the new units there is a unit cap 0/0 even multible buildings wont change that is therea fix for that
Agemouk  [author] 5 Jun @ 7:11am 
Try again, what you have written is unintelligible.
zetsubou_gintama 5 Jun @ 6:12am 
Got a problem about unit caps. It seem the mod units was shown on building or can be recruit.