Total War: WARHAMMER III

Total War: WARHAMMER III

Fully Custom Garrison Compatibility - Complete Collection
87 Comments
flecha 31 Jul @ 11:08am 
ok thank you
BlackJackGear  [author] 31 Jul @ 10:52am 
This one includes every mod I made compatible. (Full list in the discussion)
As such it has a lot of db entries and slows load times considerably.
That is why I split it up into multiple smaller mods, each one only has compatibility for a few mods, which you can find in the description.
flecha 31 Jul @ 10:43am 
I have to ask, should I use this one or the Unit Compilation one, great mod
Aku 31 Jul @ 8:10am 
Thank you for the quick reply and for all of your cool mods, especially with the 40 unit mod compatibility, it's a difficult mod to work with but fun when it works. Looking forward to your experiments with the no generals army thing.
BlackJackGear  [author] 30 Jul @ 10:24pm 
@Aku, your request is better suited for the main mods compatibility thread, this mod here is exclusively for compatibility with new units.
I will answer there
Aku 30 Jul @ 8:23pm 
Hello BlackJackGear, if I may request compatibility be added for Mortrau's labor of love, the Black Sun Fleet mod. It is a fantastic mod, but for some reason running it with your custom garrison mods causes the game to freeze during the end turn. The script log shows the game freezes
when "ADD_ICON - Return check successful" for some reason starts endlessly repeating.
MistahKai 11 Jul @ 7:31pm 
thank you for adding looking forward to the next things you do with this mod!
BlackJackGear  [author] 10 Jul @ 11:40pm 
Added
BlackJackGear  [author] 10 Jul @ 1:39pm 
@MistahKai which mod do you mean specifically, there are a few similar named ones?
MistahKai 8 Jul @ 10:21am 
Hello thanks for the great mod man, is there a way you can add cathay's unit expansion to your list thx again!!
BlackJackGear  [author] 6 Jul @ 12:40am 
Added Compatibility for
- Legions of Nagash (6.2)
FranzFerdinand 5 Jul @ 4:39pm 
Any chance you could add Legions of Nagash to this mod? Really appreciate your work.
BlackJackGear  [author] 26 Jun @ 11:57pm 
@smokinbones I totally forgot, also lol fucked up the description
smokinbones 26 Jun @ 3:50pm 
Any update on walk with the dragon compatibility? Still doesnt work even with the complete collection mod. Also the Cathay submod just lists a Bretonnia mod?
BlackJackGear  [author] 21 Jun @ 12:43pm 
@Hagen3000 in generally switching mid campaign is not recommended, but as long as you select all the ones you have unit mods for, it should be fine.

@vargasguerrero113 I tried once but their mod file had some weird issues, might see about giving it another go, tho no promises
Hagen3000 21 Jun @ 12:11pm 
I am currently using the Complete Collection, but I would like to switch to individual submods. Will the number of database entries be reduced if the mod is switched during a campaign?
vargasguerrero113 21 Jun @ 12:04pm 
please could you create a bretonia lilys submod??
BlackJackGear  [author] 20 Jun @ 12:23am 
The submods all have their compatible unit mods linked in the description
BlackJackGear  [author] 20 Jun @ 12:22am 
This mod is for compatibility with mods that add units, a full list is in the discussions.
If you (most likely) dont need all of these its better to use just the submods for the unit mods you actually use
OHM 19 Jun @ 11:25pm 
Just to clarify for an old bloke like meself, all I need is the faction I'm currently playing with right? ie: I don't need the Southern Realms submod, whilst I'm playing Karl Franz?
BlackJackGear  [author] 8 Jun @ 3:13am 
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.
BlackJackGear  [author] 19 May @ 1:06am 
There is a submodding guide in the main mods discussions.
That should be helpful
BillisticSquid 19 May @ 1:01am 
Hello, I'm currently attempting to do exactly what you mentioned in a previous comment (Apr 19 @ 5:50). Working on making a variant to remove all the excess compatibility. (only interested in skaven) I was curious if you could point me into which sub files (i.e the files like"building_chain_tables", "building_levels_tables", etc) I'd want to start removing from (on the off chance, i don't need to for all, and it doesn't cause problems) or if I just gotta do it for all. Any help is appreciated! :D
BlackJackGear  [author] 23 Apr @ 1:45pm 
@smokinbones I will look into it
smokinbones 22 Apr @ 11:20am 
Doesnt seem to be working with the Walk with the Dragon mod units. Garrisons just generate base game units and none of the mod units can be added to garrisons. Any ideas?
Krakenous 20 Apr @ 12:57am 
Ahhh...so that's it's the building entries for mods being loaded regardless rather than subject to the actual mod existing, I see, it's basically all or nothing.

Hmm...could a script not dictate this instead? I'm sure I've seen seen something similar before with some of the big hitters like OVN mods and IEE or TOW mod. Not that I'd know anything about that in serial haha but perhaps if that's possible, eventually, that would be the way to go to only load relevent entries when relevent mods are loaded.

Anyway! For now, I'll pause my usage of this submod, and keep an eye on your efforts as your main mod is too good to not use haha :WH3_clasp:.
BlackJackGear  [author] 19 Apr @ 2:50pm 
I will do a performance pass at some point and see if I can squeeze some improvement out somewhere, but until then your only options are not to use the submod, live with the load times or make your own by throwing everything out you don't want in it
BlackJackGear  [author] 19 Apr @ 2:47pm 
It is no big mystery really, the issue are the 4420 additional buildings I add for mod compatibility.
I would also like a better way but alas...
Since the submod is pretty big and load times are bad, I plan to split it at some point, but I am not really interested in maintaining a bunch of submods either.
Krakenous 19 Apr @ 1:26pm 
Would you please be able to take a look if possible, as to why this happens? It would be much appreciated. Like it said, all the other submods are fine, but this submod makes load times for me, nearly double.
Krakenous 19 Apr @ 1:25pm 
I am not sure what is going on...but something is very off with this particular submod. We all know loading times are longer, even if you do NOT use the generated automatic garrisons (which I am not, I am just using the "recruit into garrisons" and the unit moving about stuff). However...using this mod for some reason makes the loading times into a NEW campaign, or, after the end of battle, dramatically longer.

For context, without the main mod, 2 mins load time. With the main mod it's roughly 2 mins 50 seconds. With JUST this submod my loading times into the campaign map or from back into campaign map from finishing a battle, becomes 4 minutes and 48 seconds to about 5 minutes which is an astronomical increase in load times. Also, end turn times for some reason become significantly longer too (despite again, for clarity, NOT having enabled the AI/Player generated garrisons). All other submods are fine, 2 mins 50 loading.
BlackJackGear  [author] 16 Apr @ 10:51am 
pairs24 15 Apr @ 6:01am 
@BlackJackGear awesome!
BlackJackGear  [author] 14 Apr @ 10:11pm 
Yes, but it will not work very well (for the player) because garrisons change quite often.
I plan to add a similar feature to the main mod, that works better with my specific setup.
pairs24 14 Apr @ 7:22pm 
Can I use any of the garrison training mod(one that add XP gradually)? Thank you.
BlackJackGear  [author] 13 Apr @ 2:52pm 
Added Compatibility for:
- Expanded Roster Compilation
Sunrecul 13 Apr @ 9:07am 
Hi BlackJackGear, thank you for the awesome mod. Do you think its also possible to get it to be compatible with Expanded Roster Compilation from Decomposed? If it already is please ignore my question, if not it would be very a very nice addition :)
BlackJackGear  [author] 13 Apr @ 1:26am 
Added Compatibility for:
- Tigermen of Cathay
BlackJackGear  [author] 12 Apr @ 2:44pm 
They are compatible, but since they add a bunch of special and capped units I don't allow those in garrisons.
PBD 12 Apr @ 2:38pm 
Hello, are Immortal Landmarks and Landmarks of Legends compatible?

They add landmarks that modify the garrison and allow the player to recruit alternate units (sometimes with a cap) so I'd rather check in with you if they're compatible before installing your mod. And if they're not, can you please make a compatibility patch?
BlackJackGear  [author] 6 Apr @ 12:27pm 
Added Compatibility for:
- Dead's Kislev Units
BlackJackGear  [author] 3 Apr @ 11:58am 
Added Compatibility for:
- Wood elf female archers
zhivagor 3 Apr @ 11:34am 
any chance for compat w Wood elf female archers?
BlackJackGear  [author] 30 Mar @ 11:40pm 
Added Compatibility for:
- Moulder's Menagerie (Chimaerats, Stormfiends, and More!)
BlackJackGear  [author] 25 Mar @ 11:31am 
Updated for 6.1
-nothing much, just some compatibility stuff with the main mod
BlackJackGear  [author] 13 Mar @ 11:09am 
@mailasdqwe I assume still on the Realm of Chaos campaign?
That wont work until I fix it, since its a bigger change and the next update is not that far, I will wait until 6.1
mailasdqwe 11 Mar @ 11:18am 
Having some trouble with the Dawi Gunpowder units. They can be recruited directly into the garrison without any issue, but they cannot be transferred into the garrison from the lord's army if they were recruited from Malakai's horde.
BlackJackGear  [author] 9 Mar @ 12:34pm 
Added Compatibility for:
- Dawi Gunpowder
- Dawi Gunpowder Additional
- Lost & Found Dwarfs: Complete Collection
- Dwarf Polearms
mailasdqwe 9 Mar @ 12:08pm 
Oh, and also Lost & Found Dwarfs: Complete Collection and Dwarf Polearms . And the comment below has 2 mods in it, just poorly formatted. Thank you for this amazing mod yet again!