Total War: WARHAMMER III

Total War: WARHAMMER III

Reclaim the Holds
62 Comments
Biomüllpirat 5 Jun @ 9:06am 
Hello, the building at Blackstone Post is facing the wrong direction.
Schweineschnute 16 Feb @ 10:22am 
Hi, Karag Vrag in the Mountains of Mourn appears invisible after I captured it with Malakai.
RogueSkeptic 16 Feb @ 4:34am 
HI, is this compatible with SFO?
Elchardus 28 Jan @ 5:41am 
I've come across another one :) Could you possibliy add Martek? It's in the Atalan Mountains, the two other regions already are dwarf settlements.
Elchardus 27 Jan @ 2:00pm 
Antagonistes: Thanks for the update mate, the dwarfs of Karak Ziflin give you their regards.
Elchardus 27 Jan @ 1:58pm 
Rincewind322: Imagine being a sane dwarf wanting to 'reclaim' this hold :D Do most dwarfs even know of their history in that place?
Rincewind322 27 Jan @ 1:25pm 
Lore wise, not making Brass Keep Dwarfish makes sense IMO bc they left those mountains like a looooong time ago and presumably Imperials and various critters have built there since
Antagonistes  [author] 27 Jan @ 8:23am 
And also because I don't see any particularly good reason for adding Brass Keep other than lore accuracy which I, again, don't really care about.
Antagonistes  [author] 27 Jan @ 8:22am 
Done! I've marked Blackstone Post and Massif Orcal as Key Dwarf Settlements. I've decided against adding Brass Keep for better compatibility (aka less headaches) with my other mod: Reclaim the Empire.
Elchardus 26 Jan @ 5:25pm 
@ Antagonistes: Would be nice indeed :)

By any chance, can you perhaps add the Brass Keep in the Middle Mountains as a key dwarf settlement? [The Dwarfs settled the area during their Golden Age, building a small network of Holds they called Karaz Ghumzul. During the War of the Beard, a Chaos gate was discovered under the mountains...etc]

When it comes to swithing between orkish and dwarfish, Massif Orcal is this right now: 'crappy wood planks desecrating the glory of the Dawi architecture'. Would be nice if dwarfs can remove the wood planks if they conquer it. :)

Played a small campaign with Karak Ziflin using your mod, hence my focus on those areas :')
Elchardus 26 Jan @ 5:13pm 
@General Brooks; I'm trying to find info about Blackstone Post but the only info I've found is about Blackstone Tower.



The Backstone Tower is an Empire-made fortress (not a settlement), on land that was already claimed by the Dwarfs of Karak Ziflin. Since the Tower guards the Crooked Corridor (hidden pass from Montfort to Reikland directly through the mountains, to evade paying tolls on Axe Bite Pass) , the Tower should technically be where the settlement 'Karak Ziflin' is right now in the game (right now it's next to the other pass up north). Of course, now I'm just assuming that the Blackstone Post refers to the Blackstone Tower. I apologize if that's not the case. If the tower refers to the blackstone post, then lore wise it doesn't make sense anyway in game.
General Brooks 26 Jan @ 2:01pm 
So you have, I shan't make any further suggestions.
Antagonistes  [author] 26 Jan @ 1:04pm 
And I've told you 3 times already that 100% lore accuracy is not my top priority with these mods. Whether this place exists in the lore or not, I would rather see Dwarfs destroy the place and build their own home on top of it than live in a gothic castle
General Brooks 26 Jan @ 12:07pm 
Lore wise it isn't really a dwarfhold so I'd rather you didn't.
Antagonistes  [author] 26 Jan @ 8:39am 
I might make it a Key Dwarf Settlement for consistency, as 2 out of 3 settlements in this province are already dwarf settlements in vanilla.
Elchardus 26 Jan @ 12:33am 
Nevermind, there is no grudge icon next to the name of the settlement. :)
My bad
Elchardus 26 Jan @ 12:27am 
Hey Antagonistes: Does this mod also change blackstone post into a dwarf settlement when captures by dwarfs? (It's in the northern grey mountains with karak ziflin and grung zint)
Antagonistes  [author] 25 Jan @ 2:29pm 
I did what you described and I couldn't reproduce it. I don't know what to tell you except disable all your mods except this one and see if it's still occuring.
Beazel ✠ 25 Jan @ 1:04pm 
I'm not using any mods that touches on settlements, aside from yours. No Mixu's or other startpos, no modded campaign, no settlement slot mods, no landmark mods, nothing.

It's as simple as I have described it. It starts out with a Ogre settlement skin, as it's held by ogres. Grimgor takes it, settlement changes skin to Dwarfhold with Orcish bits and bobs - the mod is working fine.
Restart game, reload the campaign, and the settlement is below ground. It's still interactible but at certain angles you can see the top of your garrisoned Lord's banner popping above ground.

Coincidentally I checked Grandolph's mod and this exact same problem is mentioned.
Great mod btw, the reduced scope is nice when you just want to play around with orc and dawi aesthetics!
Antagonistes  [author] 25 Jan @ 11:16am 
Check your modlist, I don't have this issue on my end. Perhaps if you could give a better description of your problem, step by step.
Beazel ✠ 25 Jan @ 9:28am 
Karak Vrag (province capital in Grimgor's starting area) seems to have an issue where, after reloading the game, it sinks into the ground. Weirdly enough it works fine when you first retake it.
corporal corpse looter 14 Jan @ 8:59am 
does this work in ongoing campaigns or do i need to start new ones ? or does it only work if you capture the settlement with this mod active and not on the ones already in your possesion ?
PowerKlawSolo 13 Jan @ 2:53pm 
i love you... so much
Antagonistes  [author] 13 Jan @ 11:31am 
They do.
PowerKlawSolo 13 Jan @ 5:38am 
would be kinda cool if the green boyz turned the holds into their forts like the vamps in reclaim the empire :0
Antagonistes  [author] 11 Jan @ 4:23am 
I already discussed this in the comment section: I don't play with OvN Lost World so I am not really sure. I think the worst that could happen is a generic settlement model overriding a unique settlement model from Lost World after being captured.

As a general advice if you are wondering about compatibility between two mods, I suggest you install the Console Command Tool mod, toggle the fog of war off and fuck around with the game. In this case, by granting yourself ownership of a settlement for example.
jimmymenNL 11 Jan @ 2:19am 
is it compatible with: OvN Lost World?, like if they capture settlements like marienburg or somthing it stays the same or does it still change , because that mod adds unique settlements to some settlements
Antagonistes  [author] 10 Jan @ 8:03am 
Actually, I think I might change the default model for Skaven-occupied temple cities. They will still appear as ruins when occupied by Skaven factions anyway so it won't make much difference.
Antagonistes  [author] 9 Jan @ 11:02am 
Thanks for all this information! It might come in handy when I finally tackle the Lizardmen.
I just released the mod covering Vampire Counts and Empire so I'll see when I can work on the next one (which might also be the last in the series of mods).

On the topic of pre-replaced settlement models, I don't have any plans for that at the moment. One of my main goal with the mod was to reward the player for reconquering one of their key settlements, whether the default settlement model makes sense lore wise or not.
General Brooks 9 Jan @ 9:21am 
Only five, and of those I'd suggest that all bar The Awakening should probably just have lizardmen skins by default, they would fit better for any occupying faction than the current normal ruins or demonic city in Hualotal does (the demonic city looks great for replacing human cities and that would also make a fine mod actually, but doesn't fit as a takeover of lizardmen ones imo).

Thanks again for this great mod, and I hope all of this is of value - I could have a think about other factions if so.
General Brooks 9 Jan @ 9:21am 
Secondly, on lizardmen, I've had a look. and there are only a few but I think it would be great to see this mod for them if you're willing. The following settlements should get lizardmen skins on conquest:
-The Awakening (Rightly Huatl, The Temple-City of Reawakening)
-Hualotal (The Temple-City of Mask)
-Temple-Avenue of Gold (just has a permanent normal ruins skin for now which feels off, surely lizardmen ruins at minimum with a lizardmen city if rebuilt)
-Marks of the Old Ones (same story)
-Kaiax ('The Lost Temple-City')
General Brooks 9 Jan @ 9:20am 
Hello again.

Firstly, quick suggestions for the dwarfs, perhaps karaks Krakaten and Vrag should have dwarf skins by default even when not occupied by dwarfs, in the same way as Karak Azorn does? Just would have thought the dwarfhold would remain the big landmark that the ogres or whoever are setting up camp in.
Also on that line, perhaps Black Pit should use the orc camp skin by default rather than the occupied dwarfhold one, since its never been a dwarfhold? Might just be a nice touch that you could add to all these mods?
Antagonistes  [author] 7 Jan @ 9:57am 
If I remember correctly, you are talking about the Sylvanian nobility, they are definitely different from the nobility in the rest of the Empire. I don't think that Stirland would follow the tradition if they were to conquer Sylvania for example.
Anyway as I said, I am looking to improve player immersion more than sticking 100% to the lore.

I'm considering making separate mods and then making a compilation after I'm done tackling every culture that I want to.
General Brooks 7 Jan @ 9:28am 
Lore wise, they didn't, the nobility lived in the same castles, since you know they're enormous castles that are massively expensive to just knock down and replace. Each to their own though. Are you thinking of keeping the changes for each race as a separate mod so people can opt in to each, or perhaps keeping it in one using the mod configuration tool?

Also i'll take a look at some lizardmen stuff when i have time and maybe make some suggestions there.
Antagonistes  [author] 7 Jan @ 8:02am 
@General Brooks: Although the land itself might be tainted, I don't think that any citizen of the Empire in their right mind would settle in a creepy and haunted place like vampire castles. Realistically, I think they would be way more likely to raze the place and build a city on top.

I think a better way to represent the corruption of Sylvania would be to leave a permanent Vampiric Corruption debuff in the region, but that would be out of scope for this mod and I also don't think it would be very fun for the player.

I prefer to keep immersive rather than loreful as a rule of thumb.
The Mannis 7 Jan @ 6:33am 
@Antagonistes that's awesome to hear! Can't wait.

Yes, it is indeed a feature of the first game, Regional Occupation is how CA called it back then, a gameplay system, which puts limits on which factions can settle which provinces.
Empire, Bretonnia and Vampire Courts could exclusively occupy and replace only each other's loreful lands with their own culture's model on the campaign map. Even the battle map would change. Same story between Greenskins & Dwarves in the mountains.
This feature got replaced in Warhammer 2 though, with the climate system.
General Brooks 7 Jan @ 6:15am 
On the vampire counts, I think Sylvania should actually have vampiric buildings either way, since a spooky castle is still a spooky castle even if the empire has taken over it. The lore talks a lot about how you can capture Sylvania, but you can't quite remove the lingering corruption within.
Antagonistes  [author] 7 Jan @ 6:09am 
@The Mannis: Yes absolutely! I planned to do Vampire Counts next actually, as it totally makes sense for them to override the Empire's culture. I already worked out the script in my head, I think it would be fairly easy. I didn't even know it used to be a feature in Warhammer 1.

Regarding OvN Lost World compatibility, I think the worst that could happen is either a unique settlement model being replaced with a generic one, or some clipping happening with the environment. Otherwise, I think it should be fine.
The Mannis 7 Jan @ 5:17am 
Thank you for this mod! I love it. I agree with you 100% about certain cultures replacing every settlement models with their own. Extremely unimmersive.

Would you consider to do the same for the Empire/ Sylvania conflict though? Like how it works in the first Warhammer game. I believe it makes total sense for the Empire to rebuild Sylvania as a proper Empire state after its reclamation.

Also I'm not sure if it works with OvN but I will test.
Vlad the Inhaler 6 Jan @ 2:09pm 
Great Mod, would also love this for Lizardmen, they have a very similar situation in Lustria, where many Settlements are originally built by the Lizardmen but have been either plundered or overtaken by other races like the Skaven.
Antagonistes  [author] 6 Jan @ 5:17am 
Absolutely! I envisioned a series of mods tackling various cultures' settlements (starting with this one) where I try to recapture their theme when it makes sense to do so.

I'm still on the fence whether to implement this idea or not but if so, the goal would remain the same: to reinforce player immersion with small changes like that.

My knowledge of the Warhammer lore being very limited, please do feel free to suggest your ideas. I would very much appreciate it.
General Brooks 6 Jan @ 3:55am 
I think you're absolutely right to defend your mod, and I totally agree with your reasoning - I don't want places magically transforming into pyramids, which makes no sense, but I do want the experience of cleaning up recaptured dwarf holds.

That said, I wonder if there might be a handful of other lore-friendly changes you could add? For example The Awakening is built on top of an ancient lizardman temple-city, so it might make sense that the lizardmen would restore the city underneath if they recaptured it, in the same way as the dwarfs do? I'd happily put together a list of changes if this interested you.
Antagonistes  [author] 6 Jan @ 1:33am 
2) I find it very non immersive for certain cultures to replace settlement models with their own depending on the location of the settlement. Like the vampire coast for example, becoming able to set up port cities where there is no water. Or Tomb Kings with their pyramids, a feature that I think is unique to that part of the map (i.e Nehekara) having its identity removed by sprinkling them everywhere.

So no, I am not going to change how the mod functions simply to please a few people that were misled about what the mod does or because they disagree with the idea of this mod. I couldn't care less.

Make sure to check out Dynamic Settlement Reborn if you like the idea of every faction being able to replace settlement models with their own, it's a really good mod.
Antagonistes  [author] 6 Jan @ 1:33am 
Dynamic Settlement Reborn replaces settlement models depending on their current owner for every faction in the game while my mod only focuses on dwarf settlements.

While there is no reason to use this mod if you are already using Dynamic Settlement Reborn, they don't do the same thing.

I made this mod for two reasons:
1) I think that the Dwarfs were the most in need. I am satisfied with other cultures not replacing settlement models and I think that the whole point of playing a Dwarf faction is to fulfill the fantasy of restoring the kingdoms to their former glory
emerald10005 5 Jan @ 7:49pm 
Hi, since dynamic settlements does the same thing I think your mod should do something different. It would be cool if you could add more campaign scenes (similar minor details that are around Karaz-a-Karak) that would appear when you take more key Dwarfen settlements
ZERO.FLCN 5 Jan @ 2:36pm 
what about inside? is it change?
Piplip2100 5 Jan @ 9:51am 
Me when I'm a mod maker for Warhammer 3 & shit on my fellow mod makers just because I can. :ccskull::ccskull::ccskull:
PorkNotBeef 5 Jan @ 8:39am 
Thank Grungni! I've gotten so tired of my dwarfs holding up in those atrocious Greenskin camps! :steamthumbsup:
Antagonistes  [author] 5 Jan @ 7:54am 
Well, do that then...