Total War: WARHAMMER III

Total War: WARHAMMER III

graetor's Empire Knightly Orders
621 Comments
raw666 26 Aug @ 8:39pm 
No Reiksguard Version
raw666 26 Aug @ 8:38pm 
@Judassem, the author provided a compatibility patch.
Judassem 19 Aug @ 2:01pm 
btw, is this mod compatible with Sigmar's Heirs?
CheesyRamen 19 Aug @ 6:54am 
@Pandor, use the Upgrade Units mod to retrain them into their variants.
Pandor 19 Aug @ 12:01am 
@Judassem
yea, why?
Judassem 18 Aug @ 5:06am 
@Pandor
Did you read the Recommended part?
Pandor 18 Aug @ 4:55am 
reiksguard 2h + halberds, black guard 2h are available in custum battle but cant be recruited in campaign
Hawk 12 Aug @ 3:19pm 
this is a must have mod for me. seriously good work.
CheesyRamen 12 Aug @ 9:51am 
I was just curious, it stood out to me that they were treated differently than Reiksguard and Blazing Sun. It doesn't affect my play too much as I prefer some of the other orders more anyways.

And do they have immunity to the leadership debuff they impart on other units? Even if it's coming from another unit of Knights of the Black Rose?
graetor  [author] 11 Aug @ 9:11pm 
@CheesyRamen - i guess i wanted to not touch the vanilla Black Rose as much as possible, hence the separate units and buildings. there could be room for better synergy between the two, though
@Miracle Johnson - i appreciate that a lot man, thank you!
Miracle Johnson 11 Aug @ 11:44am 
@graetor, thank you for the response! Loved your mod and would definitely support you in Patreon, FOR THE EMPIRE!
CheesyRamen 11 Aug @ 7:21am 
@graetor, why were Knights of the Black Rose left untouched? It seems intuitive to me to bring them in line with this mod and have Elspeth's graveyard buildings increase their recruitment cap.
graetor  [author] 10 Aug @ 9:07pm 
not really a bug. 99% of the knightly orders are based in the empire.

though tbh still working on proper implementation
Miracle Johnson 6 Aug @ 7:12am 
Hello! I do want to report a bug where majority of the Knightly Orders outside the Empire is Knights Encarmine, Was this intentional or a bug?
CheesyRamen 5 Aug @ 11:21am 
@Judassem, typically IEE enjoys good compatibility because I believe the settlement codes are the same as they are in IE. For example: landmarks and such designed for IE are available in their IEE counterparts. It just means that there isn’t anything special placed in IEE’s extra settlements unless explicitly designed to be there.
Judassem 20 Jul @ 7:47am 
Is this incompatible with Immortal Empires Expanded?
PieJaDak 20 Jul @ 12:52am 
When taking settlements outside the empire, 9/10 times the Knights Encarmine and they alone have knightly order buildings optional there. I'm kind of getting sick of always building Knights Encarmine and almost no one else.
But, great mod apart from that. Well done.
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://gtm.steamproxy.vip/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.
yaminogaijin 20 May @ 2:50pm 
So how do you get the dismounted knights i can't recruit them even with the option on.
graetor  [author] 6 May @ 2:34pm 
no, this doesnt even affect base emp knights
Joey_Mangz 6 May @ 11:47am 
did this mod add the lance formation to Empire knights? This is the only mod I'm using that effects empire knights and yesterday they had a lance formation option, and now today....nothing
Daddy Dagoth 23 Apr @ 3:28pm 
Thank you!
graetor  [author] 23 Apr @ 1:06am 
In land_units_table, there’s a column for armour
Daddy Dagoth 22 Apr @ 6:23pm 
How do you change armor values for the various units? I am just getting into modding Warhammer 3, and I am looking to create a submod for my personal use only. I have been trying to figure out rpfm, but I can't find the armor values tables. Any help is appreciated. I love the mod by the way.
Reubeanie 12 Apr @ 5:17am 
Compatible with old world map?
graetor  [author] 30 Mar @ 9:51am 
@елиас - should still work
@clcobb28 - wym? mct was just updated 5 days ago. ur subscribed to the wrong one
Velkan 30 Mar @ 9:13am 
can you allow dismounted variants by default, the mod to get them is long abandoned
елиас 27 Mar @ 1:20pm 
Heyo, is there a way to access the variants like Imperial Foot with halberds/greatswords in the campaign atm? From what I can tell it used to rely on the Upgrade Units mod for that but it looks very outdated, does that still work?
Todbringer [FR] 10 Mar @ 3:20am 
Hi, can you add more infantery unit (lore friendly) for Middenheim please. Thx for your work.
graetor  [author] 4 Mar @ 7:36pm 
Did u enable the assets mod..?
ccynq 4 Mar @ 6:22pm 
For some reason Knights of the firey heart are invisible
graetor  [author] 2 Mar @ 7:28pm 
would work, but would still need a submod
Guts The Black Swordsman 2 Mar @ 9:51am 
@graetor will your unit mods work with radious?
Ghostgg10 27 Feb @ 5:45pm 
I am extremely sorry mate. I had another mod that adds building level. I didn't realise it.
graetor  [author] 27 Feb @ 5:31pm 
Isnt the temple chain only 2 levels?
Ghostgg10 27 Feb @ 10:15am 
there is an issue with griffon guard(demigraph unit) that is recruited from tier 4 temple of sigmar. once you upgrade temple of sigmar to level 5 the griffon guard disappears from recruitment pool. my aldorf settlement is level 5 .so can you move the griffon guard(demigraph unit) recruitment to level 5 sigmar temple to circumvent the bug?
Yoonani 8 Feb @ 2:23am 
I just wanted to use a few more 'RoR' units. The White Wolves and Knights of Mor units in particular look great in the game.
graetor  [author] 7 Feb @ 8:47pm 
No not really, what is there to upgrade
Yoonani 5 Feb @ 10:27am 
I think it would be more fun if there was also a warband mod, do you have any plans to make it?
graetor  [author] 30 Jan @ 7:19pm 
nope, no conflicts, either its under your missions/objectives list, or enabled this mid campaign, or something is breaking your scripts
John Warhammer 30 Jan @ 7:03pm 
Thanks but mine not showing any quest from the grand master, it must be conflicted with some mod like sigmar heir