Total War: WARHAMMER III

Total War: WARHAMMER III

SCM Marienburg (6.2)
1,048 Comments
FellBranded 15 Aug @ 10:07am 
The playthroughs I've done with this mod are by far the most fun I've had in any of the TW Warhammer games. Great, unique faction mechanics and lots of potential for RP on the expanded map. I have never been interested in playing as my country in any any game, but I do admit to getting a great chuckle out of the way they're represented here. Part of that goes to Oldhammer's let's say loving cut and paste of history, of course, but you really made them shine. Great fun, overall. I read somewhere you guys were working on a Khuresh mod as well. Don't know if that is in the works or not (I know how modding projects can be) but it would definitely give a lot of love to an area of the map CA just up and ignored.
Keep up the great work!
Flying Fox 15 Aug @ 9:01am 
Well done. I always love it when modders pay attention to how the AI interacts with the mods.
Rhox  [author] 15 Aug @ 8:00am 
I've made AI to do that via script
Flying Fox 15 Aug @ 7:19am 
I'm playing with this mod, but not as one of its factions. I've noticed than Jaan van de Kuypers always stays in Marienburg. Is the AI actually smart enough to do that, or is that something you did?
Rhox  [author] 9 Aug @ 6:35am 
It isn't happening on my side, (even with IEE) so I can only assume one of these things
1. It's machine specific issue: Can't do much
2. Language, OS (especially mac and linux) or other related software things: Also can't do much
3. You have old mod in your data folder
4. Your mod file is corrupted: Resubscribe, or you can reconstruct the mod via GitHub if you have the knowledge
5. Your base game is corrupted: Validate your game.
petri.piira 9 Aug @ 5:51am 
Isn't the minimum number of mods this, mixu's unlocker, and immortal empires expanded, to play this on the expanded map? Those are all I have.

Well, the immortal empires expanded is not strictly necessary I guess, so leaving it out might fix the crash?

However, this is stable unless I hit the mission buttons while the mission dialog is already open, so no problem.

And a very fun mod, thanks for publishing this!
Rhox  [author] 8 Aug @ 5:09pm 
Other mod like old translation mod will cause that. Try with minimum amount of mods
petri.piira 8 Aug @ 1:08pm 
Note: does not crash like that (see previous comment), if I close the merchant mission dialog before clicking the next merchant mission.
petri.piira 8 Aug @ 1:05pm 
Looks very interesting! However, for me, crashes on turn 2, by clicking the first merchant house mission (shows map & mission), then clicking the 2nd merchant house mission (crashes).

Mods: Mixus unlocker, immortal empires extended, this one.
adchuprina 6 Aug @ 7:34am 
Thank you so much for the mod! It's absolutely amazing! I have a question: how can I use a console command to summon Captain Aber Wallblatt? After the confederation with Mannan's faction, I removed him from the army, and now he doesn't appear in the hero recruitment pool. Thank you in advance for your help!
Walmart 5 Aug @ 9:40am 
please change the name from Rijders to Ruiters for accuracy since you also used dutch wording for other units, Rijders seems rather modern
Rhox  [author] 1 Aug @ 4:47pm 
Ones coming from the main building are same, and different for the ones coming from the garrison building
dial 1 Aug @ 4:40pm 
are the garrison troops suposed to be the same as the Empire's?
Rhox  [author] 31 Jul @ 8:26pm 
If you're not using any other mods that disables that
Dirtybirds 31 Jul @ 7:45pm 
Does Karl Franz get access to the caravan mechanic if Marienburg is confederated?
Lufian 27 Jul @ 4:59pm 
Does Karl Franz not get access to the ROR?
Viscounts 25 Jul @ 3:47am 
why my hkrul_alicia.xml missing
Balthasar23th 24 Jul @ 2:09am 
Thanks for this awesome mod! I've made a German translation. I'd be delighted if you could link to it!


https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3533027974
Scorppion 22 Jul @ 11:17pm 
hi, is there a problem with the 2D portholes for the new units ? are they working properly? great mod btw :)
Rhox  [author] 18 Jul @ 4:44pm 
Iee mod and you need slc for the vampire guy
Corthal 18 Jul @ 11:28am 
Why there is only two factions available ? Just downloaded the mod and dependencies, only the old man and the Tzeentch guy are there.
Rhox  [author] 16 Jul @ 3:12pm 
Mct
Fritz! 16 Jul @ 10:15am 
Its a good mod, but it makes playing as the empire a complete pain in the butt. I downloaded this mod due to it being required for another one and Marienburg declared war on me out of the blue. It then proceeded to bribe Wittenland to declare war on me. Makes it almost impossible to deal with the Empire's threats in the north.
Miracle Johnson 10 Jul @ 8:34am 
Hello! Question, is this od also compatible to the Heirs of Sigmars Mod?
SFH 9 Jul @ 7:13am 
Wüstenratte 3 Jul @ 12:12pm 
There is some more potential for the mechanics for Marienburg, but it is one of the best mods I've played. Thanks for the great work.
LargeJohnson 30 Jun @ 11:18pm 
Fooger caravan fights do not work please fix
Aldaraia 26 Jun @ 5:38pm 
Going to be honest I think this mod made me a full time Marienburg enjoyer now, the mechanics of the faction are exactly what I was looking for in an empire play-through! I love how Kuypers (much like his lore) is meant to stay at the harbor with his retinue. The only thing I dislike about the mod is the complete removal of imperial floppy hats! :steamfacepalm::steamfacepalm::steamfacepalm:
zecrayz 21 Jun @ 8:42pm 
Would someone be able to let me know how to increase unit capacity in this mod? I really like both the migrated Dwarf units, and especially the super awesome Black Caps and Knights Mariner, but they each have a capacity of 2, with no building I can find that actually increases it.

I assumed making more tap rooms would give me more dwarfs, but no. Honestly, why do the dwarfs even have a cap of 2?

Someone please let me know, I'd really appreciate it. Thank you!
VonZrucker 20 Jun @ 12:38pm 
Old man Kuypers is one of the most fun mod campaigns I've played. I really can't rave about this mod enough.

I would love it if he had an option(a building of some kind) that would allow him to confederate Empire-adjacent factions, like TEB, Kislev etc. for large sums of cold hard cash.
Macrath 20 Jun @ 4:08am 
Love this mod. NEED it for TOW.
Warcommissar1 19 Jun @ 11:00pm 
Also Reiterpalllash I dont even have old world rites and this mod causes a ctd on nordlands turn
Warcommissar1 19 Jun @ 10:59pm 
were outriders and pistoliers omitted on purpose? they seem very marienburg type units
Rhox  [author] 18 Jun @ 6:10pm 
The problem isn't the passing turn but the allied post. If you're getting CTD on allied post build, then your pack isn't updated
Rhox  [author] 18 Jun @ 5:54pm 
Yeah try with min mods first and resubbing to all
REITERPALLASCH 18 Jun @ 5:02pm 
Nope I disabled old world rites, unsubscribed and resubscribed to this and Mixu's legendary lords and it still crashes on nordlands turn sadly
REITERPALLASCH 18 Jun @ 4:52pm 
I believe it may be because of the old world rites compatibility submod
REITERPALLASCH 18 Jun @ 4:45pm 
I'm still getting a crash on nordlands turn :(
Polyamide Knight 18 Jun @ 6:34am 
just tested it minute ago along with LCCP and no crash. No to test full 150 modpack. Thank you Rhox. Without your mods this game sucks.
snoopyzero 18 Jun @ 6:29am 
Thank you guys! You are doing the Lords work here for the community!
Miki's Stopwatch 18 Jun @ 6:26am 
Nice. Able to build the outpost and pass through the endturn to turn 2. Thanks.
Rhox  [author] 18 Jun @ 6:14am 
Yeah it should be solved with next patch. Sorry for the trouble and thanks for the reports.
Also, don't forget to resub to force update it
Polyamide Knight 18 Jun @ 6:13am 
Yep, i found source of my ctd.
Rhox  [author] 18 Jun @ 6:08am 
Yeah it happens with minimum mod, no other mod required.
Rhox  [author] 18 Jun @ 6:07am 
Okay that narrows it down. I've removed some of the Marienburg unique allied outpost this mod had due to it causing some visual bugs and additional clicks. So some leftover of this stuff might be causing it
Miki's Stopwatch 18 Jun @ 5:53am 
The settlement doesn't seem to matter, as I tried both Dietershafen and Salzenmund - same crash when building the outpost.
Miki's Stopwatch 18 Jun @ 5:51am 
Oh this is interesting, aside from the crash at the beginning of Nordland's turn, I'm also able to consistently cause a crash by defalliance-ing Nordland (god bless the console commands) and attempting to build an outpost - at this point it crashes.

But only when I'm playing as an empire faction, it seems, was able to replicate it with both toddy and karl, but not Kislev (kostaltyn). Dunno if that helps identify the issue.
Chronos 18 Jun @ 5:45am 
@Rhox Kill the Festus still causes crash.
Rhox  [author] 18 Jun @ 5:41am 
And it runs fine if you kill Gausser? If Gausser is the flag you see at the moment of CTD, it's actually the next flag that is causing the CTD.

And who you guys playing with also matters.
Miki's Stopwatch 18 Jun @ 5:39am 
Loaded in as Toddy to take a look - Doesn't look like it has anything to do with Hochland. Eliminated Festus off the bat, Hochland was doing fine, still stops and crashes the moment it switches over to Gausser's turn.