Total War: WARHAMMER III

Total War: WARHAMMER III

Resourceful Purpose - Compilation
499 Comments
nomad.marshall 25 Sep @ 3:35pm 
this mod puts reiksguard and some other empire cav into their own category named *

breaks compatibility with 2x unit size mods and maybe some others that touch base empire units, dunno but for sure is incompatible with 2x unit sizes
RagnaroK  [author] 23 Sep @ 2:37am 
@Karcel - I have asked a lot of modders to help scripting the collapse function but to no avail, I therefore moved the entire rss panel to float on the far right to prevent them covering the buttons.

Either TEB overrides my change and put resources back or you have another mod fiddling with same mod overriding my changes.

You can try and move my mod above the others in your modlist, but I often make my mods to take presedense despite it.
Karcel 22 Sep @ 8:28am 
I can't press any buttons in my Plutocracy tab from the Southern Realms mod.
https://imgur.com/a/qYexDZq

What am I supposed to do here? This is an important mechanic. Why can't I collapse that info? It should only be displayed when I want it to be displayed, right?
ScaryPunkGhost 16 Sep @ 6:09am 
Luckily, I just so happened to be running both of those mods in my modlist, which worked fine with all of the mods in the list enabled, but began to crash as I disabled mods in order to troubleshoot a seperate issue. I was able to trial and error my way into working out which mods caused the crash to begin happening (IEE and your mod) and from there was able to trial and error my way to working out which mods prevented the crash (Southern Realms and Marienburg).
nomad.marshall 15 Sep @ 10:31pm 
+1 causing crashes with IEE. nothing in modlist changed or was updated except for this mod.
opuntia 15 Sep @ 12:53pm 
Yup...
Something is causing instability with IEE and this mod loaded at the same time.
RagnaroK  [author] 15 Sep @ 5:59am 
@ScaryPunkGhost - No idea how you noticed this, but thank you, no crash occures with SCM Marienburg & Cataphs TEB enabled alongside IEE. It still puzzles me as I don't do naything with those 2 mods either and my mods runs fine without IEE.

Very puzzling, looking into it. :spacemarineskull:
RagnaroK  [author] 15 Sep @ 5:50am 
@razor136 - Sounds like another mod, I don't have anything called fine steel in mine :idglass:
RagnaroK  [author] 15 Sep @ 5:48am 
:steamthis:Big Update:steamthis:

:sealdeal: Fixed the sigmars heir palace bug.

:sealdeal: With sigmars heirs, some assets of iron colossus goes invisible, but works with original snek iron colossus. running sneks colossus alongside sigmars will also fix this.

:sealdeal: No clue what latest IEE update changed to make the mods crashing together at the moment.

:sealdeal: Added upgrades for a bunch of missed or later added vanilla units.

:sealdeal: Added integration support for a tigermen of cathay, xou's jade guardians and reikland order, kysaros slaneesh and vampire mods, hobgobla khanate, dead's morr and snail, alshuas squigs and more.
razor136 14 Sep @ 3:24am 
Hey hey,

maybe im missing something but if i remember right... on the middle top you normaly can see the amount of fine steel you have. But actually i cant find a indication on how much fine steel i got as if there is nothing like fine steel.
Do you RagnaroK or anyone else have a clue and can help me with this?
ScaryPunkGhost 9 Sep @ 9:28pm 
Running this mod (or the standalone Armorygeddon mod) in conjunction with Immortal Empires Expanded seems to result in a dependency on SCM Marienburg and Cataph's Southern Realms.

That is to say, I was unable to get this mod to run on a modlist containing just this mod, its requirements, Immortal Empires Expanded, and its requirements, without also enabling SCM Marienburg and Cataph's Southern Realms.

I have reinstalled all of the mods involved and the issue persists. I am 100% sure of these mods in conjunction being the culprit of this crash. The crash happens during initial loading before reaching the title screen, without an error message. Disabling Immortal Empires Expanded prevents the crash, as does disabling this mod, and the only way I have found to make Immortal Empires Expanded and this mod work in conjunction is to enable Cataph's Southern Realms AND SCM Marienburg.
RagnaroK  [author] 5 Sep @ 12:44pm 
I think the current version here on steam is running. My own that I work on is temporarily broken, as I am working on some fixes etc. I really hope to update this tmr or sunday the latest, but cant promise anything.
onesimo.fermin61 5 Sep @ 7:12am 
Hi @RegnaroK.
Is this mod currently working, or does it need updating?
RagnaroK  [author] 19 Aug @ 4:56am 
Thank you all for the feedback, I am finally sitting with a bit of time to fix this and by the sounds of it, Sigmar's Heirs probably edited their files while I was absent, which is a good thing, meaning they are actively modding :lunar2019piginablanket:

@N E S S - If your resources are greyed out, you won't have extra to sell to your trading partners. Vanilla game mechanics applies personal usage and excess amounts to sell off. Hopefully your situation improved by producing more of each. Could be mod incompatability too, but no clue as to which I am afraid.
N E S S 13 Aug @ 8:09am 
Hi, I have a doubt. It is normal to have 0 income when trading all the resources with other factions?
I have 140 mods so I just want to check if it is intentional or an incompatibility.

I am playing with Franz but nobody buy my stuff :( I only get tariffs income.
Some resources give income to the AI like Golden idols and such
GeeCeeJr 6 Aug @ 4:30am 
In db/building_levels_tables/!!!!!Armourygeddon_Sigmars, landmark imperial_palace and ch_special_the_rock are changed into multiple buildings, I guess it was intended for another mod, but it changes the landmarks in basic game too, additional buildings have no effect at all
Sgt Stoner 22 Jul @ 11:45am 
i can confirm that the Iron Colossus of nuln only shows a part of its tank engine and floaty engineers, was looking forward to using this mod and its set but if it breaks the Colossus then i cannot use this mod sadly because sigmar's heirs is the core of the playlist.
Monkey! 20 Jul @ 11:52am 
First, thank you for this great mod. However, it seems that this mod will make Empire landmark “Imperial Palace” can not be built in Alfdorf(I'm not sure the name of landmark is correct or not) and add 4 low level buildings into the “Imperial Palace” building Chain. Would you please take a look at this?
Really appreciated!!
Helgrim 14 Jul @ 8:24am 
@RagnaroK - Thanks for your quick response. I`m tried Warband Ultimate with your mod, and it seems to work so far. However, I discovered that for some reason there's an incompatibility with the submod "Immersive Bretonnia Upgrade" by the same author as the game crashes on startup with this mod. Could you take a look at please, as this mod makes Bretonnia very lore-friendly.
原野追逐 11 Jul @ 4:09pm 
wtf, this MOD will make the model of "the lron color of nuln" disappear in "[BETA] Sigmar's Heirs, an Empire Overhaul" (I only activate these two MODs)
RagnaroK  [author] 11 Jul @ 8:11am 
I see that the crafting part needs adjustments to the cost of some of the items after the CA shuffle. This will be fixed in the near future.

@Dr. Dinosaur - I must have happily forgotten, not sure how that would happen if its the case, will try and look into it.

@Helgrim - I haven't tried warband, but I am fairly certain if you upgrade a unit to a 'new' unit, you would lose the upgrades and have to do them again, as the upgrades are assigned to each vanilla unit. Hope that make sense. :lunar2019piginablanket:
Helgrim 11 Jul @ 5:45am 
@RagnaroK I love all of your mods, they add so much flavor to vanilla campaigns. Can you tell me if Warbands is compatible with "Resourceful Purpose - Compilation"?
Dr. Dinosaur 10 Jul @ 8:44am 
This has been reported before but this mod still disables kislev's invocations for armies
RagnaroK  [author] 24 Jun @ 1:32pm 
Items and the crafting should be working again, otherwise let me know. :steamthumbsup:
Delta64 14 Jun @ 11:14am 
THANK YOU SO MUCH FOR THE UPDATE, ALL THE LUCK TO YOU!
Egirl Seat 2 Jun @ 11:49am 
This might need a balance pass or some configuration toggles as what usually ends up happening is that if you do quick trade diplomacy in your first few turns you can find someone who will pay you for a trade agreement, which gives you vision, which exposes new factions, some of which will also pay you for a trade agreement, rinse and repeat, all the while this is increasing your trade power making other factions want to trade with you more and you wind up with like 50,000 treasury and 10,000 income on turn 3
Hands up an amazing mod.
opuntia 24 May @ 11:44am 
Thank You!
:steamthumbsup::steamthumbsup:
Mosketero 24 May @ 9:45am 
Thank you very much RagnaroK, all the included mods work now? wow, let´s go
Robineus 3 May @ 8:32pm 
Wish I could use this combined with the Cataphs southern realms mod.
agent.theory 18 Apr @ 3:54pm 
The Stylianos fix does work. Very easy to do with the RPFM.
Wishing you happiness, we all love your works
Mosketero 17 Apr @ 4:41pm 
Take your time, your life goes first of all :Perseverance:
RagnaroK  [author] 17 Apr @ 4:34pm 
Sorry for the lack of updates fellas, life intervened. Hopefully I can start updating my mods 1 by 1 beginning tomorrow, but my time is much more limited than is used to be. I appreciate the patience of you all. :WH3_clasp:
Mosketero 15 Apr @ 3:19am 
We should wait and respect the great Ragnarok´s work. @Barrain I am with you.
Barrain 14 Apr @ 1:54pm 
While I appreciate the thought, I don't think that would be appropriate; this isn't an abandoned mod (it was updated just a couple months ago). If it was more like a couple years ago, that might be a different question in my book.
FranzKarlGeorg 14 Apr @ 2:57am 
@Barrain would you be able to put on an updated version of the mod we can subscribe to, until Ragnarok provides an update himself/herself?
Barrain 13 Apr @ 12:05pm 
PPS - similar changes would need to be made for it to work well with mods that change building names, such as Tomb Kings: Extended (in that case, under db --> building_effects_junction_tables --> RagnaroKs_Custom_Resources_tmb).
Barrain 13 Apr @ 11:51am 
PS - I believe it's around line 97 that you'll be looking for it.
Barrain 13 Apr @ 11:50am 
To perhaps add a little more step-by-step clarity for the fix: in RPFM, go to db--> building_effects_junction_tables--> RagnaroKs_Custom_Resources_ksl. In the building column, look for wh3_main_ksl_city_temple_3, and append _1 to the name. Then right-click and choose "insert row" twice. Copy & paste the row you already fixed into the two empty rows, but then change the ends of their building names to _2 and _3 (instead of the _1). Save the packfile (top-left menu) and you're good to go.
sigmars_disciple 10 Apr @ 1:45am 
I also don't know how to do it :(
AdrRM 8 Apr @ 2:13pm 
If anyone can publish an updated version of this mod I would be very grateful, I couldn't get what Stylianos_V taught to work.
sigmars_disciple 7 Apr @ 9:38pm 
And @Stylanios_V it's very cool of you to share this info here for the less RFPM inclined.... You even come back to answer questions. Props! You're da man
sigmars_disciple 7 Apr @ 9:36pm 
Hey Ragnarok, where are you, my guy? Just checking in, looks like Styiianos instructions to tem fix the mod work, but don't you wanna push out an update yourself brother? Hugs from Berlin <3
Stylianos_V 7 Apr @ 10:27am 
Glad it worked!
@agent.theory basically just for the other columns add whatever the original row had. For whatever reason CA broke the wh3_main_ksl_city_temple_3 to 3 versions. thats why
agent.theory 6 Apr @ 10:10am 
I think there is something missing in Stylianos instructions. If we delete wh3_main_ksl_city_temple_3 and add three new rows, how do we fill all the new columns?
八级大狂风 5 Apr @ 1:05am 
Brothers, can you send a temporary version, the translation software can't fully let me understand what needs to be done
Utopiaone 4 Apr @ 7:47am 
Completely disables kislev invocations for armies
Lyger 2 Apr @ 10:22am 
@Stylianos_V Thanks!
Dante 1 Apr @ 1:52pm 
@Stylianos_V this works. Thanks!