Total War: WARHAMMER III

Total War: WARHAMMER III

Dismounted Knights (and Special Regiments) of the Empire
70 Comments
Kane Beckett 3 May @ 3:29pm 
Please keep them up to date!
Exilios 1 Apr @ 6:16am 
@Alastor Moody Confirmed still work at least for me
Alastor Moody 6 Mar @ 1:20am 
Is it still working? anyone tested so far?
Devistiq 22 Oct, 2024 @ 2:34am 
love the mod but the knights need buffs! i tested almost all of them and they can barely hold their ground against greatswords.
Supreme Grand Eternal Pogi  [author] 7 Oct, 2024 @ 6:30pm 
@everyone Sorry everyone, but my checking of my mods will not be done until November 10. I have started my training at the Army and I will graduate on November 10. It pains me to say this, but I hope that someone makes a temporary patch or fix on this. Thank you all and I hope you understands.

@Ty of Troy, I believe in the RPFM you can check the battle entities table and land units table(?)

2yoyo86 Must be from a recent patch. I'll check it once I graduate from the Army. Thank you.
yoyo85 30 Sep, 2024 @ 4:35am 
Hi i report a bug i thinks, i have lot of mod active so i think that's it but my Repeater Handgunners and Ironside can't shoot, is only a melee infantry, and is affect only this units not the others . i have start a game and they could be shooting and after i have start a other game and they could no longer, so in don't understand.
Ty of Troy 26 Sep, 2024 @ 1:16pm 
is there a way you could implement a limit? as I don't think it is loreful to have several units of knights, it would be a good idea to have them only recruitable from their respective chapter houses
Supreme Grand Eternal Pogi  [author] 26 Sep, 2024 @ 1:31am 
@Ty of Troy, Nope! Have fun stacking all the units!
Ty of Troy 26 Sep, 2024 @ 1:10am 
is there a limit of how many knights we can have at a time?
sins8 17 Sep, 2024 @ 11:06am 
il give it a look thanks
iDon'tSpeakRussian! 17 Sep, 2024 @ 8:44am 
so sadly that MCT is way more difficult to do given my lack of script XP, I would recommend using mod manager since it's pretty much same thing without of hassle and having to update script each time you add unit
Supreme Grand Eternal Pogi  [author] 17 Sep, 2024 @ 3:45am 
Heya @sins8, I do not know how to make each unit toggle-able via MCT nor will I try to learn, but it appears to be already toggle-able as said by @iDon'tSpeakRussian!. Personally I suggest you edit the mod itself and remove the units you don't want hehe. Thank you!
iDon'tSpeakRussian! 17 Sep, 2024 @ 3:42am 
you can turn them on or turn them off if your mod manager won't decide to bug out :D ...there's feature in WH3MM where you can click gear next to the mod to be able to toggle buildings and units from mod on and off. Almost like built-in MCT menu
sins8 11 Sep, 2024 @ 5:29pm 
is there a way you can set it so i can choose which knights are available? I dont want all of them and they clutter up my selection pool a little bit
Supreme Grand Eternal Pogi  [author] 11 Jul, 2024 @ 4:45am 
@Kitty Tinkles Mod has been updated. Should be able to recruit by now for both Elspeth and Gelt. Thanks!
Kitty Tinkles 10 Jul, 2024 @ 9:39am 
Tried it with with RPFM. Still can't seem to fix it. Any updates on this issue?
Supreme Grand Eternal Pogi  [author] 23 Jun, 2024 @ 11:20pm 
@Kitty Tinkles As far as I'm aware, these can only be recruited by Reikland and minor factions, but I will revise it to be allowed by Elspeth and Gelt too. Please wait as this takes time.

If you want to do it ahead while waiting then feel free to! I believe all you gotta do is enter the faction ID/code for the units under "units_allowed" or something like that using RPFM.
Kitty Tinkles 23 Jun, 2024 @ 9:18pm 
Hey, I tried loading your mod last and the units are still not showing up for Elspeth and Gelt. What else can I do to fix this?
Supreme Grand Eternal Pogi  [author] 27 May, 2024 @ 10:18pm 
@Everyone. For those who are missing units, please move my mod to be loaded last. I noticed certain mods remove my units from the campaign because they get overridden. Thank you!

@Legenda VR, I'll revise this soon around the 30th of May. Thank you!
Legenda VR 10 May, 2024 @ 11:50pm 
All your units are unavailable when playing for Wissenland. Perhaps this is due to the fact that their buildings differ from those of the empire of Karl Franz
Supreme Grand Eternal Pogi  [author] 9 May, 2024 @ 4:45am 
MOD UPDATED:

Refined the look of Sacred Scythe and Ravens' capes.
Supreme Grand Eternal Pogi  [author] 9 May, 2024 @ 4:44am 
@Legenda VR, which units are they?
Legenda VR 8 May, 2024 @ 10:01am 
There are missing units from your mod for hiring in the company, how can I fix it?
Supreme Grand Eternal Pogi  [author] 8 May, 2024 @ 7:03am 
@everyone, tested it out in campaign. All units should able to be recruited now. If there are still missing or units that you can't recruit, please inform me. Thank you for your patience, support and kind words!

WiP (arranged by priority):

Footknights of the Black Rose (Swords)
Footknights of the Black Rose (Greatswords)
Knights of the Raven
Mounted Huntsmen

Change animation for Repeater Handgunners and Ironsides.
Rudi van Vonvolkvan 7 May, 2024 @ 8:53am 
@Supreme Grand Eternal Pogi, don´t worry take the time you need, you do a great job, keep it up my man <3:dexter:
Supreme Grand Eternal Pogi  [author] 6 May, 2024 @ 8:52pm 
@everyone, updating will be a bit delayed as there is no RPFM yet for 5.0. Most that I can do is just update the models. None of the wikis yet show the new buildings' file names so I can't revise how they'll be recruited.

@Blood Mother, yes, I'll be making 2 footknight variants. Greatswords and swords.

@alex_vespe and @Rudi van Vonvolkvan, yes, the entire building chain for recruitment have been changed for 5.0 like how Imperial Academy has been removed. I still need to check if the landmarks are still there or if there are new landmarks.
ViperGuardian 6 May, 2024 @ 5:31pm 
will there be knights of the black rose at some point they look cool? <3
Rudi van Vonvolkvan 6 May, 2024 @ 1:05pm 
recruitment is bugged I need "the great cabin" building in order to recruit the knights lmao :shcscribe:
alex_vespe 5 May, 2024 @ 11:35pm 
hi. im having bugs with this mod. i cant recruit (local & global) ANY unit of this mod. Maybe something with names of buildings after 5.0? Because when i try recruiting appears a note saying "missing building".....(last play was yesterday 5 may).
Supreme Grand Eternal Pogi  [author] 5 May, 2024 @ 6:44pm 
@Everyone, would like to ask if you all still have issues with recruitment? I've done some changes though I have not tested them out in campaign. Thank you.
sigmars_disciple 4 May, 2024 @ 9:47pm 
regarding builings for the Empire have changed....

I only had time to play briefly. But I thought I was trippin' as Wissenland, because I'm pretty sure the third standard recruiting building was just entirely different - and I think the stables missed tier 5, or possibly even 4 and 5. There was no forge/gunsmith/armoury and also no lvl4&5, instead there's a gunpowder units specific chain now. It might be Wissenland only.

But so where are all the forge-recruitable units? Are they litarally all unrecruitable, whether vanilla or modded heritage, until somebody mods the building back or all the mods adjust?? Or is this only for Wissenland, who had the time to check it out? Appreciate you guys Thx <3
Irithyl 4 May, 2024 @ 12:46am 
@dr_khuzema yea the empire got a rework and removed some buildings i had that problem as well the great cabin and engraved walls just wait for the mod updates
Supreme Grand Eternal Pogi  [author] 3 May, 2024 @ 7:54pm 
@dr_khuzema Most likely the Empire rework had a bunch of file names of buildings changed. I'll have to check them as soon as I'm out of the Hospital.
dr_khuzema 3 May, 2024 @ 7:14pm 
can any one please tell me i am playing war hammer 3 latest patch and now somehow the armory is gone and it says need great cabin if i want to recurit them
Irithyl 3 May, 2024 @ 8:11am 
get well soon brother!!
Supreme Grand Eternal Pogi  [author] 3 May, 2024 @ 3:51am 
@iDon'tSpeakRussian! Trying to learn how to, but it's too confusing. Is there a template I could reference from?

@Everyone, I am currently recovering from ttx poisoning and will be discharged soon. I can update this mod but in terms of modifying anything, I can't do it for now. Hospital WiFi is slow so please bear with me as my copy is currently patching. Thanks!

In the meantime, I do hope someone is able to create a MCT toggle plugin for this. Thanks!
Irithyl 2 May, 2024 @ 10:51pm 
pa update boss pogi hehe
Callhub 2 May, 2024 @ 12:11pm 
Update it pls. :ranald::sealdeal:
iDon'tSpeakRussian! 25 Apr, 2024 @ 9:54am 
MCT toggles for units would certainly be welcome addition :)
Bantichai 24 Apr, 2024 @ 7:34am 
The other thing I'd like to say is that you did quite well on the unit cards, however I think the "Blazing Sun" unit cards look a bit "shoddy". Too much yellow and the image itself isn't that clear. It's a small complaint though but I thought I'd just point it out as blazing suns is a really popular unit and yet the other unit cards look a lot better. Once again though, great work!
Bantichai 24 Apr, 2024 @ 7:31am 
I'm really glad I found this mod, it was just what I needed, I'm impressed by how many knightly orders you have covered.

I just want to mention one thing though, I read that you were planning to introduce cavalry? My suggestion would be to make it a separate mod, especially if you cannot disable with MCT. The reason being that Graetors Knightly Orders is already a very popular mod and mainly covers the cavalry already. Personally I don't mind that a few units overlap but I don't think it should overlap anymore, I think this mod should solely stick to infantry and maybe have a separate mod for cavalry.

I really enjoy this mod but also love Graetor's mod, especially because he has added grandmasters.
Supreme Grand Eternal Pogi  [author] 4 Apr, 2024 @ 5:23am 
@Overlord, sadly I do not know how to make a MCT compatibility patch. Mayhaps someone else has already made one for this mod?

MOD UPDATED:
- Introduced Empire Footknights (Greatswords)
- Introduced Reiksguard Demigryph Knights
- WiP Empire Footknights (Handgunners)
- WiP Huntsmen Pistols
- WiP Knights of the Raven
- WiP Knights of the Sacred Scythe
Overlord 4 Apr, 2024 @ 3:40am 
Hello there! Txh for the great mod, it adds so much diversity to the roster!

May I please request you to consider making a compatibility patch for rhe Graetor's Empire Knightly Orders mod? Some of the units are overlapping :( His mod supports the MCT, but I can't disable all of doubles :(
OR, would you please consider introducing the MCT support for your own mod, making it possible to disable certain units to avoid duplication..?
Thx in advance! ;)
iDon'tSpeakRussian! 25 Mar, 2024 @ 1:51am 
"Entity count" or "man count" it should be understandable what it is once you see it :) but its certainly one of those tables
iDon'tSpeakRussian! 25 Mar, 2024 @ 1:51am 
Land units or main units tables have "entity count" I believe. Doubling that will make submod. :)
Supreme Grand Eternal Pogi  [author] 24 Mar, 2024 @ 7:36pm 
@Henrique, Sadly I dunno how to. But please feel free to edit the unit size using RPFM to match your liking!
Henrique Lique 21 Mar, 2024 @ 12:24am 
Hey good sir, can you do a submod for double unit size mod?
Supreme Grand Eternal Pogi  [author] 16 Mar, 2024 @ 7:18am 
@Zollern, not at the moment. But kindly wait for a couple of minutes. I'm currently revising the table that affects Reiksguard units in skills and research.
Zollern 28 Feb, 2024 @ 5:11pm 
Can Karl trait and skill be applied to Reiksguard Infantry?
Supreme Grand Eternal Pogi  [author] 23 Feb, 2024 @ 7:27am 
Thank you, @iDon'tSpeakRussian! I'll message you soon in Discord regarding assistance in modding cavalry units into the game. Thank you!