Total War: WARHAMMER III

Total War: WARHAMMER III

Resourceful Purpose - Compilation
481 Comments
Helgrim 12 hours ago 
@RagnaroK - Thanks for your quick response. I`m tried Warband Ultimate with your mod, and it seems to work so far. However, I discovered that for some reason there's an incompatibility with the submod "Immersive Bretonnia Upgrade" by the same author as the game crashes on startup with this mod. Could you take a look at please, as this mod makes Bretonnia very lore-friendly.
原野追逐 11 Jul @ 4:09pm 
wtf, this MOD will make the model of "the lron color of nuln" disappear in "[BETA] Sigmar's Heirs, an Empire Overhaul" (I only activate these two MODs)
RagnaroK  [author] 11 Jul @ 8:11am 
I see that the crafting part needs adjustments to the cost of some of the items after the CA shuffle. This will be fixed in the near future.

@Dr. Dinosaur - I must have happily forgotten, not sure how that would happen if its the case, will try and look into it.

@Helgrim - I haven't tried warband, but I am fairly certain if you upgrade a unit to a 'new' unit, you would lose the upgrades and have to do them again, as the upgrades are assigned to each vanilla unit. Hope that make sense. :lunar2019piginablanket:
Helgrim 11 Jul @ 5:45am 
@RagnaroK I love all of your mods, they add so much flavor to vanilla campaigns. Can you tell me if Warbands is compatible with "Resourceful Purpose - Compilation"?
Dr. Dinosaur 10 Jul @ 8:44am 
This has been reported before but this mod still disables kislev's invocations for armies
RagnaroK  [author] 24 Jun @ 1:32pm 
Items and the crafting should be working again, otherwise let me know. :steamthumbsup:
Delta64 14 Jun @ 11:14am 
THANK YOU SO MUCH FOR THE UPDATE, ALL THE LUCK TO YOU!
Egirl Seat 2 Jun @ 11:49am 
This might need a balance pass or some configuration toggles as what usually ends up happening is that if you do quick trade diplomacy in your first few turns you can find someone who will pay you for a trade agreement, which gives you vision, which exposes new factions, some of which will also pay you for a trade agreement, rinse and repeat, all the while this is increasing your trade power making other factions want to trade with you more and you wind up with like 50,000 treasury and 10,000 income on turn 3
Right in front of my policies 25 May @ 12:58am 
Hands up an amazing mod.
opuntia 24 May @ 11:44am 
Thank You!
:steamthumbsup::steamthumbsup:
Mosketero 24 May @ 9:45am 
Thank you very much RagnaroK, all the included mods work now? wow, let´s go
Robineus 3 May @ 8:32pm 
Wish I could use this combined with the Cataphs southern realms mod.
agent.theory 18 Apr @ 3:54pm 
The Stylianos fix does work. Very easy to do with the RPFM.
Wishing you happiness, we all love your works
Mosketero 17 Apr @ 4:41pm 
Take your time, your life goes first of all :Perseverance:
RagnaroK  [author] 17 Apr @ 4:34pm 
Sorry for the lack of updates fellas, life intervened. Hopefully I can start updating my mods 1 by 1 beginning tomorrow, but my time is much more limited than is used to be. I appreciate the patience of you all. :WH3_clasp:
Mosketero 15 Apr @ 3:19am 
We should wait and respect the great Ragnarok´s work. @Barrain I am with you.
Barrain 14 Apr @ 1:54pm 
While I appreciate the thought, I don't think that would be appropriate; this isn't an abandoned mod (it was updated just a couple months ago). If it was more like a couple years ago, that might be a different question in my book.
FranzKarlGeorg 14 Apr @ 2:57am 
@Barrain would you be able to put on an updated version of the mod we can subscribe to, until Ragnarok provides an update himself/herself?
Barrain 13 Apr @ 12:05pm 
PPS - similar changes would need to be made for it to work well with mods that change building names, such as Tomb Kings: Extended (in that case, under db --> building_effects_junction_tables --> RagnaroKs_Custom_Resources_tmb).
Barrain 13 Apr @ 11:51am 
PS - I believe it's around line 97 that you'll be looking for it.
Barrain 13 Apr @ 11:50am 
To perhaps add a little more step-by-step clarity for the fix: in RPFM, go to db--> building_effects_junction_tables--> RagnaroKs_Custom_Resources_ksl. In the building column, look for wh3_main_ksl_city_temple_3, and append _1 to the name. Then right-click and choose "insert row" twice. Copy & paste the row you already fixed into the two empty rows, but then change the ends of their building names to _2 and _3 (instead of the _1). Save the packfile (top-left menu) and you're good to go.
sigmars_disciple 10 Apr @ 1:45am 
I also don't know how to do it :(
AdrRM 8 Apr @ 2:13pm 
If anyone can publish an updated version of this mod I would be very grateful, I couldn't get what Stylianos_V taught to work.
sigmars_disciple 7 Apr @ 9:38pm 
And @Stylanios_V it's very cool of you to share this info here for the less RFPM inclined.... You even come back to answer questions. Props! You're da man
sigmars_disciple 7 Apr @ 9:36pm 
Hey Ragnarok, where are you, my guy? Just checking in, looks like Styiianos instructions to tem fix the mod work, but don't you wanna push out an update yourself brother? Hugs from Berlin <3
Stylianos_V 7 Apr @ 10:27am 
Glad it worked!
@agent.theory basically just for the other columns add whatever the original row had. For whatever reason CA broke the wh3_main_ksl_city_temple_3 to 3 versions. thats why
agent.theory 6 Apr @ 10:10am 
I think there is something missing in Stylianos instructions. If we delete wh3_main_ksl_city_temple_3 and add three new rows, how do we fill all the new columns?
八级大狂风 5 Apr @ 1:05am 
Brothers, can you send a temporary version, the translation software can't fully let me understand what needs to be done
Utopiaone 4 Apr @ 7:47am 
Completely disables kislev invocations for armies
Lyger 2 Apr @ 10:22am 
@Stylianos_V Thanks!
Dante 1 Apr @ 1:52pm 
@Stylianos_V this works. Thanks!
Seraphim 1 Apr @ 1:43pm 
@Luiz Carlos I dont think I have any mods that change anything with the kislev buildings and garrison
Luiz Carlos 1 Apr @ 12:15pm 
Thanks Stylianos_V!

Seraphim
Are you using any mod that modifies kislev buildings or garrison? It worked for me after disabling a few mods.
Seraphim 1 Apr @ 10:38am 
It did not work for me :steamsad:
ScholarVahid 1 Apr @ 9:14am 
Stylianos_V it worked !
thanks bro :)
Stylianos_V 31 Mar @ 10:25am 
so, for anyone wandering, to update the mod, you have to open it, and go to db/ building_effects_junction_tables/RagnaroKs_Custom_Resources_ksl
there, replace the row with building
wh3_main_ksl_city_temple_3
with the following 3 rows
wh3_main_ksl_city_temple_3_1
wh3_main_ksl_city_temple_3_2
wh3_main_ksl_city_temple_3_3
all other columns should be the same as the original
龙傲天 29 Mar @ 7:28am 
hi,Can the latest arms module of deer24 be updated using this mod?:steamhappy:
Anomaly 28 Mar @ 10:06pm 
damn ca breaking our mods
Sir_Constor 28 Mar @ 6:04am 
yep needs an update, hope that happens soon because this is an essential campaign mod for me. Keep up the good work:Dominated:
ChurchOfKenny 27 Mar @ 8:33am 
This causes a crash on launch because of a conflict with the new Kislev building changing
Noodliest 26 Mar @ 5:30pm 
:( no work
stevens2222 17 Mar @ 8:25pm 
I can't upgrade units*
stevens2222 17 Mar @ 7:04pm 
Does this need an update? I'm playing Albion and I'm just getting a small box that won't let me update.
RandomIdiot1816 16 Mar @ 11:35am 
For some reason unit upgrades just disabled for me mid-campaign
Barmaley 11 Feb @ 2:51am 
Started by Karl Franz with just this mod. He breaks the work of "SFO: Grimhammer III". wh_dlc04_emp_cav_zintlers_reiksguard_0 should have more than 12,000 health, but it has less than 6,000. I do not like that it is now impossible to remove this mod from the download in the game.
Maracolo 10 Feb @ 5:53am 
The imperial palace landmark for the empire seems to be bugged. There are level 2, 3 and 4 versions that give nothing and wont allow you to upgrade
Disciple Toki 6 Feb @ 2:06pm 
@Nukular Power
You can install the separate versions and pick and choose to likely accommodate your wishes.
Nukular Power 6 Feb @ 10:58am 
any chance of getting an MCT table for this? Really I'd like options to disable the crafting/upgrades/itemshop per faction, as there are other mods that do those things better/more flavorfully for specific factions, such as Runeforge of Hotek. Still want this for the general coverage though! Thanks
RagnaroK  [author] 6 Feb @ 7:03am 
Oh do not run this with Eviltide at the same time, Eviltide is already included in this compilation. :steamthumbsup: