Total War: WARHAMMER III

Total War: WARHAMMER III

SCM Marienburg (6.2)
1,025 Comments
Miracle Johnson 10 Jul @ 8:34am 
Hello! Question, is this od also compatible to the Heirs of Sigmars Mod?
Wüstenratte 3 Jul @ 12:12pm 
There is some more potential for the mechanics for Marienburg, but it is one of the best mods I've played. Thanks for the great work.
LargeJohnson 30 Jun @ 11:18pm 
Fooger caravan fights do not work please fix
Aldaraia 26 Jun @ 5:38pm 
Going to be honest I think this mod made me a full time Marienburg enjoyer now, the mechanics of the faction are exactly what I was looking for in an empire play-through! I love how Kuypers (much like his lore) is meant to stay at the harbor with his retinue. The only thing I dislike about the mod is the complete removal of imperial floppy hats! :steamfacepalm::steamfacepalm::steamfacepalm:
zecrayz 21 Jun @ 8:42pm 
Would someone be able to let me know how to increase unit capacity in this mod? I really like both the migrated Dwarf units, and especially the super awesome Black Caps and Knights Mariner, but they each have a capacity of 2, with no building I can find that actually increases it.

I assumed making more tap rooms would give me more dwarfs, but no. Honestly, why do the dwarfs even have a cap of 2?

Someone please let me know, I'd really appreciate it. Thank you!
VonZrucker 20 Jun @ 12:38pm 
Old man Kuypers is one of the most fun mod campaigns I've played. I really can't rave about this mod enough.

I would love it if he had an option(a building of some kind) that would allow him to confederate Empire-adjacent factions, like TEB, Kislev etc. for large sums of cold hard cash.
Macrath 20 Jun @ 4:08am 
Love this mod. NEED it for TOW.
Warcommissar1 19 Jun @ 11:00pm 
Also Reiterpalllash I dont even have old world rites and this mod causes a ctd on nordlands turn
Warcommissar1 19 Jun @ 10:59pm 
were outriders and pistoliers omitted on purpose? they seem very marienburg type units
Rhox  [author] 18 Jun @ 6:10pm 
The problem isn't the passing turn but the allied post. If you're getting CTD on allied post build, then your pack isn't updated
Rhox  [author] 18 Jun @ 5:54pm 
Yeah try with min mods first and resubbing to all
REITERPALLASCH 18 Jun @ 5:02pm 
Nope I disabled old world rites, unsubscribed and resubscribed to this and Mixu's legendary lords and it still crashes on nordlands turn sadly
REITERPALLASCH 18 Jun @ 4:52pm 
I believe it may be because of the old world rites compatibility submod
REITERPALLASCH 18 Jun @ 4:45pm 
I'm still getting a crash on nordlands turn :(
Polyamide Knight 18 Jun @ 6:34am 
just tested it minute ago along with LCCP and no crash. No to test full 150 modpack. Thank you Rhox. Without your mods this game sucks.
snoopyzero 18 Jun @ 6:29am 
Thank you guys! You are doing the Lords work here for the community!
Miki's Stopwatch 18 Jun @ 6:26am 
Nice. Able to build the outpost and pass through the endturn to turn 2. Thanks.
Rhox  [author] 18 Jun @ 6:14am 
Yeah it should be solved with next patch. Sorry for the trouble and thanks for the reports.
Also, don't forget to resub to force update it
Polyamide Knight 18 Jun @ 6:13am 
Yep, i found source of my ctd.
Rhox  [author] 18 Jun @ 6:08am 
Yeah it happens with minimum mod, no other mod required.
Rhox  [author] 18 Jun @ 6:07am 
Okay that narrows it down. I've removed some of the Marienburg unique allied outpost this mod had due to it causing some visual bugs and additional clicks. So some leftover of this stuff might be causing it
Miki's Stopwatch 18 Jun @ 5:53am 
The settlement doesn't seem to matter, as I tried both Dietershafen and Salzenmund - same crash when building the outpost.
Miki's Stopwatch 18 Jun @ 5:51am 
Oh this is interesting, aside from the crash at the beginning of Nordland's turn, I'm also able to consistently cause a crash by defalliance-ing Nordland (god bless the console commands) and attempting to build an outpost - at this point it crashes.

But only when I'm playing as an empire faction, it seems, was able to replicate it with both toddy and karl, but not Kislev (kostaltyn). Dunno if that helps identify the issue.
Chronos 18 Jun @ 5:45am 
@Rhox Kill the Festus still causes crash.
Rhox  [author] 18 Jun @ 5:41am 
And it runs fine if you kill Gausser? If Gausser is the flag you see at the moment of CTD, it's actually the next flag that is causing the CTD.

And who you guys playing with also matters.
Miki's Stopwatch 18 Jun @ 5:39am 
Loaded in as Toddy to take a look - Doesn't look like it has anything to do with Hochland. Eliminated Festus off the bat, Hochland was doing fine, still stops and crashes the moment it switches over to Gausser's turn.
Rhox  [author] 18 Jun @ 4:14am 
And since I can't check games for a while, is that coming from Hocland resurrection event? Lile if you kill the Festus, does the ctd still happen?
Johnlehnhof 18 Jun @ 2:45am 
Thanks for the great mod, but for now it wont work with Mixu's LL. It crashes in the end turn around Nordland
Rhox  [author] 18 Jun @ 2:21am 
Yeah if it's not min mod but coming from conflict from other mods, we can't do much
Killer of the OUN and UPA 18 Jun @ 12:38am 
crashing on Nordland turn i think
TyArtikos 18 Jun @ 12:02am 
Hi my game also crashes during the first turn from 1 to 2 and removing this resolved my crash as well.
Chronos 17 Jun @ 11:52pm 
Min mods are okay, but when keeping the basic mod list as Mixu’s Unlocker, Community Bug Fix Mod, IEE, and 4 Mods of SCM Team, adding Mixu’s Legendary Lords & Mixu’s Legendary Lords: Asset Pack causes a crash at the end of the first turn.
Rhox  [author] 17 Jun @ 10:45pm 
Min mods, and check your potential settings, validate the game.
Chronos 17 Jun @ 10:41pm 
It will be ok before 6.2.
Chronos 17 Jun @ 10:40pm 
When start with Chao Dwarfs, after one turn it will be crashed.
The Geko 15 Jun @ 7:42am 
Super impressed with this mod. I love Van de Kuypers mechanics and all the dutch-ish troops. Super cool :3. (Maybe the greatswords can be renamed to Landsknechten)
[XIII] Lucius Vinicius 13 Jun @ 7:02am 
Oh, so I get the skill once and that is the one rebellion, then? It read more like something that I can prompt repeatedly, maybe on a cooldown.
Rhox  [author] 13 Jun @ 6:21am 
Skill
[XIII] Lucius Vinicius 13 Jun @ 4:32am 
Sorry if someone has asked this before, but as Jaan, how to I fund the empire rebels? Can not find a button for it.
Zeek 10 Jun @ 5:29am 
There are few faction mods that I feel are actually good, and this is one of them. I'm having so much fun getting rich peace keeping the wastes and surrounding areas with Jaan
Drakenhof 5 Jun @ 11:00am 
I have all the components of the "Informal ruler of Marienburg set" except Luitpold. How can I obtain him?
Noumenon 3 Jun @ 12:47pm 
@rhox awesome, thanks for the heads up.
Rhox  [author] 3 Jun @ 3:40am 
6.1.5 fixed the navel trade node causing CTD on loading problem, so it should be safe to use.
flupo42 1 Jun @ 3:24pm 
Disabled this mod, started a new campaign, turn 20 suddenly same problem. Cannot load any mod. 99 mods, in my load order and apparently this isn't the only one that got broken like this by the last update.
Does anyone know of what other mods can cause this issue? Anyone had this same problem with the Araby mod?
twyhein 1 Jun @ 12:09pm 
Which 3 factions are using caravan system exactly? So I know which to kill off
XIII07 28 May @ 5:09am 
@Rhox Just want to thank you for figuring out so fast what caused the issue and changing the title of caravan using faction mods. Appreciate it! That already helps!
which version of backup i need to make it work again? 6.0.0 i crushing, 6.1.0 crushing. 6.1.3 (which noted as latest) crashing aswell
lds8 26 May @ 9:17pm 
So grateful for the heads up as thought it was something to do with the patch itself. Have rolled back and working fine. Don’t want to jynx it but I can play this with SFO 🙏 Literally my 2 dreams come true. So grateful to the mod team, awesome!!
Walkabout 26 May @ 3:10am 
thank you so much for highlighting in the title not to use with 6.14. you have saved me hours of fault finding.