Total War: WARHAMMER III

Total War: WARHAMMER III

Landmarks of Eternity-Immortal Empire Expanded edition [Reworked]
242 Comments
Testikles 10 Jul @ 11:49am 
Greetings Chasslo! Hope you' re doing fine. The IEE has been updated. Should we wait for this one too or it should work fine? Thank you very very much.
Chasslo  [author] 22 May @ 1:50pm 
The issue should now be fixed. Sorry fo the inconvenience.
@steelgamercd147 As stated in the description you'll need both mods to get all the landmarks.
@Six Eyed Flying Fish i'll take a look and try to fix it.
DickHardly 21 May @ 8:49pm 
Yeah, I'm getting crashes mid campaign form script\campaign\mod\cle_iee_misc.lua
Baligdur 19 May @ 2:40am 
The mod is broken. It causes script break after 20 or so turns.
steelgamercd147 18 May @ 9:18am 
Im confused dos this have all the land marks from both versions or just the 70 plus and can you use both to get all of them ?
Mumm-Ra 5 May @ 8:11pm 
Hobhome, Eastern Steppes. Not on my map
Mumm-Ra 5 May @ 8:04pm 
undeer Nurgle you have Seagrave Port, Eastern Steppes. On the IEE map, its called Seagrave Port in the West Hungaria province.
53moe 4 May @ 9:57am 
update pls
:tonkinBullied:
Six Eyed Flying Fish 9 Apr @ 5:41am 
the landmarks (mutual exclusive to each other) in temple of Gilgadresh are not showing up; the landmark mark is on the settlement but when you tried to build it it has a blank area where the landmarks should be; all other landmarks seesm to be working fine
来沈阳没你好果汁 8 Apr @ 3:58am 
update pls
Chasslo  [author] 7 Apr @ 7:28am 
@SgtKinCaiD Noted, I'll take a look as soon as possible
SgtKinCaiD 6 Apr @ 3:44pm 
Hello,
I'm currently bug hunting to fix my campaign that doesn't load anymore since yesterday.
So it's not because of your mod, but I keep getting a script error from it :

[out] <19.2s> Loading mod file [script\campaign\mod\cle_iee_misc.lua]
[out] <19.2s> Failed to load mod file [script\campaign\mod\cle_iee_misc.lua], error is: cannot open cle_iee_misc: No such file or directory. Will attempt to require() this file to generate a more meaningful error message:
[out] <19.2s> error loading module cle_iee_misc from file cle_iee_misc:[string "script\campaign\mod\cle_iee_misc.lua"]:230: '<eof>' expected near 'end'
[out] <19.2s> Failed to load mod: [script\campaign\mod\cle_iee_misc.lua]

The cle_iee_ancillary.lua and cle_iee_ror.lua are loaded successfully on the other hand.

I tried unsubscribing/subscribing again but sadly it doesn't fix it.
Chasslo  [author] 27 Mar @ 3:23am 
@Brother Eikvyrr You got this error because you tried to load the mod without Immortal Empire Expanded.
Brother Eikvyrr 26 Mar @ 10:40pm 
Still crash at the start of the game

The following mods cause a crash to the Database: Chasslo_Landmarks_IEE.pack

The first invalid database record is cr_major_secondary_ind_2_1Chasslo_IEE_Caves_Fire_dwf in table slot_template_permitted_building_chains_tables
and pack file Chasslo_Landmarks_IEE.pack
freverdy 26 Mar @ 3:21pm 
thanks mate
Serious Lee 26 Mar @ 1:55pm 
thank you for the update
Chasslo  [author] 26 Mar @ 12:58pm 
The mod should no longer crash when loading in 6.1
Panda 26 Mar @ 3:20am 
The mod is now preventing the game from starting with patch 6.1. Someone please update.
NorscanWarlord 16 Mar @ 12:54am 
Have you ever thought about making mods for Commandments and corruption effects? i was thinking about it since landmarks must be the same ish, i suck at modding otherwise i'd do it myself
BOYETCHLES 14 Mar @ 2:05pm 
@Chasslo, Thanks for checking on that and fixing it! I love the mod, keep up the good work.
Skurwiwij 10 Mar @ 7:59am 
Thank you for your help, this solution worked for me and we are continuing our campaing :)
Chasslo  [author] 9 Mar @ 8:37am 
@Skurwiwij Dm me on discord and I'll send you the previous version of the mod. (Easiest way is to find me on the modding Den)
Skurwiwij 9 Mar @ 1:43am 
After last update of this mod, game crashes in co op campaign whenever we try to save the game, in any way. With this mod disabled game saves fine in new campaign. Would be nice if you could look into it. Thank you for your work, amazing mod. Game feels dull without it!
Chasslo  [author] 8 Mar @ 3:17pm 
@BOYETCHLES, I took a look and apparently both issues were caused by the mod itself. Just two small mistakes but I fixed them. You shouldn't encounter them anymore. Have fun one your IEE campaign
BOYETCHLES 7 Mar @ 3:22pm 
I'm playing a Luthor Harkon Campaign, built the Great Forges of Nippon, and no matter how I recruit, my units don't seem to be receiving the permanent +10 armor buff. I am running other mods, so I'm unsure if something is possibly breaking it, but no landmark mods or anything so I doubt it. Has anyone else had issues with this building?

Also, when presented with the Samurai Dilema, I chose the puppet emperor option, but got the effects of the Power to the Samurai Lords. I reloaded a save and did it again because at first, I assumed I miss clicked, but it happened again.
NorscanWarlord 4 Mar @ 3:42pm 
@Anex u only need that one if u don't plan on playing IE and not IEE
Anax 2 Mar @ 3:37am 
we dont need the base mod landmarks of enternity isnt?
Chasslo  [author] 1 Mar @ 10:45am 
@Krakenous, I hope you'll like the mod, I'll need some more time to finish it but it is on the way!
@Nuna<3 Does it say that your version are differents?
@Ixybus the CTD probably isn't caused by this mod but the script error is. I don't remember changing anything to that script but with today's update I didn't get any script error so it shouldn't be a problem anymore.
Ixybus 1 Mar @ 3:08am 
I am seeing this error on the logs and getting a CTD

[out] <4.0s> Loading mod file [script\campaign\mod\cle_iee_misc.lua]
[out] <4.0s> Failed to load mod file [script\campaign\mod\cle_iee_misc.lua], error is: cannot open cle_iee_misc: No such file or directory. Will attempt to require() this file to generate a more meaningful error message:
[out] <4.0s> error loading module cle_iee_misc from file cle_iee_misc:[string "script\campaign\mod\cle_iee_misc.lua"]:230: '<eof>' expected near 'end'
[out] <4.0s> Failed to load mod: [script\campaign\mod\cle_iee_misc.lua]


Is it coming from this mod?
unless specifically stated 28 Feb @ 12:36am 
Nice
Krakenous 27 Feb @ 12:28pm 
I have you are right! I've been around a while haha. That's fair enough, I'll be interested to see your changes and keep an eye on the effects as it's not always possible to test every single one and find every single one in various play-throughs but...you do good work, so, I'm excited for sure to see your unusual locations mod :D
Mann 27 Feb @ 11:10am 
After updating the mod, multiplayer is not working. In terms of everything is the same, but neither the old nor the new campaign can not run
Chasslo  [author] 27 Feb @ 9:26am 
@Krakenous, glad to see you still commenting btw, if I'm not mistaken you've been using my landmark mods pretty much since I uploaded the main mod
Chasslo  [author] 27 Feb @ 9:25am 
@Krakenous In a few hours every I'll update the google sheets so you'll be able to see everything that is new but many of them were quite powerfull, even in comparison with other landmarks mods. Some were indeed pretty weak so I only changed their effects to add some more creative things but let's say that I tried to make the mod a little more balanced.
Krakenous 27 Feb @ 9:13am 
Do you have exact details of nerfs? I am curious because in my setup I still find some landmarks rather weak in general (not necessarily this mod) but we'll have to see! Good to see an update and hell yeah on a unusual locations mod. I want this badly spread across the map and for many races!
Azraël 27 Feb @ 9:04am 
let's gooooooooooooooooo !
Chasslo  [author] 27 Feb @ 8:54am 
[h1]The New Update is Finally Here![/h1]

Here's a quick summary of what’s included:

-Landmark Rework: All landmarks have been fully nerfed and their effects reworked.
-New Content: 1 ROR unit and 4 new ancillaries.
- Expanded Landmarks: 8 new landmarks added.
- Unique Effects: Brand-new effects created using scripting techniques I hadn’t used before.
- Bug Fixes: Every reported bug has been fixed.

I hope you enjoy it! This update took time, but I’m proud of the result. My work on this mod isn't finished yet, but I believe its quality is now much closer to the main mod's.
💀Kralazar Mallus💀 23 Feb @ 2:18pm 
Greate! Tnx!
Chasslo  [author] 23 Feb @ 1:25pm 
Yep, I'll upload an update pretty soon but this version should work just fine.
💀Kralazar Mallus💀 23 Feb @ 1:18pm 
Ok, its up to you anyway. So now this version of mod in steam (from last year) working fine or no?
Chasslo  [author] 23 Feb @ 1:15pm 
@Kralazar Mallus, I prefer speaking with people in the comments and posting the update previews on patreon.
💀Kralazar Mallus💀 23 Feb @ 1:02pm 
Patreon, but not here? Why?
Chasslo  [author] 19 Feb @ 7:33am 
Hi everyone, I just uploaded a new post on patreon (for free, no need to be subscribed). The post is about the IEE rework and a unusual locations mod.
:O! oh my! thank you <3
Chasslo  [author] 1 Feb @ 6:06pm 
@𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 I just uploaded a submod, you can find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3419260030
is this compatible with radious?

theres like no mentions in the thread..
meekerfunk 1 Feb @ 6:04am 
As Chaos Dwarfs I cannot build most of the landmarks in the new IEE areas. The campaign map shows there is a buildable landmark, but it is not available for construction.
Chasslo  [author] 26 Jan @ 3:11pm 
@elgato_86 that's pretty weird, IEE should work just fine but nope, you cannot play with this mod if you don't use IEE. The main mod is compatible with the old world though. It's just that the region added by IEE are completly different from the ones added by the old world
elgato_86 26 Jan @ 2:42pm 
since immortal empires does not seem to be working anymore, is this compatible with old world too?
Shaman Chief Nyima 24 Jan @ 3:34pm 
Literally the information i was seeking. Thanks @Chewstevie and @Chasslo! <3