Total War: WARHAMMER III

Total War: WARHAMMER III

143 ratings
Immortal Empires Expanded and Old World Rites Compatibility Submod
   
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Tags: mod
File Size
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160.919 KB
11 Oct, 2023 @ 10:55pm
28 Dec, 2024 @ 3:17pm
7 Change Notes ( view )

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Immortal Empires Expanded and Old World Rites Compatibility Submod

Description
FIRST AND FOREMOST

The people who made all these beautiful mechanics and maps are not me. I just stitched the mechanics to the new factions on the map. If you want to give credit where credit's due for these great things, let them know; the relevant mods are listed in the required section.

Features

When playing as any of the following:
  • Empire Secessonists (a little bonus)
  • Leofric's Fellowship
  • Po-Hai
  • The Scourgeborn
  • Firebeard's Excavators
  • Guests of the Raja
  • Speaking Trees
  • The Chosen
  • Okumoto Clan
  • Tokmars
  • Nag Rippers
  • Sanyo Clan
  • Avags

You will have access to their respective faction's rites added by Old World Rites.

This will make the strategic layer easier, in theory.

This mod will most likely crash if you do not have both IEE and OWR installed.

Known Issues

Criteria to unlock rites may not appear correctly.

Rites may show as locked after being unlocked; this can be fixed by exiting out of the menu and re-entering it.

Thanks to:

  • Da Modding Den, who spent valuable time helping me ascend from monke to data entry monke. 🐒🍌

If you like this:

Consider subscribing to the sequel to this mod, where I add rites to the SCM's Marienburg factions, including the ones in IEE!

Miscellaneous

Do you know how hard it is to find an isolated image of a right turn signal? Get it? Rights? Rites? Tried some new blending techniques to make the image not suck.
21 Comments
GenezisO 10 Jul @ 12:56pm 
hmm okay, I just noticed in my load order that it's at absolute botom, Idk what dependency manager does, I assume it dynamically reorder mods when the game starts or something
𓆚 standardheadache 𓆚  [author] 10 Jul @ 12:43pm 
Since this mod uses dependency manager, even if I mismanaged the load order naming convention, it wouldn't matter. Generally, modders handle load order so you don't have to for this game, and it's very rare that you want to manually tweak it. :missing:
GenezisO 10 Jul @ 12:15pm 
shouldn't this be above the base mods in load order? because it's name starts with "zz" which puts it at absolute botom
REITERPALLASCH 8 Jan @ 5:45pm 
Mod is currently crashing
𓆚 standardheadache 𓆚  [author] 28 Dec, 2024 @ 3:18pm 
@Solmyr: I have a guess at what'd cause that, but I'm not sure why it'd do it. This latest update should fix that. :lunar2020thinkingtiger:
Solmyr 27 Dec, 2024 @ 11:09am 
For some obscure reason, enabling this mod replaces two of the Empire rites with Greenskin ones. Tested with only Mixer, MCT, Console, IEE, Old World Rites mods enabled. Enabling this mod and starting a campaign as an Empire faction (tested with Karl Franz and Elspeth) gives them two Greenskin rites in place of Imperial ones. Advancing a turn does not help, Greenskin rites are still there.
Rustic "Kalessin" Citrus 18 Dec, 2024 @ 9:15am 
Thank-you very kindly <3
𓆚 standardheadache 𓆚  [author] 17 Dec, 2024 @ 11:31pm 
Update pushed! :Grenadier:
Rustic "Kalessin" Citrus 15 Dec, 2024 @ 1:33pm 
In my brief testing, Yeah this is giving me some CTD's after 6.0.

Thank-you in advance for any consideration and modding efforts you have done <3 :WH3_clasp:
Solmyr 14 Dec, 2024 @ 2:18pm 
Does not work anymore with the updated IEE, since some factions were changed.