Total War: WARHAMMER III

Total War: WARHAMMER III

Landmarks of Legend
1,777 Comments
The Hole In By The Hill looks like my kind mercenary tavern! How are the ladies and drinks~? X3
Thelonious 21 Sep @ 2:03pm 
Could you increase the amount of Canopic Jars Tomb King landmarks give? They are too low at the moment
The_Inquisitor  [author] 19 Sep @ 8:50pm 
@ItsMeYaRids
Yes, they do. All landmarks that are available to any faction + some Empire ones are enabled for the Southern Realms as well.

@Fizzle_Boom25
Sure! Just credit me for the Dragon Company somewhere in your description.

@fandach
I believe its just for one of the landmark's garrison.

@奥威尔·切瑞先生
I'm not sure which landmark you're talking about. Are you sure its from this mod?
ItsMeYaRids 19 Sep @ 7:42am 
hi, I was just wondering if any of the southern realms factions get extra landmarks from this mod?
Fizzle_Boom25 16 Sep @ 5:41pm 
Is it okay if I use your Dragon Company unit in a mod I'm working on? I want to let Clan Durazgrund from TOW recruit extra extra Dragon Company from each settlement as they try to reclaim Karak Ungor.

I'll set it up so they are just regular rangers if your mod isn't installed.
fandach 13 Sep @ 10:33am 
Anyone know where high elfs can unlock pegasus knights? Conquered whole map and didnt see it anywhere
奥威尔·切瑞先生 12 Sep @ 1:23am 
May I ask why I can see the Demonic lron Forges landmark, the Chaos Dwarf, but can't build it in Iron Peak Fort?
The_Inquisitor  [author] 11 Sep @ 4:15pm 
@RorschachInk
He was supposed to get some more content with that landmark but I haven't had the time to add that stuff in yet.
RorschachInk 11 Sep @ 11:19am 
I am curious if you could answer a question. Why does Vlad not get the Corrupted Zoo, just the regular one? Seems strange the only building unique to him is a worse version from all the other vampires as you don't get to raise a dragon.
Dragon32 8 Sep @ 7:56am 
@Beleth
You're not forced. Re-read the Description.
Beleth 7 Sep @ 4:05pm 
It's ridiculous that this mod is dependent on Mixer mode. Without it, some settlements don't even have special signs. This forces us to use Mixer mode.
CheesyRamen 5 Sep @ 4:26pm 
@Hoo the fool, if you read the description you'll find these lovely lines:
- Place Mixu's Unlocker above this mod (if you are using it)

- This mod will work fine without the Unlocker but you will lose the ability to build a large number of landmarks.
Hoo the fool 5 Sep @ 3:27pm 
Hello. Does this mod require Unlocker mod to execute properly, even though I don't use any additional LL mods?
CheesyRamen 4 Sep @ 2:03pm 
Resub to it or delete your mod folder and verify game integrity
n.pedrazalis 4 Sep @ 12:49pm 
Hello the mod is outated in my mod manager uptate please
CheesyRamen 3 Sep @ 8:47pm 
@The_Inquisitor, Tailored Garrisons makes every building add to the garrison but when this mod is also enabled it strips them off of the Vampire Counts buildings but not other factions. I'm wondering if this is caused by the Mousillon compatibility as neither mod data cores nor did I find any duplicate IDs in use. I don't use SFO but it does something similar with garrisons and this mod's SFO submod references fixing that issue in its description, no word from its author on what needed to be done.
Hey love this mod, been testing the new patch and I think your landmark units are conflicting with the new Blessed Spawning mechanics, as when your mod is enabled, it prevents recruitment of any Blessed Spawning units for Lizardmen. Locking them at 0/10 (instead of 1/2 at beginning of the campaign).
The_Inquisitor  [author] 2 Sep @ 10:13pm 
@CheesyRamen
Not 100% sure, but I'd guess it'd be down to editing these tables with what you want added: "armed_citizenry_unit_groups_tables", "armed_citizenry_units_to_unit_groups_junctions_tables" & "building_level_armed_citizenry_junctions_tables".
CheesyRamen 2 Sep @ 9:27pm 
@The_Inquisitor, how can I make a submod to fix the garrison compatibility with vcounts and chorfs for greater garrisons/tailored garrisons?
The_Inquisitor  [author] 2 Sep @ 7:57pm 
@all
Updated for Patch 6.3!


@maxlanz
Yes.
Raoul 2 Sep @ 5:34pm 
Broken with update!
maxlanz 29 Aug @ 1:48am 
I love this mod, is compatible with "landmarks of ethernity IEE"?
The_Inquisitor  [author] 27 Aug @ 1:00am 
@StimbI4
Due to how garrisons work in game atm, some buildings share units from a variety of different faction (such as emp forts or helf gates for the different races taht can occupy those). This mod has some landmarks accessible to TEB that provide garrison of empire units, but in order for those garrisons to show up, those units need to be enabled for that race. This inadvertently causes buildings that share units to end up giving those same units in places where they aren't supposed to be. Nothing much I can do about that given its a vanilla thing (other than removing those garrison units entirely from the race I guess). So this mod does not actually put vanilla Empire units into TEB garrisons.
The_Inquisitor  [author] 27 Aug @ 1:00am 
@Jean-Juliano l'arnaqueur gitan
Ok, so this is kinda similar to the reasoning from above, there is a landmark that provides a garrison of some vanilla empire units (Blackstone Tower I believe) but they'd need to be enabled first to show up in the garrison. In this case, it also means the tooltips consider them part of your roster despite them being exclusively for a garrison.
StimbI4 26 Aug @ 11:56pm 
This mod puts empire units into main building tier 4 and 5 garrison in Cataph's Southern Realms mod.
@The_Inquisitor.

I have isolated with only Mixu, MCT and your mod enabled. I tried creating new campaign with only this and somehow the cards of Captain hero and Hellstorm rocket Battery appears on the techs i listed in the bug report discussion.
The_Inquisitor  [author] 26 Aug @ 6:22am 
@Jean-Juliano l'arnaqueur gitan
I don't believe there is anything in this mod that gives Dwarfs access to vanilla empire units.
Hello The_Inquisitor ! I really enjoy your mod. All these landmarks are really cool and add flavour to provinces.

I have encountered a weird behavior where some vanilla generic Empire units appears in the Dwarfs tech tree. I have put details in the Bug Report discussion. Is it intentional because a landmark gives you access to them or maybe a bug ?
CheesyRamen 19 Aug @ 2:00pm 
This mod seems to remove garrison units from buildings granted by mods such as Tailored Garrisons and Greater Garrisons. What would cause this? This seems to affect at least the Vampire Counts.
Alunis 19 Aug @ 2:03am 
have same issue, desync in multiplayer but i think its because of this mod with Legendary Characters because alone both of them work
Nahmu 3 Aug @ 10:45am 
this gives desync in multiplayer
The_Inquisitor  [author] 28 Jul @ 3:28am 
@General GrimIsaac
Probably not anytime soon.
General GrimIsaac 15 Jul @ 5:33am 
Will you add anything for the Lizardmen in Albion?
Ben 7 Jul @ 4:43am 
@The_Inquisitor
Darn. Damn the system and its infernal complexity...
Battelkrusr 6 Jul @ 11:17pm 
@The_Inquisitor
Ah, it would appear exactly that was the issue, I'm an idiot >.<
The_Inquisitor  [author] 6 Jul @ 8:26pm 
@SFH
Thanks!

@Ben
I've experimented with doing some stuff to fix that but none of those have really worked well, so I have no plans atm.

@Battelkrusr
They appear on my end. Are you sure you have Mixu's Unlocker enabled?
SFH 6 Jul @ 7:44am 
Hello, here is a submod for 2x unit size:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3507135981
Ben 3 Jul @ 4:59am 
Got a question. Is it possible to make a sub-mod for Immortal Empires Expanded where the Tancred Castle landmark is moved from Marienburg to this version's Tancred Castle settlement?
Feels kinda...weird.
Or yet a better option. Is it possible to make this mod compatible with IEE so that the Tancred Castle landmark be buildable in that mod's Tancred Castle settlement?
Battelkrusr 25 Jun @ 3:41am 
A number of Vampire Count Landmarks don't seem to be working, namely the ones at:
Fort Oberstyre
Castle Templehof
Myrmidens
Hergig
Wurtbad
Nagenhof
Rasetra(Tested with Mannfred)
Pools Of Despair(Tested with Mannfred)
Plain Of Tuskers(Tested with Mannfred)
Might have missed some, but looking around with a FOW-disabling mod, none of these exist for neither Vlad nor Mannfred. Mods tested with were this one and a FOW disabling one
Criarino 24 Jun @ 5:25pm 
@The_Inquisitor understandable, thank you. I wanted to send a disaster battle to LegendofTotalWar but I guess not this time
Shouravik 24 Jun @ 3:36pm 
Hello I adore your mod, however there seems to be a hard conflict with Dynamic Garrisons in that the Vampire Counts units garrison will not spawn anything but a single lord.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2962751969&searchtext=garrison
The_Inquisitor  [author] 23 Jun @ 8:27pm 
@Criarino
Disabling this mod midgame can do that because, even though you didn't build any landmarks/units, the AI probably did. Nothing much I can do about that, unfortuantely.

@Nokenny
I might take another look at the Desolation Hold landmark (its one of my older landmarks so there's probably soem things I'd want to change there) but the rest sounds like its from factors outside of my landmarks.

@Соджи Гатору
I don't think I have a "Blackguard" unit in this mod.
Criarino 23 Jun @ 8:02pm 
I'm getting a crash after disabling this mod in a late-game campaign, no idea how to debug that. I had other mods but I'm sure it's this one. Playing as kairos and don't have any special landmark from this mod built. Totally understandable if you can't/don't want to fix this tho!
intspod 22 Jun @ 10:43am 
Thanks for updating bro. Here are some points for yeee.
Nokenny 18 Jun @ 8:46am 
@The_Inquisitor
"Desolation Hold Rebuild" is a 30% reduction in the cost of global construction.
"Bechafen Sawmills" is a 15% reduction in the cost of global construction.
Perhaps there are other similar attractions. The problem is that the basic technologies + the abilities of the legendary lords + the decree already provide a 40-50% reduction in the global cost of construction. Adding another 45-60% to this results in a free/almost free construction.
Годжян Саторик 18 Jun @ 2:59am 
bro, how about giving at least a small garrison of them in the next Blackguard updates? I think it would be quite lore
The_Inquisitor  [author] 17 Jun @ 8:12pm 
@Nokenny
Which landmarks in particular are you referring to?
The_Inquisitor  [author] 17 Jun @ 8:11pm 
@all
No changes needed to be made but updated the mod anyway.
Nokenny 17 Jun @ 12:11pm 
The buffs of the new attractions are too strong. I would at least cut buffs like -15% or -30% of the cost of global construction and similar buffs on the global map. Due to such buffs, by turn 50 on some factions, you can do all the buildings for free or about 0.
The_Inquisitor  [author] 17 Jun @ 8:38am 
@all
Not sure if anything is broken but I will update this and my other mods as soon as I can.