Total War: WARHAMMER III

Total War: WARHAMMER III

Caravans of the Old World
1,134 Comments
TWilliam  [author] 29 Sep @ 11:05pm 
@Adderall Wizard : yes, I will support this mod as long as it requires
Adderall Wizard 29 Sep @ 12:27pm 
Will this be updated in future patches? Cause Reworked & Enhanced Edition is absolute nightmare to use.
Lucius Religaris Heil 26 Sep @ 6:57am 
Worked! Thanks.
TWilliam  [author] 25 Sep @ 10:30pm 
@Lucius Religaris Heil : Try set the MCT option "Caravans for Player" to "Force Enable". If this does not help - search a mod conflict

@POGREBOK_TV : who?
Lucius Religaris Heil 25 Sep @ 12:27pm 
I play Karl Franz and the Caravan Button is only visible for half a second upon loading a save, then disappears.
POGREBOK_TV 25 Sep @ 6:12am 
MANANA DOES NOT HAVE A CARAVAN FUNCTION AT START
bless
TWilliam  [author] 23 Sep @ 12:41am 
@Invincible under the Heavens : thanks for mention of IEE campaign. The bug is fixed
sorry for not being specific it happens even when only using these mods

[Ui] More Buttons For Mechanics - 2 ROWS+
MIXER - Mixu's Unlocker
Immortal Empires Expanded [Ind & Steppes Update!]
SCM Marienburg (6.3)
Mod Configuration Tool - v0.9 Beta
Caravans of the Old World
TWilliam  [author] 21 Sep @ 11:02pm 
@Invincible under the Heavens : try this mod . It can help if you are using too many faction mechanic mods
this mod causes SCM Marienburg to not have rites when using togther
TWilliam  [author] 12 Sep @ 7:58am 
@Pootsie Sniffins : I know, just forgot to remove the line from description
Pootsie Sniffins 12 Sep @ 7:46am 
hey, the thing about caravans being limited to one by engine is wrong. there are definitely mods that make it so you have multiple with no other modification at all, i use one for cathay lol
Beleth 6 Sep @ 4:38am 
It's working. We just need to skip a turn.
Beleth 6 Sep @ 4:24am 
Is it compatible with existing save games? This is unspecified. I enabled this mod while playing Reikland and there are no available caravans.
lordmalorne 5 Sep @ 9:08am 
Could you do a Caravan Mod for the evil/disorder factions? Lorewise it can be smuggling warpstone, 'labour interns' trinkets etc etc
LEGION-V 2 Sep @ 9:32pm 
Thank you! It worked perfectly!
luvRaven 2 Sep @ 5:32pm 
thank you!
Valar 2 Sep @ 1:05pm 
Thanks so much! Unsubscribed & resubscribed to get a quick refresh & now it's loaded up proper. :steamthumbsup:
TWilliam  [author] 2 Sep @ 10:48am 
Fixed
LEGION-V 2 Sep @ 10:36am 
Good evening, I see that the mod is updated, but it crashes and doesn't load the game. An error is displayed... It worked fine yesterday
luvRaven 2 Sep @ 9:37am 
@Valar I have the same issue
hp.ungermann 2 Sep @ 9:23am 
I´m getting the crash Valar stated too. Yesterday everything was fine.
Valar 2 Sep @ 8:16am 
Could just be me, but I'm getting a crash from the mod now:
"The following mods cause a crash to the Database:
twill_old_world_caravans.pack

The first invalid database record is
owc_main_anc_arcane_item_book_of_arkhanwh3_dlc24_effect_spell_ma
stery_dummy in table ancillary_to_effects_tables
and pack file twill_old_world_caravans.pack

The application will terminate now."
Louie04k 28 Aug @ 10:53am 
we and buddies are at turn 100 all usiong caravans with only minor issues
ᛣ Munin ᛉ 18 Aug @ 5:38pm 
pls mp ^^
Player 13 Aug @ 7:37pm 
I also got a caravan event crash when I click on "enter the ambush" or something like that with a pirate cove event as high elves. Using SFO, otherwise stable

thank you this mod series is so awesome and alive!
Ōkami Kira 5 Aug @ 11:35am 
Ok, so I tried multiplayer. Everything worked fine at start, but me and friend got an event regarding caravan at the same time which resulted in crash. Not sure if you will work on making this mod compitable for multi, but if you would in the future - just letting you know.
Ōkami Kira 5 Aug @ 7:05am 
Hi! Is it fine to use in multiplayer?
@TWilliam Oh sorry, i didn't read the submod lines... My bad sorry for the stupid question.
TWilliam  [author] 19 Jul @ 10:29pm 
@Jean-Juliano l'arnaqueur gitan : they use the Kislev caravan network and require the Kislev submod
So i've read that you are done with caravans but is there a reason for Masters of Innovation to not get access to them once they confederated a dwarf faction having access to them from turn 1 ? Lore reason being they were separated from other dwarfs for a very long time after the great earthquake but once they get back together with old cousins they could do caravans ?
TWilliam  [author] 11 Jul @ 11:18pm 
FailSafe : sadly, yes
FailSafe 11 Jul @ 2:52pm 
Not sure if this has been brought up, but a fairly major problem with the caravans is how the caravan army affects the factions diplomacy strength rank, making diplomacy overly easy in the early game with factions without caravans... is this known about and unfixable, or...?
Amarthiel 8 Jul @ 6:39pm 
Just mentioning that the mod 'Exalted Greater Daemons of Chaos (Warriors Of Chaos)' has become broken over the past few patches and now breaks a whole lot of scripts including the caravans, resulting in caravans without units. Spent some time singling it out and thought I'd share if others use the mod as well.
TWilliam  [author] 27 Jun @ 10:28pm 
@Speculumundi : the mod uses its own units only with MCT option "Caravans not affects unit caps". otherwise it uses vanilla units. This option should be active before start of new campaign because it not affect the existing caravans
Speculumundi 27 Jun @ 2:09pm 
Hey there! First, I very much appreciate your work. I think it's well executed and I consider this mod and its add-ons a must-have for every campaign. Now, I noticed something that might be off. I'm working on a rework of the Dwarfs which uses unit allowances like the Chorfs. These however count Thunderers from caravan armies, even though, as is my understanding, your mod uses custom unit keys rather than the vanilla ones for the caravan units. I think I verified this by deleting a unit of Thunderers from a caravan which freed up one allowance. This does not happen with other units. Also, I'm using my own unit list for the allowances, so there shouldn't be a mix-up coming from my mod. I can't find where perhaps the vanilla Thunderers unit might have slipped into the caravans. Could you have a look at that? I would very much appreciate it!
TWilliam  [author] 27 Jun @ 3:22am 
@Duke : Thorek doesn't have access to caravans from turn 1 by default. to get it you should form a confederation with another dwarf faction with caravans or set MCT option "Caravans for player" to "force enable"
Duke 27 Jun @ 12:55am 
Doesn't work for Ironbrow, I can't see the icon on the right
TWilliam  [author] 23 Jun @ 12:29pm 
@Kroq-Gar : all Empire factions can use caravans
Kroq-Gar 23 Jun @ 9:55am 
havent played with this mod yet, i assume when im playing as Ostermark or any other imperial princedom i cant use caravans - since they are not named? - do you plan to add them?
Herls 23 Jun @ 12:23am 
Encountered a crash tonight when an event came up playing as Karl Franz for a Kislev unit based caravan to recruit lost allied units. My options were two empire spearmen units or two free company units. I choose the two spearmen units and the game crashed. Never ever experienced a crash like this with your mod before.
TWilliam  [author] 20 Jun @ 11:00pm 
@REITERPALLASCH : the crash had been fixed in 6.1.5
REITERPALLASCH 20 Jun @ 3:14pm 
Hey does anybody know if the crash associated with seabound caravans and Immortal Empires expanded has been dealt with?
danihunter1 19 Jun @ 3:10am 
Found the culprit, it actualy was the Araby mod, once I removed it both the forge and the caravan appeared again
danihunter1 19 Jun @ 3:04am 
Didn´t work, I´ve done many different tries and the forge is always gone, only when I remove this mod it comes back, and I don´t have any other specific caravan mod (maybe it´s the araby mod creating a conflict as it has caravans?)and I only have unique faction UI
TWilliam  [author] 18 Jun @ 11:29pm 
@danihunter1 : try this mod
danihunter1 18 Jun @ 5:25pm 
Is it me or this mod removes the dwarff forge and doesnt let you interact with it cause the caravan takes its place?
david.vicr 17 Jun @ 11:38am 
That was crazy quick! Thanks! Now everything works! :)
TWilliam  [author] 17 Jun @ 11:01am 
@david.vicr : fixed