Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Building Overhaul
250 Comments
ChopChop  [author] 2 hours ago 
NEW COMPATIBILITY UI MOD :steamthis:
[UI] Builder: 3 Rows Settlement & Foreign Slots
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576835384
ChopChop  [author] 25 Sep @ 8:51am 
You're welcome. Shoutout to my buddy Myxameno though that already did all the work. Just have to use the standalone versions he already released in the past, avoid his undercity/cult/etc slot mods and you will be ok. There is a new released Undercity BSE mod reupload by Glospey (also my buddy) that works. Good luck :steamthumbsup:
EzUNreal 25 Sep @ 8:43am 
Ahh I see your comments now, I'll try it. Much appreciated man. Your comments are overrun by later bug reports under that page. Hope more people can see your solutions
ChopChop  [author] 25 Sep @ 8:34am 
@EzUNreal Holdup man, I dont defensive, im asking you a question same as you did + gave you super descriptive answer to your question + solutions dude. If you'd read the comments of this mod you linked youd know i already extensively described how to use all BSE mods by Myxameno half a year ago. Just go to page no 8 of the comments under that mod and your problems will be solved (in short: dont use the BSE main mod you linked - use standalone "major city only" + "standalone minor city only" and you will have the same result as you exactly want.

Building Slots Extended (Major Settlements Only)
Building Slots Extended (Minor Settlements Only)
EzUNreal 25 Sep @ 8:24am 
What I was describing was the very original BSE mod https://gtm.steamproxy.vip/workshop/filedetails/?id=2870464661
It's outdated and someone reporting bugs, so I'm looking for an alternative. It's fine if you don't take request, no need to get defensive
ChopChop  [author] 25 Sep @ 8:22am 
Also: no, not possible. Not all single-city provinces are treated as "special" city therefore its impossible to give them unique number of slots different from normal province capital. There is a variety of mods that support this mod ranging from 12 to 18 major slots + another 20 extra building slots mods on steam workshop. If you cannot find a mod among this all that will suit your specific preference of number of slots - its time for you to download RPFM and make your own new mod that will 100% satisfy your needs :steamthumbsup:
EzUNreal 25 Sep @ 8:22am 
No issue but since it's not a hard requirement, some people may choose not to use it for personal preference.
ChopChop  [author] 25 Sep @ 8:12am 
And what is the issue with 3 Row of Building Slots mod?
EzUNreal 25 Sep @ 8:10am 
Hi thanks for this amazing mod. Could you if possible please make a version that special major cities (like Altdorf) have 14 slots and special major cities that are also one-city province (like black pyramid) have 16 slots? This way it makes more sense without the 3-row mod
Théoden 24 Sep @ 12:04pm 
Thanks
ChopChop  [author] 24 Sep @ 9:56am 
Not to be picky @Theoden, but on top of description in IMPORTANT INFO says:

This mod requires enabled MIXER & start of new campaign :steamfacepalm:
Théoden 24 Sep @ 9:27am 
I think the mixer unlocker + starting a new game made it work.
Théoden 24 Sep @ 9:22am 
None of the building slots mods seemed to work
I used this one with this mod and disabled all other mods
Expanded Buildings Overhaul - 12/6 Building Slots | Submod
Théoden 24 Sep @ 9:20am 
I'll turn on mixer this time
ChopChop  [author] 24 Sep @ 9:19am 
Also can you clarify which Building Slots Extended mod you are enabling along this? There is around 20 of them on the workshop.
ChopChop  [author] 24 Sep @ 9:18am 
Do you have Mixer enabled?
Théoden 24 Sep @ 9:16am 
Didn't seem to work, the building slots extended mod doesn't seem to work either.
I removed this mod, verified files, resubbed to the mod, and I turned all other mods off, running only this mod, and added the building slots extended mod and still no dice.
ChopChop  [author] 24 Sep @ 9:05am 
Try resub :steamthumbsup:
Théoden 24 Sep @ 9:02am 
The building slots don't seem to be changing with the recent hotfix
ChopChop  [author] 23 Sep @ 2:27pm 
MOD UPDATED :steamthis:
Major Settlements number of slots changed from 18 to:
- 12 in regular major cities
- 15 in special major cities

NEW MOD RELEASED:
Building Slots Extended - Major Settlements - 18 Slots
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3573533329

Anyone that would like to keep 18 slots in capital cities please use the linked mod above together with this mod (enable for ongoing campaign if encountered an issue).

This change is dictated by hundreds of hours playing WH3 and modding buildings. I have tested previously multiple setups with maximum 20/8, went down to 18/6 and now with this update and after playtesting a full campaign i would like to settle on the number of capital slots above. I highly recommend this setup as it generally works for extra space when using additional buildings & landmarks mods, but its not too much. Also perfectly aligned with 3 Rows of Building Slots (very satisfying ^^). Enjoy!
Ghostgg10 23 Sep @ 6:37am 
my bad understood the context differently. thanks for the reply
ChopChop  [author] 23 Sep @ 1:32am 
@Ghostgg10 Allies can join a war only with military alliance :steambored:
Ghostgg10 22 Sep @ 8:07pm 
hi mate "Allies will not break the alliance when not joining the wars". does this apply to military alliance too?
Ghostgg10 21 Sep @ 7:18am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3357512115 i already use your mod which is great so you can leave the fort,bastion part
Ghostgg10 21 Sep @ 6:56am 
what do you think about this setup

-normal capital: 12 slots
- special capital: 16 slots due to landmark mods, using 3 Rows of Building Slots for special capitals it will display in 6,6,4 model.
- fort/bastion/gate: 4/6 slots as it will make it different from normal capitals and player will priortize garrison units building making it a true fort type
- minor city: 6 slots
ChopChop  [author] 21 Sep @ 6:26am 
Hello. I actually use Jopanis 12/6 submod myself recently as well, as after playing for a year with 18/6 is a bit too much. I already decided that i will be reducing number of slots inside this mod, but i am also not 100% satisfied with 12/6, as doing same fixed number for all settlements kills the little variety the lore settlement provide (and mostly have a lot of landmarks so they are the ones that logically should mainly get more slots).
As i'm using mod 3 Rows of Building Slots - i think going with 14/16 make issue of uneven display of slot and wasted space in UI as it displays in 3. Imho difference between 14 &16 is too small and it's still wee bit too much with still having 6 slot in minor city.
I'm thinking that I will redo this mod into "Loreful+" with this setup:
- normal capital: 12 slots
- special capital: 15 slots
- fort/bastion/gate: 12 slots
- minor city: 6 slots
What you say? I think solid
Ghostgg10 21 Sep @ 6:02am 
hi mate. thanks for the mod. i use this and jopanis 12/6 slot submod. but i want 14/16 slots certain settlements like your lore settlements 10/12 slots. so i tried to change values in campaign_building_chain_slot_unlocks_tables in jopanis mod to get 14/16 slots in particular settlemets but its not working. can you help me which value should i change to get the 14/16 slot setup.
ChopChop  [author] 21 Sep @ 2:47am 
Nice one, glad you worked it out. For more info read my comment below yours please.
deathtrooper900 20 Sep @ 8:22pm 
Nevermind, I think I fixed it with a good old unsub and resub. Though now they're all in the advanced military tab, I'm just gonna assume either you or Johnny did that.
deathtrooper900 20 Sep @ 7:29pm 
I'm gonna put this one here, So all the advanced Buildings from Jonny's mod seem to have vanished. Now am i a moron who missed having to download or remove a mod with the latest update? I checked with a couple different factions, but my latest one is Tomb Kings (Settra)
ChopChop  [author] 17 Sep @ 4:32am 
Mod updated :steamthis:
- Integrated building_set feature (province capital building categoty tab) to Johnny Advanced Buildings mod has been moved and now integrated into submod:

Johnny's Advanced Buildings | LITE Submod
https://gtm.steamproxy.vip/workshop/filedetails/?id=3362300926

- Attrition reduction for Bastion Fort & Gate removed from this mod and now integrated into much more corresponding mod:

Additional Buildings: Bastions, Forts & Gates
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3357512115

Database cleaning for better compatibility with mod Better Alliance + added built-in expansion to number of Ogre mercenaries to 8 in this mod
Yumi 16 Sep @ 9:51pm 
Really appreciate the changes, thank you
ChopChop  [author] 16 Sep @ 9:14am 
I will be moving all features related to Johnny Buildings into my submods to the original mod.
It appears that when i deleted the tables my mod works with Resourceful compilation. I am also planning on reducing the number of slots in this mod and most likely release a separate 18 major slot mod.
ChopChop  [author] 16 Sep @ 4:32am 
I intend the mods to work together as i also use Resourceful Purpose compilation myself along other mods, however this mod and Resourceful Purpose compilation are both Overhauls which may touch same areas like effects or buildings. I will investigate when ready :steamthumbsup:
ChopChop  [author] 16 Sep @ 4:29am 
This is some very weird interaction between my mod and Ragnarok Resourceful Purpose compilation, maybe because of the recent update that i have no access to as i have older version of the mod as i saved the mod to data for my ongoing campaign a while ago.
I have just tested and launching ONLY this mod + Mixer doesnt give a crash, which is intended to work without Johnnys Advanced Buildings mod at all. I will not be adding this information to description as its incorrect. This mod does not require Johnny Buildings enabled to work. The issue must be with Ragnaroks Resourceful Purpose compilation enabled together with my mod after update that i will look into closer when i finish the campaign.
Yumi 16 Sep @ 4:09am 
i think you should mention about Johnny Advanced Buildings in your mod's info
Yumi 16 Sep @ 4:04am 
thanks for your info, seem like to work together with resourceful compilation, i need Johnny Advanced Buildings enabled. No more crashed
ChopChop  [author] 16 Sep @ 3:43am 
updated, pls resub
ChopChop  [author] 16 Sep @ 3:33am 
let me try to push an update as well, maybe this will help
ChopChop  [author] 16 Sep @ 3:30am 
Sure. This mod contains the table zzz_chop_johnny_buildings with lower priority in relation to original mod Johnny Advanced buildings.
i need the data in this table "building_levels_tables" to provide info required by the operation i do on Johnny's buildings which is moving them into a new separate building category from "landmarks" to new custom "province capital".
I do this as in some province capitals together with many landmarks mods enabled - this cause the buildings to go offscreen on campaign map in building tooltip so you cannot building them without entering the building window of the city.
This also makes it look a bit more clean in building tab (when using multiple landmarks mods).
If you delete this table and dont have Johnny Advanced Buildings enabled you will probably crash, so the table must be there.
Yumi 16 Sep @ 3:01am 
i have tried verifying files, clean install, it still crashed. Can you explain what might be missing if i delete zzz_chop_johnny_building table?
ChopChop  [author] 16 Sep @ 12:04am 
i opened my mod and nothing there is incorrect about Johnny buildings table
ChopChop  [author] 16 Sep @ 12:02am 
Launch with only two mods enabled + mixer. If you use more mods add the later but check first with only 2 mods enabled + required item mixer
ChopChop  [author] 16 Sep @ 12:00am 
Thanks for trying but that doesnt make sense to me as there is no such limit as max number of lines in a table. Johnny Buildings also have nothing to do with Ragnarok mod so i think you have a issue somewhere else and that is your game can miss a file or something. Try to verify game data in steam settings and try again with normal mod. I will look later at it if you still have issue after validation of files
Yumi 15 Sep @ 11:10pm 
yeah i tried your method but it still crash tho, so i look up your file in RPFM (i'm noob at this tho). I make multiple copies and each one i delete a table and then boot up to see which one is causing crashes. After some trial and error, i found that the the zzz_chop_johnny_building table inside building_levels_tables can't have more than 5 rows (any rows are ok as long as total count of row in the table not more than 5). Hope this help
ChopChop  [author] 15 Sep @ 11:20am 
maybe you need to resub. sometimes the mods are getting bugged with steam updates. i cannot confirm this as i have all mods saved to data folder since im playing active campaign and i saved the mods couple of days ago and all is working for me. try deleting the mod from pc + unsub + close all steam and mod manager. make sure you dont have the mod on your pc and you dont subscribe to it on steam. then subscribe again and check if it actually downloaded in steam app or on hard drive. sometimes have to subscribe 2 times :WH3_horror_Blegh: as i said i have the mod enabled and it works for me all good
Yumi 15 Sep @ 10:42am 
Could it be because that mod recently got updated?
Yumi 15 Sep @ 10:33am 
at first i was using resourceful compilation but it was causing crash, so i tested with individual mod and found that Arourygeddon was causing crash. It crashed right on launch, i can't even reach the intro movies, tested with 2 mods only.
ChopChop  [author] 15 Sep @ 10:17am 
Hi, i am using resourceful compilation from Ragnarok that contains Arourygeddon and i dont know what is the issue you get. What is the incompatibility?
Yumi 15 Sep @ 10:07am 
hi i need some help, your mod is Compatible with Ragnarok's Tier 4 & Tier 5 Minor City mods but not compatible with Ragnarok's Armourgeddon