Total War: WARHAMMER III

Total War: WARHAMMER III

SCM's LCCP, 15 new factions for IEE! (6.2)
280 Comments
The Coolest Cat 6 Jul @ 10:31pm 
Any chance you can do a regular immortal empires version?
TheRealJD 28 Jun @ 10:24pm 
It crashes the game when trying to start a campaign either that or the loading time is extremely long for the new campaign :(

For any SCM Lord the select Lord screen gets blurry, does anyone know how to fix that ? Is it another mod that messes with it ? (I had all the OVN faction mods active tbf)
Polyamide Knight 18 Jun @ 6:12am 
Damn, it may actually be your other mod, Marienburg.
Polyamide Knight 18 Jun @ 5:54am 
Is giving me CTD in first turn of AI. I will try to resub and see if it helps.
Emperor Karl Franz 7 Jun @ 5:11am 
Hrothyogg does not show up for me, I have the Goldfag DLC but not the Normal Ogar DLC do I need the regular Ogar DLC to play that LL?
hugoleomarinho 5 Jun @ 7:23am 
its fixed, for me
NorscanWarlord 5 Jun @ 12:13am 
am i allowed to use textures to create a reskin for someone?
aaronpmc 4 Jun @ 9:01pm 
Has the bug been fixed somehow? Warning is gone...
NorscanWarlord 3 Jun @ 9:07am 
Warning is gone, so im gonna assume the issue has been resolved with the hotfix
Leo Atreides 2 Jun @ 6:34pm 
@Diarmuid: The latest patch for the game broke sea nodes for caravans. This means that convoys that travel to a sea node will result in a crash if you try to load a game or if you finish a battle.

This means that you can only use this mod (or other mods that use sea nodes like araby for example) if you dont use caravans that would travel through sea nodes and check every turn if the ai is doing this and if they do you have to delete their caravan.

So in short: The mod is not usable.

However, there are rumors that the next patch will include some vanilla version of sea trading - and because of that there is no reason for the modders to invest into finding a solution because their solution most likely would not survive the next official patch.

We have to wait until the 6.2 patch arrives, after that the modders most likely will find a solution.
Diarmuid O'Dyna 2 Jun @ 2:10pm 
Whats the meaning of "6.1.4 WARNING"
Dióföldisellő 2 Jun @ 4:09am 
could i use the mod "Build Your Map - Map Scenarios and Randomisation" to kill the calith faction, or is it only possible with console?
TToKKang 30 May @ 11:22pm 
Hi, I'm really enjoying this mod. If it's okay, can I translate this mod into Korean and upload it?
Prince of Dark 28 May @ 12:47am 
I know there the problem with the game crashing because of the latest hotfix. Because og sea nodes.
I can start a new game as the Guardians of Calith to play as them. But i cant start a game as any other faction. I thought it was possible to start a new game as Tyrion for example and then confederate the Guardians of Calith on turn one, to come around the problem? But my game crashes on the loading screen. Anyone else has the same problem? Crashes the game still because of the hotfix problem?
Slaanesh 28 May @ 12:24am 
@Z377 Using command, select the faction you want to kill by clicking on a settlement belonging to them and type killf
Vanic 27 May @ 12:05pm 
SO THATS WHY MY GAME IS CRASHING!!!!
Rustic "Kalessin" Citrus 26 May @ 4:12pm 
Can confirm, took me a long while to get around to it, but this one is my issue.

Please and thnak-you for an updat, and of course all your hardd work and awesome mod! <3 :WH3_clasp:
Z377 26 May @ 7:58am 
I like to know the exact command to kill Guardians of Calith too.... If I can't select them on the campaign map killf is not enough information...
Z377 26 May @ 6:33am 
So this mod will crash my game? Why should I use it then? Will there be a patch?
JC262 25 May @ 11:03am 
@hamletsdead In version 6.1.4 it seems like if any sea caravans exist, your game will crash when trying to load your save or after manual battles. Guardians of Calith from this mod use sea caravans so unless you destroy their faction with console commands, they'll probably make your save unplayable.
hamletsdead 25 May @ 9:23am 
What is the warning for? Game may crash if used or WILL crash if used?
senf71 24 May @ 8:56pm 
Does teh 6.1.4 crash warning only matter if you are playing as one of these factions or is it bad to even use the mod in your game at all?
KKB 24 May @ 6:47pm 
How do you use the "killf" command on Guardians of Calith - Torinubar?
What is the exact command?
senf71 22 May @ 8:10pm 
Does anyone know how stable this is multiplayer? Does it have known Desync issues?
Imperial Sunstrider 22 May @ 12:31pm 
Having the same issue as Konstantin, is this a purposeful feature need to know-
Konstantin_Shio 19 May @ 1:23pm 
Deathsword's Warband - Engra Deathsword

No technology icon. I assume this is a bug and not a feature? I've played a few turns, but the ability to study technologies never appeared....
squee 18 May @ 5:49am 
I have to say guys, amazing job! I picked the high elf guy with caravans and it was some of the best fun i had in wh in a long time and I dont like HE as a race. The idea of trading was very good. Very good jobs on the mod!
Papito el Mio 16 May @ 9:58pm 
Hello everyone,

First and foremost, I wanted to thank the mod's creators for providing us with such a fantastic new roster of legendary lords! It is thanks to modders like yourself that TW:Warhammer has such massive replayability value and I can't wait to see what new mods await us in the future (eyes wide open for Khuresh)

I wanted to ask anyone who might be reading whether it is possible to play multiplayer campaigns with this mod. I'm very keen in playing an Archaon/Engra campaign with my brother and I just would like confirmation from the community.

Thank you all in advance and happy campaigning!
IBRUV 30 Apr @ 1:13am 
im playing as sceolan, i had a question regarding the winterheart guards, are they their own unit / regiment of renown or are they just the eternal guards with shields that i can recruit when building the forge? im nearly 50 turns in and cant see them anywhere ?
Axios2002 20 Apr @ 5:45pm 
Not getting contracts as Hrothyogg, when clicking on the arrow to exit contract menu, a contract page shows up with Stirlands shield, Faction_name as the name no objectives qnd 9999/9999 as contract target with a 999 turn duration. Nine upon nine upon nine... Surely a bug of some kind?
TSFWoosie4L 16 Apr @ 11:15pm 
See I thought I was going crazy for a sec lol. Thanks @Mumm-Ra, @Dragon32 Yes, he's not appearing on the campaign selection screen and when you do pick his faction and the game loads, he appears on the map with his staff glowing. strange. I don't have any other mods on because I tested that already.
Konstantin_Shio 15 Apr @ 7:48am 
If you load an earlier save, there is no problem, but by the 19th turn if you load again you will find this problem again.
Konstantin_Shio 15 Apr @ 7:46am 
Guardians of Calith - Torinubar.

The same problem consistently occurs around turn 19 with convoys. As I wrote below in my post:
1) Resources for trade disappear from the panel at the top of the screen.
2) In the convoy menu instead of resources for trade appears instead of the symbol of stones of the herd of beastmen (I don't know why).
3) By about turn 24, when hiring a new convoy, instead of troops accompanying the commander there is nothing. In the convoy there is only the leader without troops.

These problems occurred steadily in several companies. Please respond to this problem. Maybe there are modifications that can cause a compatibility conflict? If so, why does this happen consistently on turn 19?

Important clarification. This problem occurs when loading a save. I saved, ended the session, and the next day when I loaded the company I found this bug.
Mumm-Ra 12 Apr @ 7:00pm 
Ya Guardians of Calith - Torinubar is missing on the Campaign selection screen. It could be other mods.

https://ibb.co/99fN4RPd
Dragon32 10 Apr @ 6:57am 
@TSFWoosie4L
Do you own TW:WH 2? Or a DLC that unlocks High Elves? They're undoubtedly gated behind that if you haven't
TSFWoosie4L 9 Apr @ 10:57pm 
I really hate to be bothering you, but I NEED HELP. The High Elf lord is not appearing on the main screen where you select a race to play with. Every other Lord is showing except for him, and I only have this mod on the required mods to play. Either this thing needs to be updated or an Asset pack to come with it. This sucks because I wanted to confederate the colonial elven lords. Please Help lol.
FeetEater27 8 Apr @ 12:53pm 
I believe there is an issue in orghotts campaign where he can't use unholy manifestations or rush cycles on the military buildings.
Konstantin_Shio 7 Apr @ 2:33pm 
Hello. Does anyone know if there is a submod between this modification and Agemouk's TOMB KINGS: Extended? Because the tomb kings faction has some problems with buildings.
TSFWoosie4L 6 Apr @ 6:49am 
Having an issue with the Guardians of Calith. The Legendary Elven Lord is not appearing on the main menu where you select your lord before campaign. Any way to fix this?
NorscanWarlord 5 Apr @ 3:55pm 
Hope you guys implement Aelfric soon, i really want to play him, his model looks insane
Konstantin_Shio 5 Apr @ 3:10pm 
Hi. I play for the Guardians of Calith - Torinubar. There are some bugs related to convoys.
1. Sometimes when there are meetings with pirates, the battle does not happen because they appear too far away. (For example, the convoy is in the water, and the pirates appeared on the island next to it.)
2. Sometimes when there is a meeting with pirates, the convoy is teleported very far from where it should be. (The point where the convoy should be the city "Firus", and the battle takes place near the city "Matorca")
3. Sometimes convoys fall asleep at one point and do not move along the route for several moves, until you do not reload the save.
4. From the panel at the top of the screen disappear resource indicators “Western and Eastern goods”. The bar where they are simply becomes empty.
Noodliest 4 Apr @ 12:21pm 
Doesn't crash on those two factions anymore it seems ! <3 thanks
Noodliest 2 Apr @ 11:12am 
Firebrand's Slavers and Khazag - Game is crashing on these factions during end turn.
agent.theory 25 Mar @ 7:46pm 
Crashes the game in version 6.10. Worked OK before that.
Laserdream 18 Mar @ 1:41am 
Torinubar's foreign slot buildings/entrepots interact badly with stuff that plays with tax rate. You can get like, -1200 upkeep on them per turn. Intended?
Dalarain 12 Mar @ 5:59am 
Why Atylwyth is not white or light blue ? Like in Old World ...snow theme ..I dont know lore but i like old world Atylwyth. But thank you for Sceolan. Finally i can play him in IE :)
jamie_van 27 Feb @ 11:02am 
I think there might be a crash if Karaz a Karak confederates this mod's dwarven faction while using the "Recruit defeated factions" mod. Don't know for sure though since the crash is happening on the AI's turn and the console mod only gets me so much view of what's happening.
XHAlpha 24 Feb @ 7:44am 
Any chance of a Greenskin lord? I think it would be neat to have a new start somewhere like the Steppes or even Khuresh
Battlemaster 23 Feb @ 4:39am 
So far, they seem perfectly fine to work with Radious in my little 20 mod-pack I am playing with. Though of course some skills here and there do not buff specific Radious Units. But that is to be expected without a compatibility mod. So all good so far.
Johnekaiser 20 Feb @ 8:18pm 
Will these Factions work with Radious mods?