Total War: WARHAMMER III

Total War: WARHAMMER III

Survaldor's Major Knightly Orders
29 Comments
Survaldor  [author] 10 Jun @ 4:37am 
@raw666 thank you a lot!
raw666 9 Jun @ 8:41pm 
Thanks for all your great work. I hope you get more likes for this is thee version of Ulric and Panther Knightly House in my head.
Sombidy 31 Dec, 2024 @ 8:48am 
thank you for ur great work!!
Survaldor  [author] 31 Dec, 2024 @ 8:22am 
Yes!
Sombidy 31 Dec, 2024 @ 7:31am 
updated for 6.0?
Firo 1 Jun, 2024 @ 7:03pm 
Is it me, or do the units not show up in the standard redline buffs?
cexyscouse 23 May, 2024 @ 12:52am 
@Survaldor Is their a double unit size submod for this? This collection has all the units I really miss from my days playing tabletop!
Survaldor  [author] 1 May, 2024 @ 5:26am 
Updated for 5.0, runs in custom battles fine atm and I am testing it right now for campaigns!
Only difference with the KotWW and Teutogen Guard mod is minor balancing, but since most tables are the same of both mods they should work fine when you run together (but why would you?)
sigmars_disciple 1 May, 2024 @ 3:55am 
And say a really knight-crazy user (asking for a friend!) would be so crazy and run this mod together with White Wolf & Teutogen guard mod even though that's not how you intended, will there

1.) be just some minor overlap in units, maybe 2-4 units "doubled" in recruiting
2.) be major interference so it's really not recommended (add that to compatibliity info here! Text says "unnecessary" which will means to me "rather not do it as it's pretty pointless, but it will def work without problems...)
3.) be a CTD that doesn't let you get to the main menu

P.S. Info from my "friend": Your other mod pairs well with the "Boris Todbringer" mod by biubiu which I always like to turn on. It grabs units for starting army from your other mod if it's there. This here would be my fav to run though...
sigmars_disciple 1 May, 2024 @ 3:46am 
So this was updated this morning - does that mean it's ready for 5.0?

You should clarify that on your mods in the top comment if you can. Especially given the update time. Everybody coming through here will have that same question. And it's not as easy peasy as it looks...

For example, most of greator's mods have also been updated late last night - so after the update was out for half a day - plus he's usually on the ball super early. But I believe this time, they're NOT 5.0 ready at this point. It might differ from modder to modder which makes it hard from a user POV to get the mod count up without getting nervous breakdowns <3 Thx
pizzatime 14 Apr, 2024 @ 3:19pm 
the unit cards feel so seemless near the vanilla ones, great work!
Survaldor  [author] 6 Mar, 2024 @ 3:30pm 
@sigmars_disciple sorry haven't been that active recently with TWW3... but either way good to hear your mod collection seems to be stable right now!
sigmars_disciple 6 Mar, 2024 @ 5:45am 
3 differences between the lists: the one I'm running also includes IEE but not LCCP. Your New Empire is deactivated. The just-updated Boris Todbringer mod by biu-biu is activated.
sigmars_disciple 6 Mar, 2024 @ 5:42am 
Hey @Survaldor, update to my situation, now with 4.2.... In a working mod setup with 152 compatible mods, with a focus on The Empire-related mods, I can now successfully activate either this mod or your Knights of the Wolf & Teutogen Guard mod - as it should be. Both seem to work as they should. So I guess for now, my issue seems to be resolved. I don't have any more insights what the incompatible mod might have been before. The list is similar. Hooveric's "St.Panther" Empire cav recruiting mod was activated in both cases. Thanks! <3
marimoss 15 Jan, 2024 @ 8:31pm 
Great thanks to you, sir.
sigmars_disciple 13 Jan, 2024 @ 4:14pm 
Thanks, that clarifies it (maybe smth you should put in the descriptions tbough)

I'm sure they'll work together.
Maybe a submod by someone from the community could make using it alongside Graetor's fully compatible - no duplicates whatsoever, for the OCD-minded among us. And I think that's a lot of people in TW games actually HAHA. Assuming you'd be ok with smth like that?

No worries, it won't be from me. Even something relatively simple like tha unfortunately exceeds my non-existing modding capabilities by far ;)

Much love from Berlin <3 Oh, just out of curiosity, why is your nickname Sol, or why is it your username not Solvaldor then? :)
Survaldor  [author] 8 Jan, 2024 @ 5:48pm 
@soulmindproductions yes running this or either my standalone KotWW mod is recommended, the idea is to run either one or the other, yes!

Every faction can build the Ulric buildings now, yes! There will be overlap with Graetor's Knightly Orders, but you could run them both at the same time(?)
sigmars_disciple 8 Jan, 2024 @ 12:21pm 
Super lovely! But what I don't fully understand is the amount of overlap with your older mod "Knights Of The White Wolf" - it seems this mod basically contains your other one (plus more), but to be honest it's not quite clear....You address this nowhere in the descriptions, I think. This one is only minimally larger in size... The idea is to run one or the other, correct?

And it is basically completely complimentary with Graetor's Knightly Orders mod for Emnpire factions, isn't it? But with this mod, you don't have to own Middenheim in order to build the landmark that lets you recruit the Knights Of The White Wolf, did I get that right? Every faction can build it in any province?

Thanks, apologies if this was all asked before <3
Todbringer [FR] 7 Jan, 2024 @ 2:15pm 
Hi, can you had ror unit ex: axe brotherwood ? thx
lochlanc 2 Jan, 2024 @ 11:37am 
One way to improve this mod is by adding command groups and banners to the units. Adding a Captain and other leadership models to the units will make them better.
Survaldor  [author] 28 Dec, 2023 @ 3:05am 
Yes they should be available to ai, but they surely do benefit from tech!
lwhのsama 27 Dec, 2023 @ 6:24pm 
:steamthumbsup::steamthumbsup:great units but available for ai and benefit from technology ?
lochlanc 25 Dec, 2023 @ 11:06pm 
Could you add command groups? These are pretty cool units, but they need a leader, banner carrier etc.
Survaldor  [author] 25 Dec, 2023 @ 5:49pm 
@Moon Gay I will not add anti-infantry to them, since no other vanilla sword & shield infantry unit has anti-infantry attributed to them to my knowledge. They have been buffed a bit now though.
Moon Guy 25 Dec, 2023 @ 7:06am 
could you add like the anti-infantry trait to the reiksguard foot please?
Moon Guy 25 Dec, 2023 @ 2:30am 
cool
sigmars_disciple 24 Dec, 2023 @ 1:05pm 
Dope! 10/10
bikramjitjohncena 24 Dec, 2023 @ 12:20pm 
nice thnks
Trepen0004 24 Dec, 2023 @ 9:05am 
Great work. Like the simplicity without too much roster bloat