Total War: WARHAMMER III

Total War: WARHAMMER III

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Knights of Origo: Faction Overhaul
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Tags: mod
File Size
Posted
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76.437 MB
26 Aug, 2024 @ 1:53am
25 Sep @ 2:43am
24 Change Notes ( view )

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Knights of Origo: Faction Overhaul

Description
This mod is meant to work with and is compatible with Mixu's Legendary Lords. However, it is NOT required.

"The loyal knights of Saint Origo decided Fyrus would make an ideal place to rest and meditate. They started defeating all of the natives and building a huge fortress. They decided to call this fortress the Holy Monastery of the Divine Origo."

This mod overhauls the Knights of Origo faction with new lords, a hero, units and campaign features. This mod is meant to work with Mixu's Legendary Lords.

FEATURES
  • Crusaders of Fyrus – 1 new Faction, 1 Legendary Lord, 1 Legendary Hero, New Generic Lord, new Generic Hero, and 3 new units
  • 1 new building chain
  • New building effects for Holy Monastery of the Divine Origo landmark
  • Custom Mechanics
    • Infamy and Sea Shanties - The Knights of Origo can enjoy a host of pirate mechanics such as Infamy, Pieces of Eight and Shanties.
    • Shipbuilding - Sir John and the Marshal lord has access to shipbuilding, with Sir John having a unique building.
    • Crusader's Zeal - The Knights of Origo crusade all along the coasts of Araby. Each victory emboldens and empowers the crusaders, pushing them to greater heights. Beware though, as losses and inactivity will weaken the zeal, and in turn lose the benefits that come with it.
    • Desert Supplies - The desert is a harsh place, with water few and far in between. Traveling without proper preparation will see you burned by the desert. Settlements will provide you with desert supplies for a time, ensuring no attrition lost when traveling the deserts of Araby.
    • Crusader's Vow - Sir John, the Marshal lord, and the Seneschal hero has access to a new vow: Crusader's Vow, replacing the Knight's Vow

PLEASE READ - IT WILL LIKELY ANSWER YOUR CONCERNS
  • (Should be) Compatible with Lily's Overhaul.
  • Compatible with Mixu's Legendary Lords.
  • This mod is balanced for vanilla gameplay. It aims to insert itself into vanilla campaigns as seamlessly as possible.
  • My version of Bloodletting will work with Mixu's.
  • You can choose to keep Mixu's John and Donna but keep the new units by unticking the first MCT option.
  • There is an MCT option for a custom start on Fyrus. Still pretty WIP but it works.

RECOMMENDED

SUBMODS

CREDITS
  • Rhox - Infamy and Pieces of Eight script was based on his work
  • Mixu - for the unlocker, the faction, the frontend script, which serves as the base of this mod
  • h3ro - His amazing Asset Editor is what made this mod possible. Big thanks to him for all the possibilities!

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

[www.patreon.com] [ko-fi.com]
133 Comments
graetor  [author] 25 Sep @ 7:32am 
not really. you have to consider that the factions im modding are base game factions that already starts in araby, and despite the fact theyre modded factions, they are still minors. they will still die to major opponents like arkhan or settra if left unchecked
adaalbert 25 Sep @ 6:39am 
Hello. Are you considering moving one of your Order Faction to Khuresh to avoid overcrowding in Arabia?
graetor  [author] 16 Aug @ 6:06am 
@GodsMostAutisticSoldier - oh nice catch, ill fix as soon as i can
@Egil_Styrbjorn - so what are you asking? you want to disable my lords and faction bonuses?
Egil_Styrbjorn 15 Aug @ 9:02pm 
Thanks fot you're work, but i have any questions
Is it possible to leave John from the mixy with his skill branches, leaving the faction bonuses?
I unchecked the first setting, but nothing has changed...
GodsMostAutisticSoldier 12 Aug @ 9:30pm 
My senechals cannot get past questing vow, because their victories at sea or sieges do not register with the vow system
graetor  [author] 28 Jun @ 7:40am 
linked, please comment the link next time so it's easier for both of us, thanks again!
Balthasar23th 28 Jun @ 2:20am 
I love your mods. I also made a German translation for these. Feel free to link it. Thanks for your work!
opuntia 18 Apr @ 10:13am 
Thanks for the update
AwDiddums 15 Apr @ 6:42am 
Makes sense! I'd have thought that Empire swordsmen would had better training and equipment, though.
graetor  [author] 14 Apr @ 12:18am 
emp swordsmen have better stats across the board compared to their brt counterparts, which is the reason for the bronze shields (i think). silver shields on brt men at arms will allow them to hold the line more, which is pretty much their use in armies