Total War: WARHAMMER III

Total War: WARHAMMER III

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Campaign Configuration Mod - REPOST
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4.029 MB
30 May, 2024 @ 11:40am
28 Aug @ 12:33pm
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Campaign Configuration Mod - REPOST

Description
This is an updated repost of the amazing Campaign Configuration Mod. ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2858908974 )

This is a full replacement for the original Mod, you should not run both.

It adds support for the new DLC characters.

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Welcome to the Campaign Configuration Mod. The goal here is to be different than your regular cheat mod, because you can also debuff yourself and buff the AI. Or, you can just have all your cheats in one place. The choice is yours.

Check out the guide here: Campaign Configuration User Guide

Includes a full set of tweakable options, that can apply to the player or to the AI. You can even select which AI cultures the buffs/debuffs apply to. Current features are:
- Climate Settings (tweak the buffs/debuffs for suitable, unsuitable, and uninhabitable climates)
- Diplomacy Preference / Aversion
- Economy Settings (including taxes, post battle loot, sack, raze, trade income, recruitment cost, upkeep, building cost and background income)
- Growth Settings (settlement, horde, and black arks)
- Instant Rank
- OP Legendary Lord Buffs
- Public Order
- Recruitment slots
- Research rate and instant research all technologies
- Unit stat buffs that apply to all armies
- Generic Lord stat buffs / debuffs
- Corruption

In theory, you could invent new and interesting difficulty levels. For example, maybe the Empire campaign is too easy for you. Try adding a +5 chaos and +5 vampire corruption to all your regions and see what happens. You like playing High Elves but hate being allied with half the map? Add a -25 diplomacy aversion to your faction. You like playing on very hard because of the way the AI behaves, but the bonuses to AI growth are killing you? Add a growth penalty to them to negate it.

But let's be honest. Watching the AI have a rebellion in every province after turn 1 is hilarious. You won't be able to control yourself.

Has full support for just about every new faction or legendary lord I could find in the workshop. See full list of supported mods.

Comment in the features discussion if there are other Legendary Lord mods you would like to see implemented.

Works best with new campaigns, but will work with saved games by doing the following:
1. Load your campaign
2. Adjust settings and finalize
3. Save your campaign
4. Re-load the save game

As many as possible of these effects are done through scripts, which makes this mod highly compatible with other mods. Before reporting a bug, please run this mod by itself and see if the bug still occurs. Most bugs being reported are from interactions with other mods.
91 Comments
mikelangelo70 5 Oct @ 11:01am 
the game crashes to the desktop during a turn
Konrad von Thierberg 28 Sep @ 7:57am 
any way to add a section for legendary heroes? manly so Kouran Darkhand dont feel so shit when i'm playing Malekith with True Unit Size SFO x2 on
SlavutichBaltik 18 Sep @ 1:33pm 
Cant seem to find "Chaos Lord of Tzeentch" & "Chaos Lord of Nurgle" in the Generic Lord Buffs or anywhere else, Khorne & Slaanesh are there. Any one ever find it or is it possible to update/change that?
蘇武ぼくよう 16 Sep @ 9:36am 
Hey! I'd like to suggest an additional feature option:
Cap the maximum upkeep reduction for all units—whether from faction traits, equipment effects, technologies, or lord skills—so that the total reduction cannot exceed a certain percentage (e.g., capped at -70%, with any excess ignored) or fall below a fixed value (e.g., minimum 50 upkeep).

Exceptions could include:

All units of the Tomb Kings factions

Black Arks

Ogre Camps, Caravans, and Horde armies

Garrison forces and units without generals
Dr. Dreidel 14 Sep @ 7:06am 
I notice that, even if I check the LL box, Skulltaker registers as a generic lord instead of a legendary lord.

Also @Lachlyn, I fixed my earlier issue by reinstalling the game
Stanley Bishop 13 Sep @ 11:36am 
Disabling player anti-snowball fixed this, but I still think it's a bug, since if my understanding of the settings is correct it should not function like this.
Stanley Bishop 13 Sep @ 10:34am 
I have a weird bug which seems to come from this mod. I get huge penalties when conguering settlements which seems to increase the further the settlement is from my capital.

I tested it with Kairos. I sacked and immediately occupied the settlement to my immediate right and I got -10 penalty to growth/income/order. If I use tzeench fuckery to steal the settlement half a world away, then I get some ridiculous -260 to said three stats.

None of it happens if the mod is disabled.
Riuken 2 Sep @ 10:45am 
Confirmed the workaround @kappa noted. Thanks for the tip.
kappa 2 Sep @ 9:21am 
Hey guys I got the LL part to work for me by checking the box in the race lord selector at the bottom of that section. It works for every lord if you check it. A lil more work but it works well :)
Crimson ReapeR 1 Sep @ 11:39am 
the LL portion does and doesnt work, i cannot get it to work for rakarth or lokhir for instance but it does with malekith and many others