Total War: WARHAMMER III

Total War: WARHAMMER III

Mercenaries of Khuresh
143 Comments
Rustic Clover 10 Oct @ 9:17pm 
Is Audio Mixer Dev Pack still required or can we just use the main Audio Mixer mod now that it's been updated?
Acephelos  [author] 2 Oct @ 7:14am 
@Serious Lee - There's currently a MCT setting for unsupported cultures, there's currently no plans beyond that.
Serious Lee 28 Sep @ 4:13am 
is there any plan to make them recruitable by Araby? Or maybe a submod
Dasheroo 27 Sep @ 1:29am 
oh my god IEE just rolled out the red carpet for you guys i CANNOT wait for the full mod to come out now my hype is at an all time high.
Dragon32 18 Sep @ 4:41pm 
@XHAlpha
Re-read the Description
XHAlpha 18 Sep @ 2:17pm 
Is there somewhere we can go for updates on the main mod? I'd love to know how close we were to full release!
Raistlain 13 Sep @ 2:12am 
Ah perfect, I had missed that line in the description. Thanks for the info. Loving this mod and the cool units. Fantastic work to you all :)
Acephelos  [author] 10 Sep @ 5:54am 
@Raistlain - Not with any bespoke content such as dilemmas and special building effects. There's an MCT setting you can use that will enable these locations for factions that aren't on the supported list.
Raistlain 9 Sep @ 7:57pm 
Are there plans to add these to the Daemons of Chaos aka Daniel?
Caboose 9 Sep @ 4:41pm 
this has some extremely original designs!
imperialzilla 6 Sep @ 10:56am 
ok so it is my luck, thank you for responding
Acephelos  [author] 5 Sep @ 3:22pm 
@imperialzilla - It should work with both; all Khorne factions are included.

In my Arbaal campaign I only got a single location because I only owned a single province and I razed everything else. Your chances of finding a location (with default settings) are proportional to the number of settlements you own.
imperialzilla 5 Sep @ 12:26pm 
does this mod work with arbaal and skulltaker or is my luck that bad?
Corey 31 Aug @ 9:12pm 
I typed meme and this was the first mod to come up
Scarlett Lich 31 Aug @ 11:01am 
tides of torment gonna hit this mod team like crack with all the snake stuff in it
Zombified Nappa 31 Aug @ 8:58am 
I assumed leaving a comment would cause my game to give me results immediately and it did. The shrine upgraded itself for no reason.:WH3_skragHapp:
Zombified Nappa 31 Aug @ 7:41am 
How does one upgrade the unusual location? I only got access to the Spitting Naja because I took a settlement that already had them.
浮夸s 26 Aug @ 9:26am 
I'm really looking forward to seeing these arms become new forces on the world map in the future, and want a Snake Legend Lord and Legend Hero:steamhappy:
☠ Captain Crossheart ☠ 24 Aug @ 12:36am 
used this mod on multiple campaigns and only got the ogrobor herd ever single time, very boring
melta 22 Aug @ 2:04am 
Is it playable without the audio mod? Just no sounds?
issas 20 Aug @ 12:19pm 
Do you intend to make this mod into a playable faction?
混沌矮人 14 Aug @ 12:25am 
The tree in the mod screenshot is complete, with leaves displayed. What mod did you add to make it not just a tree stump? My graphics settings are maxed out, but I can only see a tree root?
Rostropovich 9 Aug @ 11:37pm 
Re: unusual locations, I'm playing with this and fishmen (along with a whole slew of other mods) and did just get a vanilla unusual location popping up, though this is playing as a faction that doesn't have access to these guys. I'll keep an eye on it during my next chaotic campaign.
Túrin 8 Aug @ 1:24pm 
ah removing it has corrupted my saves so I'll use it despite sfo thank you for the answer! :er_heart:
Acephelos  [author] 8 Aug @ 12:49pm 
@Túrin - You could save your game first, then dismantle all the locations you have, then remove the mod and you might be fine. If not at least you'll have a save you can load. You may only get crashes if you select settlements that still had the location after removing the mod.
Túrin 8 Aug @ 9:52am 
I am currently using SFO with this mod and now they estabilished their buildings in my settlements, should I remove them and then delete the mod or delete the mod instantly? Would it cause any significant problems? I will wait for SFO submod for this magnificent mod. I am currently having no unit of mercenaries of khuresh recruited in any of my armies because they were underperforming for SFO unfortunately.(I am a dumbass for downloading this mod without acknowledging that there is no existing submod for sfo)
Acephelos  [author] 5 Aug @ 3:25pm 
@Chief Smokum Big Cigar - This mod doesn't actually use the vanilla Unusual Location system, since it goes a bit beyond scope of it, so it shouldn't interfere with it as far as I can tell.

Vanilla Unusual Locations can be pretty specific as to who they'll spawn for and where, making them rarer than the locations this mod provides. I took a look through CA's code and didn't see anything that would cause this mod to prevent vanilla spawns, but I may have missed something.

It's hard to say if you're just unlucky in your campaign, or a mod has caused scripts (code) to stop working after running into an error, or if this mod is somehow interfering with them. I'll keep an eye out for similar reports, and in my own playtests though.
Chief Smokum Big Cigar 5 Aug @ 8:25am 
Hi, I'm having issues getting any non-khureshi unusual locations ever since enabling the mod. I love this mod but would like to know if there is anything I can do to get vanilla unusual locations to spawn? Thanks
Surristrasz 3 Aug @ 1:19am 
@Skinwalker_ it's literally in the Q&A bit.
Skinwalker_ 1 Aug @ 5:56am 
why not for beastmen tho?
Acephelos  [author] 31 Jul @ 6:00am 
@Emperor01 - I thought Kou had added them to the Extended Roster of (at least some) factions in Skirmish mode, so they should be there somewhere.
RShadosnow 31 Jul @ 3:34am 
FINALLYY
Emperor01 28 Jul @ 7:10pm 
There is no way to add these units into Skirmish vs AI battles right?
JOJO 28 Jul @ 5:42am 
Full Faction would be crazy
Acephelos  [author] 24 Jul @ 4:18pm 
@ZhangJao - You can ensure everything is working correctly by:
1. Set your Spawn Chance Per Region and Spawn Chance Per Turn MCT settings to 100.
2. Note the current building level of every unusual location you have of this type.
3. End your turn.
4. If you don't get a dilemma or event about an upgrade, check every location you have of this type to see if any upgraded.
5. If everything is working, don't forget to change the settings mentioned in step 1 back to what they were, or what you had them at.

If I recall correctly, you aren't notified when a location upgrades from level 1 to level 2, but you are notified for levels 3 and 4. If you don't get an event or dilemma, and none of them upgraded, then something might be broken; we'd need to look at the logs to be sure though.
ZhangJao 24 Jul @ 5:04am 
For me the landmark gets the event to begin negotiations but it never evolves to liberate the other creatures
Ītzpāpālōtl 23 Jul @ 5:36am 
is the full faction going to be integrated into IEE?
Phukface 18 Jul @ 5:56pm 
I second Polymide, this as a faction would be amazing!
Kou  [author] 18 Jul @ 12:29pm 
@[NC] Will Francesco Thanks for bringing that to my attention, unit has been made to a similar scale than ogres are size wise, and entity count increased to 24 while lowering health per entity from 464 to 444, left them with a little boost in health total cause they are a bigger target for missiles now
Polyamide Knight 17 Jul @ 11:35am 
Wish it was full faction. We need it as much as Amazon, Halflings, Nippon, Ind. Very good work BTW.
Acephelos  [author] 17 Jul @ 6:51am 
@海音线的枫茜 - I was able to open the Tamurkhan's Chieftains panel before acquiring this unusual location, immediately after accepting the unusual location, and the turn after accepting the unusual location without issue. I was also able to open the recruitment panel for the Chieftain units without issue.

You mentioned the Khorne mercenary building though, is that the Khorne version of this unusual location that you're talking about? Or are you talking about the Outpost that can be built when allying with a Khorne faction?

If it's easier, you can send screenshots to me over Discord.
Acephelos  [author] 17 Jul @ 5:52am 
@海音线的枫茜 - I suspect that isn't related to this mod, but I'll see if I can replicate the issue.
海音线的枫茜 17 Jul @ 5:11am 
Hi,
I encountered a bug while playing as Tamurkhan the Scourge. After selecting the option to build the Khorne Mercenary Building in the event, the game crashes every time I click on the faction mechanic "Tamurkhan's Warband."
Thanks for your help!,let me know if you need any adjustments
[NC] Will Francesco 16 Jul @ 10:42am 
Everything feels great, I love the immersive text in the dilemmas specific to the player faction. CA take note! except... personally... the Spitting Naja is a weird unit size (at 20 models, which no other unit in the game has) that breaks immersion and doesn't fit the overall feel of the game (they could have 16 models, like Sepulchral Stalkers, or even 24 models instead). The Spitting Naja models also look a bit small and skinny to me, to be Monstrous Infantry / Large. I hope you might consider increasing the size of the individual models, or classing them as an Infantry Unit / Small, so that spears and anti-Large are not so effective against them.
Ydok4 11 Jul @ 4:05pm 
@Acephelos Sorry I missed your other post for the logs. Thanks for getting this resolved quickly!
Velber 11 Jul @ 3:26pm 
oh, okay thanks
Acephelos  [author] 11 Jul @ 1:16pm 
@Velber - Not at this time. However there is an MCT setting you can enable that will let unsupported factions use this mod. Unsupported factions don't get custom dilemmas or buildings however.
Velber 11 Jul @ 10:53am 
will this also be added to the legion of chaos/ daemon prince faction?
Acephelos  [author] 11 Jul @ 6:38am 
@Ydok4 - Kou should have the mod updated with the fix within the next 24 hours. After you download the update let me know if that fixes your issue. I'm pretty sure it will, but I'd like to be sure if possible.
Acephelos  [author] 11 Jul @ 5:56am 
@Ydok4 - I think I see the issue, thanks for reporting it.