Total War: WARHAMMER III

Total War: WARHAMMER III

Empire: Buildings Modpack
151 Comments
Spiralized 16 Sep @ 2:19pm 
Yep that was it. Thank you for the fast response, all your awesome mods and hard work!
ChopChop  [author] 16 Sep @ 2:09pm 
you might have too many lords available to recruit at once cause by unused agent pool. try to recruit a lord and it should resolve
Spiralized 16 Sep @ 1:57pm 
Hey I'm using this mod pack but playing as karl franz all but two of the lord types disappear by turn 4, after taking Ubersreik. Not sure if it's just on my end or what's happening
ChopChop  [author] 9 Sep @ 4:02am 
Also wanna clarify that i do not hate the mod you linked and by saying (too many meaningless buildings) i mean that for me personally added buildings are not equally beneficial compared to vanilla or other modded buildings that i use and that doesnt fit my gameplay where each slot is very precious. Big respect and much love to ceator of the mod though. I hope this makes sense and will help you decide how to customize your modlist friend :steamthumbsup:
ChopChop  [author] 9 Sep @ 3:02am 
On top of the buildings in this mod what i use is already really hitting the building slot limit if you have 18 slots in major city:
- Additional Buildings: Bastions, Forts & Gates + Additional Buildings: Bastions, Forts & Gates | Province Submod (+1 economy building & +1 military support)
- Johnny's Advanced Buildings (now with Warriors of chaos) + Johnny's Advanced Buildings | LITE Submod (+3/4 extra semi-landmark buildings, but i made submod that nerfs the factionwide buffs as it was too strong for me, making my game too easy)
- Provincial Road Buildings (+1 infrastructure)
On top of that i use many landmark buildings that fill the gap in both major & minor cities when using also 6 slots in minor town, all in this collection: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3315285126

If you have too many slots and too many buildings - when you have many regions it is painful to manage and really not fun to play, so careful with that :)
ChopChop  [author] 9 Sep @ 12:09am 
Thank you :WH3_clasp: More is not always better. Building an Empire doesnt require update and if it will - ill patch it in this mod. Im not personally a fan of the mod you linked (too many meaningless buildings), but theres nothing that stop you from using it yourself as it should be compatible :steamthumbsup:
Bregveleg 8 Sep @ 3:20pm 
Hey, Chop! It's nice to see you back into modding. Found this mod https://gtm.steamproxy.vip/workshop/filedetails/?id=3358278019 , might be a good alternative to Building an Empire, since it gives more buildings to every faction and the author keeps it updated.
ChopChop  [author] 17 Aug @ 2:01am 
Thanks! I probably could but i wont because it takes time and i wont invest time in a mod that i dont use myself. Ask Jopanis to update :steamthumbsup:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3354612146
Kim McGill 16 Aug @ 7:48pm 
Great mod!Could you make this work with sfo?
ChopChop  [author] 10 Aug @ 9:54am 
MOD UPDATED :steamthumbsup:

@Fritz! no sorry, i dont replicate your problem

@zigzag you are most likely missing the required mod Warrior Priest of Morr
Fritz! 16 Jul @ 10:18am 
Is there a submod that dosen't need the Marienburg mod? It makes playing Karl Franz nearly impossible.
zigzag 13 Apr @ 2:40pm 
Hey there, getting "The first invalid database record is wh_main_morr_garden_worship_1wh_main_emp_empire in table buildings_culture_varients_table and pack file !!!!!!!!ChopChop_The_empire_modpack.pack"
NeoBuzantinos 6 Apr @ 4:59am 
crashing.. can we have an update when you can please?
Kane Beckett 22 Mar @ 4:31pm 
mmh ...somehow it is crashing my game
Jump Rope Girl 2 Mar @ 8:50am 
is there anyway to make this work with sfo?
ChopChop  [author] 5 Feb @ 3:23pm 
Kane Beckett 5 Feb @ 2:39pm 
How do I get the witch hunter general? It is missing :(
ChopChop  [author] 13 Jan @ 5:03am 
mod updated with some priority over certain mods, please resub
ChopChop  [author] 4 Jan @ 1:05pm 
@Mr.Necrophile Thank you for the report, that was actually true and i never saw it as i was also using the mod Sigmar's Heirs | LITE Submod that activates them back. Now i updated this modpack and the farm, tavern and industry is back: https://i.imgur.com/6j7FxdJ.jpeg
ChopChop  [author] 30 Dec, 2024 @ 6:13am 
if you're unsure about the mod you're about to use just launch it and find out really easy friend :steamthumbsup:
ChopChop  [author] 30 Dec, 2024 @ 6:08am 
Mods dont have to be updated each time CA releases a patch or hotfix mate. I hope you are not using CA launcher to manage mods and being guided by the meaningless "⚠️ Mod Outdated" information that has nothing to do with mods functionality.

Just below your previous question i left a comment with update info but i think you might have missed it 😉
Solaire 29 Dec, 2024 @ 6:37pm 
I think you misunderstood me. I was asking if this submod makes it so that the mods it requires, work fine. Since this submod continued to be updated despite all the other mods not being updated for 6.0
ChopChop  [author] 29 Dec, 2024 @ 4:24pm 
hello thanks, as far as i remember i was disabling the Sigmar's Heirs custom buildings and not the vanilla ones, but i am also using another submod to Sigmars Heirs LITE and i might be only enabling the vanilla farm and tailoring in the submod and not here, therefore incompatibility. i will take a look and update if thats the case :steamthumbsup: thanks for the rep
Mr.Necrophile 29 Dec, 2024 @ 4:11pm 
Hey ChopChop - thanks so much for the mod pack, it's a must have for me.
I have noticed that I can't build the tailor or farms at Altdorf. Looking through the db, they were disabled - is that intentional? Means you can't build the eco buildings and subsequently the Jonny's eco boosting buildings (i.e. the cellar).
ChopChop  [author] 29 Dec, 2024 @ 4:30am 
Why?
Solaire 29 Dec, 2024 @ 1:21am 
I would assume this mod makes it so all of the other mods that this is dependent on, work fine?
ChopChop  [author] 16 Dec, 2024 @ 1:22pm 
Modpack updated, please resub
I have now integrated a patch to the required mod:
Faith of The Empire by Obopmot
ChopChop  [author] 8 Nov, 2024 @ 4:33pm 
Change and shift of using Johnny's Advanced Buildings:
- dropping the previous Unlimited submod that was unlocking the buildings. leaving full optionality and releasing a new submod to Johnnys mod: Johnny's Advanced Buildings LITE that will take away the faction wide effects and give each building separate instance so you will be able to build each of the buildings in the capital, but only one of them and nerfed

[Submod] Johnny's Advanced Buildings - LITE
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3362300926
ChopChop  [author] 8 Nov, 2024 @ 4:33pm 
- dropping the Empire buildings from modpack in favor of my new released mod - Additional buildings - Bastion Gate & Fort. there is already an overlap with previous versions of the buildings cheese pastures. required new submod that will globally add the new buildings to provinces instead

[Submod] Additional Buildings: Bastions, Forts & Gates + Province Expansion
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3362300749

- dropping all added new effects to vanilla buildings and buildings from Obopmot mod Building an Empire / might require look into this for SFO balance for Jopanis Edit: buildings balanced in SFO Empire modpack confirmed by Jopanis
ChopChop  [author] 8 Nov, 2024 @ 4:17pm 
modpack updated, please hold on for the big changes list and updated description
ChopChop  [author] 3 Nov, 2024 @ 3:34pm 
Due to incompatibilties with my other new released mods i will have to delete some features from this mod. Please make a backup or swap to new mlds that i will post soon
ChopChop  [author] 25 Oct, 2024 @ 9:17am 
this modpack would also be highly recommended to a new campaign, as if you have some disabled buildings created in saved game and will try to enable this modpack it will definitely crash
ChopChop  [author] 25 Oct, 2024 @ 9:13am 
Not really, it should be also compatible with SFO and Radious as it doesnt datacore any tables and is not really changing much, this modpack is almost pure QoL compatibility submod between the mods. I added 4 custom own buildings and all rest db tables are unique and with high priority. no idea what could cause the problem with this modpack
Rustic "Kalessin" Citrus 25 Oct, 2024 @ 9:08am 
I do not run SFO or radius, no! Great question though... it makes me ponder if there is something like those that would cause a similar issue....

I do also run............. a fat mod stack... so thats why i think theres somethiing in there but its hard to tell when its easier to disable the last known issue mod
Rustic "Kalessin" Citrus 25 Oct, 2024 @ 9:05am 
Thank you again, i hate to bother you! <3
I really appreciate you Chopchop, you amazing soul you :3
ChopChop  [author] 25 Oct, 2024 @ 9:02am 
i never tested with SFO / Radious, any change you are trying to enable them together with the modpack? :WH3_clasp:
ChopChop  [author] 25 Oct, 2024 @ 8:59am 
brother i really dont know, but i have the Empire collection and you may be able to compate the mods i am using for EMpire and the ones you have enabled. maybe it is also good to delete the mod manually of your pc and hard resubscribe on the mod page on steam
Rustic "Kalessin" Citrus 25 Oct, 2024 @ 8:58am 
Gotchya, will give it a go on its own, and in my mod-stack to confirm!
Rustic "Kalessin" Citrus 25 Oct, 2024 @ 8:57am 
Honestly, I hope it does anything :WH3_greasus_rofl: I have been trying this mod on and off for months now with the same result which gives me the idea that its something else in my mod list!
ChopChop  [author] 25 Oct, 2024 @ 8:56am 
I have pushed an update so Steam will update any remaining database if it got error.
This are the packs required in the mod:
obo_emp_faith.pack
gra_knightly_orders_no_reiksguard.pack
!scm_marienburg.pack
ab_mixu_legendary_lords.pack
@xou_emp.pack
!!gra_solland.pack
Mf_Warrior_Priest_of_Morr.pack
boris_todbringerl.pack
obo_building_empire.pack
Please try resub and let me know
ChopChop  [author] 25 Oct, 2024 @ 8:52am 
let me try to reupload friend
Rustic "Kalessin" Citrus 25 Oct, 2024 @ 8:52am 
Please and thank-you in advance If you have any tips or clues as to what could be incompatible!

As always thank you for ALL OF THE AMAZING WORK AND MODS YOU DO <3 :WH3_clasp:
Rustic "Kalessin" Citrus 25 Oct, 2024 @ 8:50am 
I'm pretty sure its a me n my mod list issue... But for the life of me I can never get this package working correctly? Only this 1 mod from you fights me to the death!

It works for launching the game and other factions... launching a karl campaign, it freezes the moment its supposed to hand control to the player after the camera swoop. 100% of the time! Reliably at least :\

Made sure all mods required are enabled, and integrated mods disabled. Alas its a Hard CTD and no errors are shown so i'm at a loss and have to just leave this pack and its constituatents disabled!
ChopChop  [author] 24 Oct, 2024 @ 1:18pm 
Welcome Vol :WH3_clasp:
volchonokok 24 Oct, 2024 @ 1:04pm 
@ChopChop , well I rechecked several times mods I'm enabling , and yes... My bad I've not turned on 2 mods - it was a reason to fail . Ty for your quick answer:D
volchonokok 24 Oct, 2024 @ 12:53pm 
I've included all asked mods belove but not in rotation , just enabled them . can it be a reason to crash?
(if I turn off modpack it works , do I have to turn it on if all other mods are turned on already?
ChopChop  [author] 24 Oct, 2024 @ 12:52pm 
@volchonokok Do you have all required mods enabled?
volchonokok 24 Oct, 2024 @ 12:48pm 
Hey guys, anyone knows something about that crash?
The first invalid database record is oeg_temple_hospice_shallyawh_main_effect_agent_enable_recruitment_ dignitary_empire in table building_effects_junction_tables and pack file !!!!!!!!!ChopChop_The_Empire_Modpack.pack
ChopChop  [author] 24 Oct, 2024 @ 12:38pm 
Thank you Rustic 💛