Total War: WARHAMMER III

Total War: WARHAMMER III

Building Slots Extended - Undercities, Gardens, Sanctums, Cults, and Coves
90 Comments
ChopChop 29 Sep @ 3:53am 
NEW COMPATIBILITY UI MOD :steamthis:
[UI] Builder: 3 Rows Settlement & Foreign Slots
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576835384
WhackyRavenLand 16 Sep @ 3:22am 
@glospey fan-tucking-tastic <3 I'll give it a go and see how it works out <3
glospey 12 Sep @ 10:11am 
I've released an updated version of this mod, found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3566504002 If I notice this mod gets an update and/or Myxameno asks me to take my version of this mod down for any/no reason, I will take my mod down.

This original version of the mod obfuscates Deeps and Unusual Locations (it hasn't been updated since those came out). My version of the mod lets them be visible while still providing most of the same benefits as the original. I am not skilled at UI so mine is not as pretty as the original and I had to reduce Vampire Coast Coves to 2 slots to make them work properly (still more than the 1 provided by vanilla).

If you think Coves are still too weak, I have a mod that improves the buildings that you could consider: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3404811798
glospey 9 Sep @ 4:50pm 
(I've tested Deeps and they work. I didn't test for long enough for an Unusual Location to show up but, since I'm not messing with the UI, I don't see a reason those shouldn't work.)
glospey 9 Sep @ 4:47pm 
So . . . I spent most of that time trying to figure out how to make the UI work. It has proven beyond me. BUT, I did make a version that works (some slots had to be removed from the mod because they wouldn't function and/or blocked other slots that otherwise would work). For example, Pirate Coves now have 2 slots (vs 4 in this mod and 1 in vanilla). Other slots are partially off-screen but usable (I left those in).

I've spent the last couple of hours debating with myself if I should bother releasing it in its lesser state . . . I suppose I could have asked here :P
WhackyRavenLand 9 Sep @ 4:29pm 
@glospey I hope and wish you'd just do it regardless and remove/unlist it if the author responds to you <3
Hopit 31 Aug @ 4:33am 
@glospey The authors last activity was 9th of December last year so waiting for a reply might take a while
glospey 30 Aug @ 12:31pm 
@Author(s) Would you mind if I updated this mod and re-released a version that works with Deeps and Unusual Locations?
WhackyRavenLand 27 Aug @ 1:14am 
Pretty please, update to play nice with unusal locations? <3
glospey 4 Apr @ 8:42pm 
It also blocks The Deeps ;)
CheesyRamen 4 Apr @ 7:14pm 
@PaleKing2, it's this mod as it hasn't been updated since before unusual locations were introduced.
PaleKing2 4 Apr @ 7:11pm 
either this mod or the core mod is causing unusual locations to bug out and be non-functional
GenezisO 11 Feb @ 5:26pm 
plz update
Humbert 5 Feb @ 5:48am 
@Ben I‘m sorry,I don't know how to modify the ui to make it looks normal,most of the time,I just use rpfm(which is a tool to querying,modifying and creating mods) to delete the modifications of the ui folder in those mods.Fortunately,this way can help fix the invisibility problem but also make the ui look a little weird.So I recommend you try to find those mods which changed your ui folder and remove those modification
The Dark Ranger 30 Jan @ 12:22pm 
Can someone release a version without the problem since for some reason the author won't fix it himself?

Secondly what I am doing to minimize the problem (besides not playing as the dwarfs) is that I very carefully check corruption and public order for when I get a hidden location alert and then if I don't see any negatives then I just leave it be and hope for the best. the 5k removal one iss the dark elf ship which when removed gives tons of XP to all characters in the region.
Leaf 18 Jan @ 8:57pm 
please update i think this mod causes unusual locations to be unviewable
Ben 12 Jan @ 8:16am 
@Humbert Didn't work for me. The Deep is still invisible to me.
chaoticevilrussian 5 Jan @ 1:51am 
Can confirm that Humbert's idea with RPFM worked like a charm. And no UI glitches so far.
👁 1 Jan @ 11:12pm 
Desperately needs an update
Albert Jester 16 Dec, 2024 @ 12:57am 
Will this mod will be fixed now 6.0 is out? Or is it no longer supported?
Humbert 30 Nov, 2024 @ 7:03am 
use RPFM to delete UI folder in this mod can fix the problem that causes Deeps invisible. But this way will make part of slot be covered. In my screen, it looks a little weird but still useable.
qgmo2009 19 Nov, 2024 @ 9:41am 
yes you cant see the unusual locations with this mod. its a shame cause its great.
Jev Athens 18 Nov, 2024 @ 3:49pm 
This mod causes unusual locations to be invisible, such that you are told one is there, you can click the icon to look at it, but there is no building or building slot
tommygun956789 4 Nov, 2024 @ 11:10am 
it would be very nice if this could be updated to also include the dwarf deeps
HellRockPanda 18 Oct, 2024 @ 1:47am 
Hello... Unfortunately, the modification is incompatible with updating the underground bowels for dwarves (there are no slots for the construction of underground bowels, just emptiness ...) In my case, this is a tragedy, because I play for the Skaven, and my friend plays for the dwarves. How soon should we wait for the update? It will be very sad to play without modification -_- Thank you for your work.
HinanawiTenko 13 Oct, 2024 @ 7:57pm 
Deeps have zero build slots
CPT_NiceRice 29 Sep, 2024 @ 12:46pm 
+1

can we get an update please for the deep mechanic? it's incompatible with that mod currently.
Buffalo 19 Sep, 2024 @ 10:04am 
@Myxameno Can you please update for make the deep compatible and also the unusual place discovered in city (actually we can only burn them without know what is it)
👁 7 Sep, 2024 @ 9:37pm 
OMG this mod is just what I needed and asked for and more.

I've wanted more Pirate Cove slots for so long, for so so long, and finally they're here, AND SO ARE MORE BLACK TOWER SLOTS! AND UNDER CITY! AND CULT SLOTS!

Oh and Oxyotl's Sanctums too I guess. THANK YOU!
Polstrong 5 Sep, 2024 @ 1:20pm 
I had an issue with 3 rows and the fix, it didn't fix it
I tried to remove 3 rows and his fix, but still not getting 6 buildings with Changeling's cults, how to fix that x_x ?
Salzmann 3 Sep, 2024 @ 12:01pm 
Just tested it, works without Mixu Unlocker and BSE.
qgmo2009 30 Aug, 2024 @ 4:45am 
correct, doesnt work with the deeps and it also hides the interesting locations as well
TeyTey428 23 Aug, 2024 @ 8:04pm 
please do update to be compatable with the deeps, it's currently bugged and for me they don't even allow you to build anything in those slots
The Mightiest Pocket Square 23 Aug, 2024 @ 6:28pm 
Any plans to do a version for the deeps?
Rustic "Kalessin" Citrus 21 Aug, 2024 @ 3:24pm 
After pulling my hair out, I can add my voice and confirm it does hide or "not show" the buildings! Thanks other voices for helping <3
Albert Jester 21 Aug, 2024 @ 3:11pm 
Fair warning, as Driver-GT predicted, this mod needs an update. Currently it messes with the new Deeps and Unusual Location mechanics. they simply don't show up in the building. You can build the Deeps building and you get the alerts saying there's an unusual location in one of your buildings, but when you click the little Diamond Eye icon it's just empty space you can't interact with.
AI-Man 17 Aug, 2024 @ 9:55am 
this mod will most likely need an update after the new patch reworking chaos cults drops, just a heads up
Spiritclaw 14 Jul, 2024 @ 4:08am 
okay, thank you :)
Myxameno  [author] 14 Jul, 2024 @ 12:52am 
@Spiritclaw, this would be a completely separate mod, since foreign settlements like cults require a lot of changes in both DB and UI. I don't have a lot of free time for modding right now and I don't think this kind of version would have much demand, so I'll probably revisit this question later when I have some free time :)
Myxameno  [author] 14 Jul, 2024 @ 12:49am 
@🌙♰MidnightWinter❄⚜, as I replied in another mod, this is probably related to custom cults DB keys. I'll look into it whenever I have time. This one you're talking about it Acephelos' mod, right?
Spiritclaw 13 Jul, 2024 @ 5:58am 
I really like what you did with that mod, but, can you make a sub mod, giving the undercities and others more then 6 slots? like, enough slots to build anything. would be awesome if you could. and if it is a submod, anyone can choose if it gets harder or not themselfs. pretty please!
🌙♰MidnightWinter❄⚜ 13 Jul, 2024 @ 12:44am 
So I'm also using the patch for 3 row building slots and I made sure to follow the compatibility notes for the LO, I use Better Cults as well(Doesn't touch building slots) and now when a Cult is established there's no slots. Feedback appreciated.
Myxameno  [author] 7 Jul, 2024 @ 10:50pm 
@Kenjataimu, you have to set a desired number of slots for each specific settlement level, otherwise it will fall back to the vanilla progression after level 1.
Kenjataimu 7 Jul, 2024 @ 5:59am 
As you say, it's simple to open in RPFM and adjust the numbers. But I'm a bit confused when comparing the mod table rows with vanilla table rows. The vanilla table is 291 rows, but this mod contains 396 + 125 + 194 + 53 rows for all the different settlement types.

Say we want to change it for wh2_dlc09_tmb_settlement_major. In the mod table it has 6 rows, for the different settlement levels, but in the vanilla table I only see 2 rows.

Maybe I shouldn't ask specific modding questions here though :)
Myxameno  [author] 21 Jun, 2024 @ 11:19pm 
@The Mightiest Pocket Square, yeah MCT is is not an option sadly, but as Ramen said you can modify the mod for your personal use however you want and it's easy to do. Just open it with RPFM and adjust the numbers/remove those you don't want.
CheesyRamen 21 Jun, 2024 @ 4:15pm 
@The Mightiest Pocket Square, I asked about MCT a long time ago but unfortunately building slots use tables that have to be hardcoded in. Fortunately modifying the tables is incredibly easy to do yourself.
The Mightiest Pocket Square 21 Jun, 2024 @ 2:51pm 
Tbh idk how I feel about having so many slots in all settlements. I have this one because the cults, coves, and other stuff because they really are useless without it, but I kind of prefer regular slots for settlements. Does the main mod have MCT support which would let me set it for just the gates?
Myxameno  [author] 21 Jun, 2024 @ 12:34pm 
@The Mightiest Pocket Square, additional slots for Bastion Gates are included in the main BSE mod.
The Mightiest Pocket Square 18 Jun, 2024 @ 3:03pm 
So this might be a bit niche, but would you be willing or able to make a version which gives the Cathayan gates 2 more slots so they get 1 and 4 and 5?
Myxameno  [author] 5 Jun, 2024 @ 9:35am 
@[WoDi] GerKaiNeknete, it was there for about a month :)