Total War: WARHAMMER III

Total War: WARHAMMER III

789 ratings
graetor's Empire Knightly Orders
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Tags: mod
File Size
Posted
Updated
10.636 MB
1 Jan, 2023 @ 9:50am
26 Mar @ 12:44am
31 Change Notes ( view )

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graetor's Empire Knightly Orders

Description
"The Knightly Orders of the Empire are noble heroic brotherhoods of armoured warriors who ride into battle atop mighty barded warhorses and sometimes other, more exotic creatures."

DESCRIPTION
This mod adds new unit(s) to the Empire roster by adding the various Knightly Orders of the Empire, based on the Uniform and Heraldry of the Empire book and Mathias Eliasson's Warhammer: Empire Knightly Orders.

FEATURES
  • 23 new Knightly Orders (Full Roster here)
  • Recruitable at the new Chapterhouses in various locations in the Empire (Chapterhouse Locations here)
  • Sigmar, Ulric, and Taal temple chains are now buildable by all Empire factions.
  • Custom abilities that are consistent with their lores
  • Balanced for vanilla

PLEASE READ
  • Enable dismounted infantry through MCT to recruit infantry/dismounted units. Can only be done before startin a new campaign
  • This mod is balanced for vanilla gameplay. It aims to insert itself into vanilla campaigns as seamlessly as possible.
  • All Knightly Order units are now capped. They can be raised by building their chapterhouses or stables chain.
  • All Knight units benefit from skills and researches that buff their stats.
  • This mod may need patching with mods that alter the vanilla orders. (Reiksguard, KOTBS, etc)
  • Dismounted variants are disabled by default. Activate them by checking the option in MCT.
  • Base-game Knights of the Black Rose are UNTOUCHED.

RECOMMENDED

SUBMODS

CREDITS
  • Gigiauz - Some of the shields, laurels, and engravings on the armors and uniforms based on, or are from his Uniforms and Heraldry of the Empire mod.
  • HN - Some engravings on the armors and uniforms are from, or based on his work.
  • Snek - Allowed me to use his MCT script for more customizability.
  • h3ro - His amazing Asset Editor is what made this mod possible.

This mod is made to fit in the vanilla aesthetic and balance, while having it's own sense of uniqueness. Furthermore, the visuals are based on miniatures or official guides, hence why they all have the basic empire knight as template. Keep this in mind when subscribing to this mod.

Comment any potential balance changes and check the change notes for update details.

[www.patreon.com] [ko-fi.com]
Popular Discussions View All (2)
0
2 Jan, 2023 @ 4:52am
PINNED: CHAPTERHOUSE LOCATIONS
graetor
604 Comments
graetor  [author] 10 Jul @ 10:55pm 
@OHM - haha thanks for the support, I do plan on overhauling this mod eventually. Just have other plans at the moment.
@Lilcav669 - Sounds like the asset pack wasn't enabled?
@Balthasar23th - linked, thanks!
@Reubeanie - not that i know of, though i dont play mp
Reubeanie 10 Jul @ 1:41pm 
Any known issues with mp?
Balthasar23th 10 Jul @ 2:44am 
Translated another mod into German. Thanks for your awesome mods!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3521765386
Lilcav669 19 Jun @ 3:07pm 
Does anyone know a fix for why the Knights of the Fiery Heart units are invisible? Is it a graphic setting I need to change, a mod pack I'm missing, or is it just a bug with the mod.
OHM 17 Jun @ 11:45am 
First of all, tah for all your mods. I'll buy you a beer, er, coffee once I'm back from Japan.

Secondly, I concur with raw666 (though we are at your discretion ofc), though not lore, Warhammer Fantasy didn't get the chance to evolve as WH40k did, it devolved to AoS. Adding those proposed suggestions wouldn't be too far from WH lore, game mechanics-wise it will make it more varied and fun to use, they won't just be fluff on the battlefield. Just my two cents...

Thirdly.....I keep getting weird textures floating about me Panther boys

Fourth...er..ly, I know its out of date, but could you perhaps have a version/submod that's compatible with Faith of the Empire. Duplicate/similar chains of worship structures is niggling at my OCD and immersion.

With that said, I'll put my knickers back on and put me hand bag away. I'll go get a snickers or something...
raw666 13 Jun @ 3:19pm 
@graetor, true, but this game has move on a bit from Tabletop. Still, I am glad you like my idea and hope you keep up the excellent work.
graetor  [author] 13 Jun @ 2:12am 
Honestly not bad of an idea. I did think that they were too similar, but thats how they are in tabletop so i’m still torn. Maybe i’ll end up changing them eventually, though not sometime soon. Thanks for the suggestions though!
raw666 12 Jun @ 9:43pm 
For example (This is me spit balling here based of their old models, art and lore. Ignore if you are fine with the mod as is. Just think its a step behind being The-Mod to use):
Anti-Infantry Melee Calvary (Ex: Black Rose): Fiery Heart, Broken Sword, and Encarmine
Armor-Piercing Melee Calvary (Ex: Stubborn Bull): White Wolf, Bull and Hammers of Sigmar
Magical Anti-Infantry Melee Calvary: Morr and Sacred Scythe
Magical Armor-Piercing Melee Calvary: Sword and Scale (New: Cult of Verena)
Shock Calvary (Ex: Reiksguard): Black Bears and Sigmar's Blood
Anti-Large Shock Calvary: Panther, Griffon, and Gold Lion
Magical Shock Calvary (Ex: Blazing Sun & Everlasting Knights): Everlasting Light and Raven
Magical Anti-Large Shock Calvary: Hunters of Sigmar
Missile Calvary: Morr and Raven
raw666 12 Jun @ 9:41pm 
@graetor, have you thought of changing/updating some of the knights to be more inline with current game cavalry types (melee, armor-piercing melee, shock, anti-large shock, missile, and all the above with magical attacks/aurora) to diversify them more from each other and make them really standout from each other?
raw666 12 Jun @ 6:34pm 
@yaminogaijin You can recruit them at chapter houses so long as you select the option in the mod editor.