Total War: WARHAMMER III

Total War: WARHAMMER III

Tier Five Settlements For All Factions - Compilation
222 Comments
RagnaroK  [author] 10 Jul @ 8:50am 
@no brains - Not initially intended, as I simply used minor settlement increments, but when noticed later, I stuck with it, as major settlements still had more benefits than minor ones.

@DeFischio - I will try and update my mods when time permits, some takes a bit more time than others depending on CA changes, but generally yes.

It is possible to change the slots yeah, but for this version I will keep 6. You can find lots of mods adding more slots and if you put them above this, they will most likely override the 6 slots to your desired amount. :lunar2019piginablanket:

@WEeeeeeeeeeeeeeeeeeeeeeeeeeeeeee - I can, however with so many preferrals and settlement swapping mods regarding battles, I will leave it as it is. I believe there are several mods around still, adding walls, otherwise my own 'Man The Ramparts' does add walls to minor settlements if you build walls tier 2. :shieldwall:
can you add wall to minor settlement ?
kinghamza262 19 Jun @ 5:42pm 
works \great@!@@@!!!!!!!!!!!!!!!
DeFischio 18 Jun @ 5:45pm 
Is it possible to change the 6 slots in minor settlements to 8 slots in minor settlements?
DeFischio 18 Jun @ 10:12am 
Will you update for patch 6.2 ?
no brains 10 Jun @ 9:46am 
Tier 4 minor settlements require less population surplus than major ones. Is this intended?
MVGkaiser 31 May @ 1:28am 
thanks man
Phukface 29 May @ 6:09pm 
Thank you as always for your work! Makes me excited seeing all your mods getting updated hahah
RagnaroK  [author] 29 May @ 1:19pm 
Did some test campaigns just now 20 and 30 turns in without any issues or crashes.

Remember to enable mixu's mixer.

I need more specific details in order to solve potential issues, such as which faction did you play, did you use only this mod for testing etc.

Using massive mod lists may cause imcompatabilities we dont know of yet, so important to be thorough when testing and giving feedback. Thank you :KneelingBow:
RagnaroK  [author] 29 May @ 1:17pm 
Fixed Rotblood who can now upgrade settlements again if used with this mod.

Fixed some missing settlement values on Khorne settlements.
MVGkaiser 21 May @ 11:01am 
experienced crashing at turn 12
NINA rojozangre 13 Apr @ 6:48pm 
Update PLZ...................
Barrain 30 Mar @ 8:13am 
Loads perfectly fine for me and works (at least to turn 22), along with another 100+ mods. I suspect any indications this is at fault for a crash are red herrings and it's something else that's conflicting. If it helps, the tier and slot mods I'm using are:
* Tier Five Settlements For All Factions - Compilation by RagnaroK
* Building Slots Extended (20 Slot Major Settlements Only) by CheesyRamen
* Building Slots Extended - Six Building Slots for Minor Settlements Submod by Myxameno
* Building Slots Extended - Tier 4 / Tier 5 Minor Settlements Compatibility Submod - Six Building Slots Version by Myxameno
* 3 Rows of Building Slots by sudkks
* Building Slots Extended - Extra Races Compatibility Submod - Six Building Slots Version

This works for everything I've come across (aside for the three "special" minor settlements when using Agemouk's Tomb Kings Extended).
Utopiaone 30 Mar @ 5:12am 
hopefully there's a fix soon
Panda 26 Mar @ 3:09am 
The mod is now preventing the game from starting with patch 6.1. Someone please update.
Flassche 26 Mar @ 2:14am 
ctd on the new patch
Green Mohawk Derg 10 Mar @ 1:26pm 
Love you mod. I think you missed some stats on tier 4 & 5 for khorne minor settlements. They are missing upkeep (like their capital version and mortal alternative)
Mythcrafter 10 Mar @ 9:06am 
Hello once again love your mods as always:WH3_nurgling:.
It seems that the rotblood tribe dont get the tier 4/5 in the minor settlements, it would be very much appreciated if you could find the time to have a look at it:steamhappy:
Barrain 6 Mar @ 9:58pm 
Minor request for when you have infinite time to spend: Agemouk's TOMB KINGS: Extended mod has three settlements which seem to be immune to the charms of this awesome mod. They are Quatar, Zandri, and Bhagar (after trying to figure out why they were limited to tier 3 in-game, I dug into RPFM and noticed them uniquely listed in some under_pyramid sections of that one, but that may be a red herring). Any idea how to make them compatible with this or do you think they're forever locked at tier three forever more without the discovery of a tenth Book of Nagash?
Disciple Toki 5 Feb @ 1:28pm 
Hey Rag, hope your day is going well, I am having a strange issue where when I activate this or the Wood Elf version or infrastructure they all seem to mess with the faction select screen. I am not sure how, I am wondering if using them anyway is going to cause issues.
RagnaroK  [author] 28 Jan @ 7:54pm 
Good to hear, happy gaming! :_sword_:
greyknight88 28 Jan @ 2:58pm 
now work perfectly
RagnaroK  [author] 28 Jan @ 12:34pm 
:steamthis:Update:steamthis:

:sealdeal: Removed the extra building slots for major & special settlements.

:sealdeal: The extra building slots has been made into a submod, which can be seen linked under 'Submods'.

Sorry for any possible inconvenience due to this change.
Ooh-la-la, It's GAGA!! 27 Jan @ 11:08am 
Oof looks like i caused chaos, but rly noice job for increasing da slots!
RagnaroK  [author] 27 Jan @ 9:38am 
Seems like its the compatibility mod that does the crashing judging by that message and the vast reports on the compat mod page. :retreatordie:
joshharris100 27 Jan @ 9:24am 
Ah Nuts. Error Message points to the other mod even though you did the updating. To quote the message:
"The first invalid database record is teb_faction_trait_teb_cadavowh_main_effect_economy_trade_tariff_mod in table
effect_bundles_to_effect_junctions_tables and pack file
!RedCataph_Estalia_Compatibility_Patch.pack."

Anyone know a good fix to the code before I start frying mods and saves?
joshharris100 27 Jan @ 9:19am 
Oi mate. I'll post here and your other mod I'm subscribed to. It looks like whatever update you did is fighting the... Red's Estalia and Cataph's Southern Realms Patch. I get an error that CsTD. Error message points to those mods. I was hoping to avoid nuking my save for the dawi so I thought I'd let you know about it and wait for a week or two.
greyknight88 27 Jan @ 9:10am 
Sorry in New building are 18 for capitals and 20 fro special but now appear your mod setting. Since the tier five for minor settlement is very good ia had always used them bot
greyknight88 27 Jan @ 9:07am 
let me make a try
RagnaroK  [author] 27 Jan @ 9:04am 
Which mod is it?

I just added 12 slots to majors and specials in this mod.
greyknight88 27 Jan @ 8:59am 
before this last update when i combined new building slot with these mod the 12 slot for regional capital of new building where present but nont now. Coud it be some incompatibility?
RagnaroK  [author] 27 Jan @ 7:13am 
:steamthis:Update:steamthis:

:sealdeal: Major & special settlements now have 12 building slots, double that of minor settlements to make them stand out.

I will not add more slots than that, as it will extend the UI to much and I simply don't like the look of 3 rows.

I will do the same for custom faction major settlements later today or soonish.
Ooh-la-la, It's GAGA!! 27 Jan @ 4:45am 
It's just getting rly crowded in those smol capital settlements, esp with exta landmark mods, sometimes it fills like actual rpg while i sit and decide which building to build and the ones that sacrifice.
RagnaroK  [author] 27 Jan @ 4:36am 
True ;)
Ooh-la-la, It's GAGA!! 27 Jan @ 4:14am 
Eh, the one im subscribed to are not updated
"I don't like to rely on other modders for updates etc."
RagnaroK  [author] 27 Jan @ 2:05am 
Hmm I am not sure if it fits in the UI, otherwise I would not mind adding a few slots, not double though.

I'll look into it. :steamthumbsup:

In the meantime, I know there is a ton of building slot mods out there suiting every need.
Ooh-la-la, It's GAGA!! 26 Jan @ 3:05pm 
Won't you mind doubling extra slots for main province building too?
MIKO 23 Jan @ 6:38pm 
I think I found it too. Anyway, thank you
RagnaroK  [author] 23 Jan @ 12:20pm 
Sadly not by me. I tried many times but for whatever unknown reasons, Mil mod won't work on my end and the many variations I tried did not work either, so I left it up in the air for anyone wishing to do it themselves or via submod and I kinda think someone did make a submod.
MIKO 23 Jan @ 10:20am 
Thank you for the great mod. Would it be possible to make it compatible with the TW Millennium mod?
Ooh-la-la, It's GAGA!! 20 Jan @ 6:38am 
Thnx for updates!
RagnaroK  [author] 17 Jan @ 1:17am 
:steamthis:Small Update:steamthis:

:sealdeal: Integrated support for my 'Sensical Garrison' mod.
RagnaroK  [author] 11 Jan @ 1:05pm 
The 'Lego' blocks are there, but I bring my own and build on top of those already present, not changing anything of the original structure.

The skins however is an entirely other proces done by script to my understanding, which this mod does not change, but the skin changing script will not know of my blocks and thus not know, that they are supposed to be reverted/changed to another skin.

That said I know 'Motorway South' implemented compatability for these custom buildings and his script. I have no idea why major settlements would not revert/change other than the main lost world script missing something or an oversight perhaps, as it is a big mod that the ovn team continues to work on, like the issues they had with Black Crag and so on, which I think they fixed due to people reporting the issue to them. :steamthumbsup:
Theobald 11 Jan @ 12:45pm 
I'm not sure to understand how can settlement levels be added without touching them ?
By "purely custom" you mean replacing them ?
RagnaroK  [author] 11 Jan @ 10:10am 
This mod does not touch any major settlements, nor minor settlements for that matter, its purely custom and I have no means to solve the issue as its related to the scripts of those mods that change settlement skins. You are better of asking those for compatibility, as they would probably have to add it to their script, Grandolph Reborn, Legendary Urbania and Lost World. Hopefully they can help. :ranald:
Theobald 11 Jan @ 8:02am 
It's not only the minors, some majors Lost World skins too are missing.
RagnaroK  [author] 4 Jan @ 12:47am 
@greyknight88 - I don't think it matters, but I have it above Mixu's personally.

@Alex-cy - I am not entirely sure how those script ones work, but I believe a fellow modder solved it with his mod 'Legendary Urbania'.
Alex-cy 3 Jan @ 5:57pm 
When this mod use with OvN Lost World,some minor settlements special skins will not work,can you solve this problem? Thank you so much ,I love both these two mod.
greyknight88 3 Jan @ 4:17pm 
this mod need to be above or below mixu's?
RagnaroK  [author] 28 Dec, 2024 @ 4:35pm 
Which faction?