Total War: WARHAMMER III

Total War: WARHAMMER III

SCM Empire Secessionists (6.2)
159 Comments
Balthasar23th 21 Jun @ 4:03am 
Thank you, I've done it. If you want, you can mention them on your site.
Rhox  [author] 9 Jun @ 4:47pm 
Feel free to make a submod
Balthasar23th 9 Jun @ 2:26pm 
Hello Team SCM, thank you for this wonderful mod. I would like to make a German translation and hereby ask for your permission to upload the mod.
bain.yelton 18 May @ 8:11pm 
Love this mod
Rhox  [author] 18 Feb @ 3:49pm 
None of my issue
Wyrda 18 Feb @ 3:25pm 
I had a late game crisis spawn as the secessionists being corrupted by Slaanesh. Does this overwrite the vanilla crises? I had it on ultimate crisis mode with Vamps, Orks and TKs rising becoming a crisis and it would suck to lose on the campaign difficultly. Thanks!
Rhox  [author] 16 Feb @ 4:42am 
Omikami// Works fine here, likely to be your other mods, OS, corrupted file or mod, or things like that
Omikami 15 Feb @ 8:47am 
I try everything, as far as I know. Reload, verify , force reload, etc etc etc it still won't work.
Dragon32 11 Feb @ 7:16am 
@Omikami
That's indicative of a script break
https://tw-modding.com/index.php/Troubleshooting
Omikami 10 Feb @ 7:58pm 
Ummm when I activate IEE and this mod, This mod just don't work. How do I fix it?

I mean it show the character in selection screen and all, but when I play as Karl, Reinhardt just disappear. Replace with generic lord.
bain.yelton 10 Feb @ 6:00pm 
I really love the depth and detail this this adds, well done.
RafaleMace 18 Jan @ 4:37pm 
Quick question. Are the Handgunners dependent on something? I defeated them and recruited them directly, and I can't find them as RoR.
Bullwark 17 Dec, 2024 @ 7:22pm 
For some reason, the legendary lord texture is replaced with a orc shaman
Fonzo 10 Dec, 2024 @ 1:28am 
Yeah, just checked in campaign, as I should have done to begin with. Used console commands to level him to level 8 without spending skill points, put him on his horse, and as expected, no talents or skills, and his name shows up as expected. Just faulty testing with quick battles on my part, my bad, but thank you.
Rhox  [author] 10 Dec, 2024 @ 1:06am 
Yea just checked and it's due to missing a line in custom battle DB, won't affect the campaign
Fonzo 10 Dec, 2024 @ 12:57am 
Yeah, though so, but unfortuantely didn't have a save file to test. Thanks!
Rhox  [author] 10 Dec, 2024 @ 12:54am 
Automatically gets all his abilities for free could affect though
Rhox  [author] 10 Dec, 2024 @ 12:53am 
That won't affect the campaign, as they work differently
Fonzo 10 Dec, 2024 @ 12:48am 
The firing effects for the Mackensen's Marauders seems to works perfectly now, thank you!

When I was just quickly testing this in a skirmish battle, I noticed that Hans Frankenwurters name becomes blank when you put him on his horse, Wulcan. Only tested in a skirmish battle, not in campaign, so don't know if it happens there as well, and again, it's not a big deal, just though I would mention it just in case.

In addition (this is probably just a quick battle problem and not worth caring about at all, just happened to notice), his abilities and items becomes unselectable when you select the horse, but when you enter the battle with him on the horse, he automatically gets all his abilities for free.
Rhox  [author] 9 Dec, 2024 @ 6:10pm 
Yes it was missing it. I'll add it
Rhox  [author] 9 Dec, 2024 @ 5:56pm 
That would be the TOD update thing and if that's true, that would mean I forgot to update it
Fonzo 9 Dec, 2024 @ 4:42pm 
For some reason it seems like the firing effects (flash/smoke) for the Mackensen's Marauders (Handgunners) unit has stopped working. I'm sure it used to work before, so don't know what happened since I last played, but probably something CA did in an update.
It's a very minor issue that most people won't notice, and I've made a quick temporary "fix" to use in my own playthrough anyway, so definately not a big deal, just though I would mention it in case someone cares.
Da Fahc 4 Dec, 2024 @ 4:25am 
what happens if i play as nuln?
Rhox  [author] 25 Nov, 2024 @ 5:59pm 
RoR. If you already recruited them, you'll see them in the RoR panel once you disbanded them
Chicorito94 25 Nov, 2024 @ 4:08pm 
Playing as the secessionists, how exactly do I recruit the marauder handgunners unit? I only saw the unique halberdiers available from the landmark in Ubersreik but not the handgunners. Could it be because I'm using other landmark mods + the OVN Lost World that accidentally remove the unit from being recruit-able?
Rhox  [author] 13 Nov, 2024 @ 7:00pm 
That's Marienburg, and summoned units are not Secessionist, and check MCT.
Astraeos 13 Nov, 2024 @ 6:10pm 
Does this mod make a rebel army spawn that sieges altdorf regardless of what public order actually was?

I defeated the Secessionists, banished them, and several turns later an almost full, extremely high tier and fully experienced army spawned and sieged Altdorf, and I'm just trying to track down which mod is making this happen so I can delete that mod from my playlist.
Seth 31 Oct, 2024 @ 8:27am 
Uptate please ( Uptate game today )
Rhox  [author] 10 Aug, 2024 @ 9:24am 
That's what happens when DB guy copies entries and doesn't change unique id, yeah I'll change this mod's ones
Sabury 10 Aug, 2024 @ 9:14am 
Oh yeah man, I changed the unicue id and it helped. It conflicts with the SCM Marienburg mod (5.1)
Rhox  [author] 10 Aug, 2024 @ 9:02am 
Please read comments
Rhox  [author] 10 Aug, 2024 @ 6:53am 
No I can use it without a problem. It's your other mods that is likely using same special ability id for some reason
Sabury 10 Aug, 2024 @ 1:52am 
Hi @Rhox! The abilities: Gray Mountain's Aegis and Helmgart's Brand no longer work in combat with the new patch.
LazyDonkey 8 Aug, 2024 @ 3:02pm 
Does Hans have a upkeep reduction while garrisoning forts skill? I think that would be nice
zyni 28 Jun, 2024 @ 11:02am 
possible to get a 5.0.5 version of this mod? Till another mod updates to 5.1. i wanted to play with 5.0.5 but with this mod active the game won't start up. Or is there some line in a file i can change myself?
Dragon32 24 Jun, 2024 @ 10:47am 
@HolyMolyOllyPoly
Check RPFM's settings, it should be checking for Schema updates on program start.
HolyMolyOllyPoly 23 Jun, 2024 @ 5:06am 
Ok, I have literally no clue what I'm doing, I am not a mod author. Maybe you could give me step-by-step guide on what I have to do? What I've done so far is:

1. Download RPFM and unzip it into a folder
2. Opened it, set up TWW3 game folder and Assembly Kit folder in settings (C:/Program Files (x86)/Steam/steamapps/common/Total War WARHAMMER III and /common/Total War WARHAMMER III/assembly_kit)
3. Clicked on Special stuff > Warhammer 3 > generate dependencies cache and waited for it to finish
4. Opened the pack file in C:\Program Files (x86)\Steam\steamapps\workshop\content\1142710\3030410786
5. Navigated to db > unit_sets_to_unit_junctions_tables
6. Get an error message when I click either 'hkrul_emp_sec' or 'hkrul_mack' that says "missing or invalid extra data provided: "schema""

Wat do?
Gleen Cross 23 Jun, 2024 @ 5:03am 
You people are very talented
Rhox  [author] 23 Jun, 2024 @ 4:25am 
Yeah checked again MD 63 to 68 before and after picking the skill
Rhox  [author] 23 Jun, 2024 @ 4:17am 
Check unit_set with your RPFM, If it's Steam malfunctioning problem, I don't want to be part of it
HolyMolyOllyPoly 23 Jun, 2024 @ 4:10am 
I've tried deleting the mod and then re-subscribing to it but that didn't work, either.
HolyMolyOllyPoly 23 Jun, 2024 @ 4:05am 
Idk what any of that is. Are you talking about something that's accessed through whatever program you make mods in? I have no experience with that.
Rhox  [author] 23 Jun, 2024 @ 3:55am 
In case of Hnadgunner RoRs, that is CA bug, check what unit_sets are getting affected for wh2_dlc11_effect_force_stat_missile_damage_emp_free_company_crossbowmen_handgunners_pistoliers_outriders_rank7
Rhox  [author] 23 Jun, 2024 @ 3:21am 
I just checked and it's working. Check your unit set to unit records junction, if they're not in, you're using older mod
HolyMolyOllyPoly 23 Jun, 2024 @ 2:53am 
That's totally fair. So I started a new campaign as Mackensen with only this mod, Mixer, and the mod configuration tool enabled and it still wasn't working.
Rhox  [author] 23 Jun, 2024 @ 1:26am 
Whatever is the case, I'm very unlikely to test when someone doesn't confirm with minimum mods
HolyMolyOllyPoly 23 Jun, 2024 @ 12:52am 
Appreciate the swift response! Unfortunately, the units are still unaffected by the skill. At least in my campaign. Might be a mod incompatibility, but I can't imagine what would interfere with your units.

Here's the unit info of a level 6 and 7 Frankerwurter's and the skill which lists the units showing my mod is up-to-date: https://imgur.com/a/K3cTHWN
Rhox  [author] 22 Jun, 2024 @ 7:18am 
Added several of them so it should work now. I think
HolyMolyOllyPoly 22 Jun, 2024 @ 7:08am 
Great mod, brought a fresh new flavor to my 123456789th Karl campaign. There is a small error, however, that I'd like to point out in case you're unaware of it: Frankenwurter's Company units do not seem to benefit from the red line skill 'Strength of Hardship' which buffs level 7 infantry and above. Would you please correct this? Thank you.
Moo Tall New 19 Jun, 2024 @ 11:57am 
So Empire Secessionists cannot use confederation action with other empire factions?