Total War: WARHAMMER III

Total War: WARHAMMER III

Fully Custom Garrison - 6.x Update
330 Comments
Khaton 15 hours ago 
Oh well, even just being able to move units from my army into the garrison is a massive plus, thank you for making this.
BlackJackGear  [author] 16 hours ago 
@Khaton sadly yes, I had to do some annoying workarounds to get settlement recruitment working.
The further you go into a campaign and the more effects are active on the settlement the worse it gets, I might make a stripped down light version at some point
Until then your best bet is to disable settlement recruitment in the mct options
Khaton 2 Aug @ 4:18pm 
Nevermind, somehow i got to start a campaign without those lag spikes, i thought i was the landmark mods that were responsible, and deactivated them and reactivated each on its own without issues, and then all of them, again without issues.

No idea how things got fixed, i'll have to see if it stays that way when i'm 50 turns further into a campaign.
Khaton 2 Aug @ 2:25pm 
There's some more info to add: building/upgrading buildings also cause lag, i've also got multiple landmark mods active and some of these landmarks add garrison units like defensive structures do.
Khaton 2 Aug @ 1:53pm 
Heya BlackJackGear, i understand that loading turns will take longer with this mod, but is it normal for there to be lag spikes whenever i click on settlements, the garrison recruitment button and whenever i click on a unit to recruit to the garrison?

I've got quite a large number of mods installed, but the only one that i can think of that does something with settlement UI is Building Slots expanded, i also have warband upgrade mod for all races, crafting system mod, scrap upgrade mod for each race, which add buttons to the UI, not sure if that has an influence on this mod in any way?
Or is it a load order issue? i've got this mod placed far down the list, maybe it needs to be placed higher?

Mind you i don't have all mods for all races on at the same time, currently running empire and have the specific mods active for that faction only.

I hope you could help me out, because i really love this mod and would hate to do without it.
FiftyTifty 31 Jul @ 3:12pm 
That's a really big brain way to do it tbh! I wonder if that can be done on horde armies...Could be an awesome way to fake the Waaaagh system for some factions but we can modify it via script.

At least in TWW2, we couldn't do anything with Waaagh armies, they weren't properly exposed to the scripting system.
BlackJackGear  [author] 26 Jul @ 2:11pm 
If you have been using the comp path for 3 rows of building slots, that one is not needed anymore and you can get rid of it.
The mod should also be more compatible with other ui mods in general.
BlackJackGear  [author] 26 Jul @ 11:38am 
UI Update
--updated ui for settlement recruitment, no longer overwrites vanilla settlement panel.

This is a big one, let me know if you find any issues.
BlackJackGear  [author] 25 Jul @ 8:38am 
@FiftyTifty sadly not.
Garrison units are added only via buildings, so whenever I need a unit added, I build a hidden building in a foreign slot.
That building then provides the unit to the garrison.

@Señor Bucket if you want me to do something about it, I need more info then that.
FiftyTifty 25 Jul @ 7:44am 
Damn this is an amazing mod. I took a look at the script to figure out how you're adding them to the garrison army. Are you simply getting the garrison residence military force's general, and adding the unit to it like any other army?
Señor Bucket 25 Jul @ 7:27am 
this mod crashes my game
BlackJackGear  [author] 24 Jul @ 3:10am 
@Brad, is it still happening? I pushed an update for that.
Brad 22 Jul @ 11:11am 
Hey, is Miao Ying bugged, or is there an issue with one of the compatibility patches for multiplayer? I never have a garrison it's always empty, even after a resync.
BlackJackGear  [author] 16 Jul @ 11:12pm 
@Iviv Yes to all
The order should be lowest value first but ca is not terribly consistent on the vanilla units priorities
Iviv 16 Jul @ 3:26pm 
Just started using this mod, and part way through a campaign I'm really enjoying it, though I have a bit of a question about how some of it works.

So, a settlement has its base garrison as generated by the buildings, and then you can add your own units to it, but I on the garrison details tab it has a 'total units in garrison' check which caps at 20, meaning I assume that's still the max garrison size. Meaning if you add enough custom units to the garrison it will start removing the original units from the garrison to make room for your custom ones? If so, is there an order that this happens? And if I later remove my custom units from the garrison, will the original ones get readded?
BlackJackGear  [author] 13 Jul @ 12:19pm 
Yes, if you join the modding den discord you can find me there
Reaper 13 Jul @ 12:18pm 
thanks, do you use the same profile name on discord?
BlackJackGear  [author] 13 Jul @ 11:53am 
@Yoshi I have no plans to make a standalone ui version, but if anyone wants to they are welcome to yank out that part and make a mod out of it.

@Reaper Steam keeps a history of all the versions, ping me on discord, ill send ya the file
Reaper 13 Jul @ 11:40am 
Any chance anyone has the files saved from 6.1.5? Love this mod but I've had to rollback because of other compatibility issues but now this doesnt work.
Yoshi 13 Jul @ 6:59am 
Thanks for replying. I think the idea is super cool but I am trying my best to make a level playing field between the player and the AI so I wont be using this mod.

Is there a way to get just the UI change? Its so much nicer to see the garrisong with full unit cards vs see all regions at once with the small unit cards.
purpleV 13 Jul @ 12:01am 
Thanks for the mod, i was thinking aboud such a mod for my cathay bastion garrison. =)
BlackJackGear  [author] 12 Jul @ 3:31pm 
@Yoshi yes the ai garrisons are not recruited, just generated.
The ai is not able to move units between garrisons and armies.
Yoshi 12 Jul @ 3:10pm 
wow what a fantastic mod idea! Just the UI improvement of seeing full unit cards makes this worth it.

The AI uses garrison generation, so it technically just passively gets bigger garrisons over time and does not recruit units like the player? Are they able to move units from garrison to armies etc?
OsamaBinDrinkin 12 Jul @ 11:25am 
That would be great! Cheers.
BlackJackGear  [author] 1 Jul @ 2:57pm 
I'll see about it in one of the next updates
OsamaBinDrinkin 1 Jul @ 4:25am 
Could you add an option for garrisoning limited units in garrisons to MCT?
BlackJackGear  [author] 30 Jun @ 3:58am 
I restricted everything limited from going into garrisons, amethyst units, flesh lab and such stuff
OsamaBinDrinkin 30 Jun @ 3:51am 
Unable to place Elspeth's Amethyst units inside garrisons?
DarkStar 24 Jun @ 10:10am 
Oh awesome! Cant wait to try it out!
BlackJackGear  [author] 24 Jun @ 9:44am 
@DarkStar even better, I am mostly done, only thing left to do is some testing
DarkStar 24 Jun @ 9:39am 
@BlackJackGear Did you ever do a write up of your plans for the medieval 2 recruitment idea mod and what you have in mind? Other then the initial write up you posted after i asked about it?
BlackJackGear  [author] 21 Jun @ 6:47am 
Ganon Cannon Thanks, I played a full coop campaign not 2 weeks ago with no issues, tho mp can be fiddely.
If you want to test, the only thing I can imagine breaking would be the "new" upkeep system.
Ganon Cannon 21 Jun @ 5:47am 
If you ever need testers for coop I am offering services, i have 2 cpu's next to each other.
BlackJackGear  [author] 20 Jun @ 10:10am 
@Mrkillerhomer_xD If you are willing a detailed bug report in the Bugs discussion helps a lot for coop issues.

There is a submod for mp sync and mct to get it working with my mods
Mrkillerhomer_xD 20 Jun @ 9:29am 
Dysync in Coop :( have the MP Sync mod installed
MCT dont work at all atm in MP in case that is needed
OHM 19 Jun @ 4:10pm 
You Legend!
KidouKenshi22 19 Jun @ 10:24am 
unlimited army or garriaon size would be awsome
Shouravik 16 Jun @ 4:15pm 
Please consider increasing garrison size to 40 for those of us who use large unit sizes
BlackJackGear  [author] 10 Jun @ 2:24pm 
If you mean multiplayer? there is a section in the description
i am pro at total war 10 Jun @ 1:23pm 
if anyone knows does this work with multi campaign and if so hows the stability of it?
BlackJackGear  [author] 9 Jun @ 9:12am 
@Salty no not really, besides to usual "have you tried just the mod and nothing else enabled"
Salty 8 Jun @ 3:37pm 
Have you got any guides on how to troubleshoot if it's not working. First time loaded the mod, all appears okay buttons are all there, but nothing happens when i click on them.
BlackJackGear  [author] 8 Jun @ 3:12am 
Just a heads up, I finally split the compatibility submod into smaller parts.
The big one with everything included is still around, but you can now use the smaller ones to improve load times.
I did not test each one, let me know if there are any issues.
ZeButcher888 7 Jun @ 7:33am 
i haven't tried implementing it yet... been busy this last week creating my units etc, and want to just play and enjoy for now. Will let you know once i do.
BlackJackGear  [author] 7 Jun @ 1:19am 
@Curatorr Sadly foreign slots are a pretty problematic area in general.
Is the issue you described with ai or player skaven factions?
If its ai then not really much I can do, if its the player its at least possible that a solution could be found.
BlackJackGear  [author] 7 Jun @ 1:17am 
@ZeButcher888 did you have any issues with the guide? Any improvements you would suggest?
Curatorr 7 Jun @ 1:06am 
@BlackJackGear Thanks. Thats huge. I ran into another compatibility issue regarding the 'Undercity Empires' mod. In particular, the ability to allows Skaven factions to have undercities beneath their settlements with it. If you have both mods installed simultaneously the undercities will just disappear if you go into battle and come back to the world/strategy map.

It took me about an hour to figure out this mod was causing the conflict. Both make additions to the 'db/slot_set_type_feature_junctions_tables' table. Would there be any way to fix this issue? I'd do it myself, if you could point me in the right direction, if it is even possible.

Thank you again for the mod and your time!
Kane Beckett 4 Jun @ 2:31pm 
@BlackJackGear Thank you for clearing this out! I love this mod and gives finally the depth for garrison management!
ZeButcher888 3 Jun @ 10:36pm 
nvm i just saw the guide haha i'll try that first