Total War: WARHAMMER III

Total War: WARHAMMER III

Kemmler In The Vaults - Start Position Change
18 Comments
Drakenhof 31 May @ 4:03am 
Good this mod exists. My main problem when playing with Kemmler is his starting position is terrible; surrounded by enemies in a hard to defend region that is also split and you have to cross other enemy regions to unify it.
modmodmod 20 May @ 12:12am 
Wouldn't it be better to start with a war with Broken Nose?
Playing in this mod and observing Kemmler AI, it seems that Kemmler is not growing because he is not able to unify the territory.
Porkenstein  [author] 7 Aug, 2024 @ 9:16pm 
Removed kemmler's underway stance since it was causing potential compatibility issues. If you want to experience him in Underway stance, check out his campaign in the Old World Objectives mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3103509908
Solmyr 19 May, 2024 @ 2:14am 
@Porkenstein Mainly that AI Kemmler seems to be very passive in that location, not even trying to take the entire province he's in. Perhaps that default war with Artois is confusing him? Maybe change that to a war with the local Greenskins?
Porkenstein  [author] 18 May, 2024 @ 3:37pm 
@Solmyr, that makes sense since the factions are completely changed. It's up to you what you want to do at the start if you have the Southern Realms mod. Are you seeing any problems?
Solmyr 18 May, 2024 @ 3:12am 
The war with Tilea does not work when using Cataph's Southern Realms - Kemmler starts with just the Artois war.
BigCoolTony 18 Apr, 2024 @ 12:19am 
@Porkenstein You're the G man
Porkenstein  [author] 17 Apr, 2024 @ 6:20pm 
@BigCoolTony1991,
I'm planning on releasing Malakai in Karak Dum and Epidimeus in Lustra mods on day one :)
BigCoolTony 17 Apr, 2024 @ 2:38am 
I've been thinking about this mod series with the new DLC coming soon and had some thoughts now that we know the locations of all the LLs.

1. It seems that both new Nurgle LLs are up near where Ku'gath is relocated in the True World mod. Perhaps moving Epidemius over to Ku'gaths relocated location while putting Ku'gath in a more varied location such as Lustria (as referenced in the Immortal Empire's trailer), particularly perhaps in Tlanxla with a starting war on the Apostles of Change.
2. A good submod I would love to try out is moving Malakai from the Norse Dwarf holdings (which would overlap with a great mod) and send him on an expedition into the far east of Karak Azorn. I think it would fit him lore wise (he is well traveled and could cross the Dark Lands if he has already crossed the Chaos Wastes), and would add a great spice to the Mountains of Morn.

Sorry if this isn't the place to do this, I didn't see any forums. Just thought I'd share some ideas!
bropossible 2 Feb, 2024 @ 6:36pm 
Guess Steam didn't like that lol. I'll just send you a friend request and you can remove me later.
bropossible 2 Feb, 2024 @ 6:35pm 
Didn't wanna bother you with a friend request so I'll just link it {LINK REMOVED} and delete it later.
Porkenstein  [author] 2 Feb, 2024 @ 5:22pm 
@BroPossible, I honestly have no idea what it could be. This mod just adds a single entry to the faction stances table and adds a couple of scripts for kemmler. The Eight Peaks mod does modify entries in the factions_tables but they're the necksnappers and spine of sotek dwarfs. And that shouldn't affect the functionality you cite.
I guess I'm calling reset_shroud() in my script, but it's just for the factions being moved, not for anyone in the empire. Try turning this on: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789857593 and then looking in your Warhammer III install folder for a script log file and send it to me.
bropossible 2 Feb, 2024 @ 4:05pm 
There's a minor issue going on between this, your Eight Peaks mod, and Your New Empire. Your New Empire has a script that lifts the fog of war with electors that are at or over 4 fealty, but both this and your War for Eight Peaks somehow breaks this. Would you be willing to take a look at this whenever you feel like it? If not then it's understandable, really, just say so.

I guess I should also say I'm not using any other mods that mess with Kemmler, or the factions touched by War for Eight Peaks.
Porkenstein  [author] 23 Jan, 2024 @ 10:53am 
@Trubble, I suppose Rasknitt being faction leader could be problematic if someone writes custom scripts trying to find Skarrik that way. I'll work on improving that.
Trubble 23 Jan, 2024 @ 8:59am 
@Porkenstein if Fester is human-controlled all is good. If Fester is not human-controlled and you have Skaven Clans mod then both Skarrik SpineManglr and Rasknitt is spawned with Rasknitt as faction leader. You probably should not soawn Rasknitt in this case. But then again, minor thing I guess. Solution could be to check if Skarrik is faction leader before spawning Rasknitt.
Porkenstein  [author] 23 Jan, 2024 @ 7:37am 
If you see any weirdness though please let me know.
Porkenstein  [author] 23 Jan, 2024 @ 7:27am 
@Trubble,
Should be, I tried to account for that. I give them the settlements, and if Fester isn't human-controlled, I spawn Raskitt and make him faction leader.
Trubble 23 Jan, 2024 @ 12:58am 
Nice! Is it compatible with Skaven Clans and Rotblood Tribe mods, as they manipulate Clan Fester too?