Total War: WARHAMMER III

Total War: WARHAMMER III

[6.x.x] Land Encounters And Points Of Interest + MCT Support + IEE
151 Comments
Velber 18 Oct @ 10:38am 
works for me so far
EzUNreal 17 Oct @ 6:48am 
Is this still compatible with IEE after the huge IEE map update?
limit85 7 Oct @ 8:12pm 
Sometimes, the selection screen becomes unresponsive. In that case, the save is broken...
nospaces 11 Aug @ 12:16pm 
The blacksmith locations under hostile control seemed to be bugged. When selecting the fight option in the event window, the enemy army spawns, but run back onto the blacksmith 'fortress', disappear and an 'enemy defended the smithy' event message comes out. No pre-battle window shows up.
dabassenok 11 Aug @ 10:40am 
а для The Old World Campaign такой мод есть?
Is there such a mod for The Old World Campaign?
Zigobardu13:) 6 Aug @ 9:56am 
I really like this mod but since we can't know what we will face it would be great to always have the option to retreat imo. I don't know why but sometime we can and sometime no.
Ooh-la-la, It's GAGA!! 27 Jul @ 10:57pm 
Yes this mod gives much life to the game
acslide 25 Jul @ 7:10pm 
I absolutely love this mod. I've been using it for years. A campaign feels empty without those little extra battles around to grab some XP, an amazing item or some quick cash.

Thanks for keeping this mod alive!
Dante  [author] 24 Jul @ 7:31pm 
@Bloody I will see if I can track down what event name is causing that.
Bloody 23 Jul @ 5:53pm 
hi Dante, again, fantastic mod and thank you. Tho i need to ask for a slight tweak, having faced a FULL DOUBLE doomstack of Bloodthirstys ( not one, but 2 lol ) , can you add an option to retreat in the battle screen? You may not know what you are facing and in some encounters you are not allowed to retreat.
Dante  [author] 22 Jul @ 6:55pm 
Add new MCT checkbox to have only modded units in the force makeup from the Random Encounter Force Generation System.

Added bugfix where the force was not able to be generated due to a Lord not being able to be randomly selected.

Also adjusted the descriptions of some of the MCT option tooltips to indicate that you do not need to reload the save game in order for changes to take effect.
Dante  [author] 21 Jul @ 11:50pm 
Update faction data and add support for the following mods:

- Mutants and Cults (STS)
- Vampire Coast Unit Pack: Rise of the Brinewight
- Patron Gods
- Lustria Rises - Lizardmen Overhaul
- Red Host of Tehenhauin
- Deithland Series: The Reiksmarines
- Empire Steam Suits
- The Gunpowder Road
- Shunraiki's Cathay Unit Pack
- Kislev Kossar Riflemen Units
- graetor's Empire Knightly Orders
- graetor's Bretonnian Holy Orders
- Dark Land Orcs
- Dead's Cathay Unit Pack
- The Cow Trebuchet (WH3 Edition)
- Eustace's Cathay Artillery Pack
- Sigmar's Heirs, an Empire Overhaul
- Jade Guardians
- Lily's Cathay DE Overhaul + Unit Pack
- TW Millennium: Modern Warfare
- Dawi Thunder
- Mercenaries of Khuresh
- Helfury Machine Gun/Gatling Gun - Rearmed and Reuploaded
- Lily's Bretonnia Mod Compilation: All-in-one
Dante  [author] 11 Jul @ 2:17pm 
@Balthasar23th Thanks! I just linked it in the description.
Balthasar23th 11 Jul @ 1:38pm 
Thanks for this mod! I have made a German translation for it. You are welcome to link it.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3523057895
Ooh-la-la, It's GAGA!! 11 Jul @ 9:13am 
I tested it, works fine
Dante  [author] 11 Jul @ 9:01am 
@Ooh-la-la, It's GAGA!! There are no issues as far as I can see in-game.
Ooh-la-la, It's GAGA!! 10 Jul @ 8:33am 
Nothing got broken i hope, those hotfixes are out of nowhere
Dante  [author] 3 Jul @ 8:21pm 
@Gavlan no issues so far in my campaigns having them enabled.
Gavlan 3 Jul @ 7:42pm 
does this version allow use of the landmark mods too or does it not work like with the original
Ben 3 Jul @ 5:17pm 
@Dante Awwwwww fudge. Shame. This was the only way to get RoC stuff aside of the RoC campaign (and those Slaanesh followers, the Sycophant and Paramour, were invaulable).
Dante  [author] 3 Jul @ 9:52am 
@Cloak&Dagger I imagine with all of the spots spawned in, it might cause a dip in performance while on the campaign map. You can adjust how many spawns in via MCT.
Cloak&Dagger 3 Jul @ 9:50am 
Is this supposed to cause massive lag or do I have an incompatibility?
Dante  [author] 3 Jul @ 8:18am 
@Ben IIRC this does not have them.
Maxwise 3 Jul @ 7:29am 
Smith always say netural
Ben 2 Jul @ 9:26am 
Quick question.
Does this iteration of the original mod still have those unique Chaos-related quests where you fight Skarbrand, Valkia, N'Kari and Sigvald (not to mention Tomb Kings) and you can get unique stuff from them (from the first four it's the items and followers from the Realm of Chaos campaign while in case of the TKs it's some of their Mortuary Cult items)?
Jinji Kikko 30 Jun @ 4:16am 
most liked mod in TWW3
Iggy 22 Jun @ 5:42am 
Yey another mainstay mod for my list
Ooh-la-la, It's GAGA!! 20 Jun @ 1:59pm 
This is such a pleasent mod;)
Dante  [author] 20 Jun @ 12:33am 
@ballxxx123 @Bloody glad this mod helps!
Dante  [author] 20 Jun @ 12:32am 
Adds support for the following mods

- Deithland: An Empire Roster Overhaul
- Tigermen of Cathay
- Go Squig or Go Home!
- Bertrand the Brigand, Thieves' Honor
- From the Grave - Vampire Counts custom expansion
- Mutants and Cults (STS)
- Vampire Coast Unit Pack: Rise of the Brinewight
- SCM Might of the Maw
Bloody 19 Jun @ 11:22pm 
hooray, this is such a great mod, for those not trying to speed run their immortal empires campaign, this is just a great and fun addition. Thanks Dante.
ballxxx123 19 Jun @ 2:46pm 
I love this mod without this I would fall asleep and bore to death
Dante  [author] 19 Jun @ 2:35pm 
Adds support for the encounters to spawn in the Immortal Empires Expanded campaign mod. Enjoy!
Dante  [author] 19 Jun @ 2:48am 
Updated faction data to patch 6.2 including incorporating any changes and updates from all supported mods. No new mods have been added for now.

In addition, removed the spawn location in the narrow lane between Sabre Mountain and Icespewer settlements. Thanks @Plaguelord for letting me know.
Plaguelord 18 Jun @ 8:57am 
I'm getting a slight issue with this mod - an encounter spawns in the pass between the Sabre Mountain and Icespewer settlements that blocks movement between them - you cannot order an army to mover to or passed the encounter.
pywislaji 14 Jun @ 4:54pm 
just thumb up for ya
Dante  [author] 13 Jun @ 10:41am 
@TToKKang if you can provide a link to your translation mod, I can add a link to it in the description!
Dante  [author] 13 Jun @ 10:39am 
@warbossrok I have no clue unfortunately
warbossrok 13 Jun @ 10:31am 
Does anyone know if this mod can be edited so that the map markers only show up when you actually have them in vision range of one of your armies or settlements?
TToKKang 8 Jun @ 11:26pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Plaguelord 4 Jun @ 10:04am 
Any chance of making a version for Immortal Empires Expanded?
Louie04k 3 Jun @ 1:53pm 
a mod just came out today that would probably make it MP compatible called "MP Sync"
Dante  [author] 2 Jun @ 11:02pm 
@Louie04k Yes it can.
Louie04k 2 Jun @ 5:05pm 
can this be added mid save?
Aight thank you!
Dante  [author] 15 May @ 9:12am 
@Kalder (Totally a Hobb) No this mod is the only one you need to sub to. This serves as a fix and an expansion to the original mod.
Does it need me to subscribe to both mods?
Dante  [author] 24 Apr @ 9:57am 
@RockCat Adjust the percentage chance of spawns in the MCT settings. IIRC it is set to 100%.
RockCat 24 Apr @ 9:27am 
Tell me how to make events appear less frequently?
Mumm-Ra 13 Apr @ 1:05pm 
Currently using Murranji's Land Encounter Mod (for IE and Roc), Amulets of Secrets - Land Encounters, and Chaos Treasures Closer To The Player (IE & IE Expanded). So far so good. Thx