Total War: WARHAMMER III

Total War: WARHAMMER III

Skaven: Under-Empire Network Underways | IE + IEE
61 Comments
pringus3342 26 Jun @ 7:00am 
I agree with darkwing, a way to connect this with under city stuff would be so useful
{F13}Jack 6 Jun @ 9:37am 
SFO compatible?
Niklas 19 Apr @ 1:38pm 
is there any old world supmod cant find anything
ChopChop  [author] 28 Mar @ 5:43pm 
Should work as always 👍
Amenophis 3 28 Mar @ 5:22pm 
Any update coming? please i want to try it out
Darkwing 30 Jan @ 11:55am 
Is there any way to connect this to the Under Empire mechanic? E.g. an undercity bulding that creates or enables an underway exit in its location? Would be very cool and thematic for the Skaven.
davefrags 19 Jan @ 11:38am 
cheers for this i will test it out now
ChopChop  [author] 23 Oct, 2024 @ 6:01pm 
I am reuploading the recommended Underways cooldown mod as compliation of all cooldowns mods i have:
Dwarf
Skaven
Beastmen
Greenskins
Wood Elves

Please resubscribe to the new recommended mod if you will miss the mod in manager for saved game. Click Enable all saves/enable all saved games when the saved game is red and click ok load.
Underways & Worldroots: -1 Cooldown
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3352576541
Think Critically 29 Sep, 2024 @ 12:45am 
Nice :)
ChopChop  [author] 22 Sep, 2024 @ 5:20am 
never tested, but this mod is relying purely on db and i heard the most porlems are with scripts and "current state" related mods. this one is triggered instantly when teleporting so should be fine i guess
Think Critically 22 Sep, 2024 @ 5:11am 
Do you know if this is multiplayer safe?
ChopChop  [author] 20 Sep, 2024 @ 2:36pm 
No idea, i dont play on Mac
Tart0X 20 Sep, 2024 @ 2:30pm 
Does it work on Mac too? Havent seen the feater in my latest campaign... please help :)
kjarmie 27 Aug, 2024 @ 4:27am 
Sorry, just read the info section now. It's a great mod, appreciate the hard work.
kjarmie 27 Aug, 2024 @ 4:26am 
Do you have any plans to add support for the Old World modded campaign at any point?
ChopChop  [author] 30 Jul, 2024 @ 2:35am 
Many thanks and big shoutout to The Great Book of Grudges that showcased this mod in his latest video on youtube: Current top 7 best campaign mods for Skaven :steamhappy:
The video is linked along the pictures in description and i will also add note in credits ✌💛
Inerael 28 Jul, 2024 @ 4:37am 
I'm happy that only my rats can use my secret under empire personnaly :)
He is MINE
ChopChop  [author] 28 Jul, 2024 @ 4:33am 
3x NO
GeorgeTheGreat 27 Jul, 2024 @ 10:33pm 
Is the AI able to use these features also?
Does the AI know how to use these features?
I was asking because I don't like to play games usually where the AI does not have equal footing with the human player and vice versa.
If the AI is not able to use them is there a chance for an addition part for this mod and the Dwarven one for the AI to be able to use the features also?
ChopChop  [author] 24 Jul, 2024 @ 4:28am 
It's compatible with Immortal Empires & Immortal Empires Expanded
Inerael 24 Jul, 2024 @ 4:25am 
Hey, does someone know if this is compatible with old world campaign ?
ChopChop  [author] 24 Jul, 2024 @ 4:02am 
Idk, i made the mod for player and not to be enabled in the background for the AI. It is not a mod that you would keep enabled when not playing as Skaven as its unnecessarily blowing up your modlist. That said i dont think AI will use this when enabled.
*Nom Nom Pancakes* 23 Jul, 2024 @ 2:07pm 
Do the AI make use of these underways?
GLaDOS_cz 23 Jul, 2024 @ 12:34pm 
@Skibidirizzlet Ohioussy - I agree with everything you said and Skittergate is amazing idea, but i think this is not right guy for the job.
Also, everyone that have underway stance cant use it on Ulthuan and it makes perfect sense.
ChopChop  [author] 23 Jul, 2024 @ 2:55am 
my guess this is compatible with SFO and that you have not read the description
ChopChop  [author] 23 Jul, 2024 @ 2:38am 
The Waaagh is coming 👀
ChopChop  [author] 23 Jul, 2024 @ 12:35am 
:WH3_miao_serious:
godzillaghost27 22 Jul, 2024 @ 6:35pm 
Does this work with old world?
THE DEEP 22 Jul, 2024 @ 6:35pm 
So my guess this is not compatible with SFO and IEE is required ? just asking
momaekwang 22 Jul, 2024 @ 10:03am 
yes-yes!:steamhappy:
Just leaf 22 Jul, 2024 @ 5:42am 
Next should be orc?
Dean Winchester 21 Jul, 2024 @ 4:25pm 
And yes I can edit the mod, so it doesn't bother me as much as it might seem.
Dean Winchester 21 Jul, 2024 @ 4:23pm 
It is a sandbox game, but with many constraints from lore, and its gameplay systems heavily influenced by lore.

Furthermore, games are only fun with rules, constraints, and challenges to overcome. Not having things handed to you. It does trivialise this aspect of the game (a Skaven invasion of Ulthuan). Ulthuan is known as an isolationist continent that is hard to reach, but now you can just teleport to it instead of having to sail, make a beach landing, etc.

Maintaining many mods is surely annoying, but this arguably shouldn't have been a teleport destination in the first place, if staying true to the setting and following its established lore. If it was something like a skittergate teleport that takes 40 turns to build and requires a foothold on Ulthuan, I'd be okay with it, but that would be a whole other mod / mechanic and not the under-empire.
ChopChop  [author] 21 Jul, 2024 @ 1:55pm 
you need to get warhammer 3 assembly kit from steam, RPFM, then load the warhammer dependency in RPFM, toggle global search and find all containing "anvil" within the packfile range. delete all and save the mod to data. should be good to go
ChopChop  [author] 21 Jul, 2024 @ 1:51pm 
my friend i am hosting too many mods to upload another one just to take out one location. warhammer is a sandbox game and you are the master of your game. its up to you to click a button on the map or not and not allow it to dictate your gameplay. please think about the others that surely enjoy it there. if i knew mct i would add option to toggle it on/off in options, but i dont know this magic. that said if you or anyone know and would like to contribute please do so - communication channels are always open for reasonable contacts. it takes actual work to make mods and then carry them through every main game CA update does, to keep them working and i do not intend to double up my 80+ mods to please everyone, that are always able and welcome to edit the mod themselves with RPFM to personal preference and save it to data. easy
Dean Winchester 21 Jul, 2024 @ 1:18pm 
Maybe consider a 'no Ulthuan' version or submod then, for lore enthusiasts and people who are concerned about lore-breaking things when playing the game.
Inerael 21 Jul, 2024 @ 3:05am 
please dont remove ulthuan, yes yes <3
ChopChop  [author] 21 Jul, 2024 @ 1:19am 
i am not removing Ulthuan
< blank > 20 Jul, 2024 @ 4:03pm 
please remove ulthuan
Inerael 19 Jul, 2024 @ 7:41am 
Amazing ! Thanks Thanks !
ChopChop  [author] 19 Jul, 2024 @ 7:40am 
yes-yes
Inerael 19 Jul, 2024 @ 7:37am 
so this mod make my rats able to teleport to the other side of the world ?
thaelmann 19 Jul, 2024 @ 6:28am 
yes-yes! scurry-fast fight mode!
ChopChop  [author] 19 Jul, 2024 @ 5:22am 
they go to the Ulthuan through the sewers, and come out through the toilets. they are nautical rats
GLaDOS_cz 19 Jul, 2024 @ 5:19am 
I wonder how they managed to make tunel into Ulthuan. The floating continent.
ChopChop  [author] 19 Jul, 2024 @ 4:13am 
dont use it then :WH3_greasus_rofl:
Dean Winchester 19 Jul, 2024 @ 4:08am 
Cool mod but Ulthuan is a floating island in lore, so it shouldn't be a destination.
ChopChop  [author] 18 Jul, 2024 @ 2:11am 
👨‍🍳 :WH3_skragHapp:
Ser Kusterman 17 Jul, 2024 @ 7:45pm 
you cooked :empireskull:
ChopChop  [author] 17 Jul, 2024 @ 7:59am 
I would like to implement at one point some mission / quest / special requirement to unlock specific underempire location even just by moving a character to that region, but thats right now out of my modding xp