Total War: WARHAMMER III

Total War: WARHAMMER III

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Building Slots Extended - Gardens, Sanctums, Cults, and Coves
   
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File Size
Posted
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1.596 MB
Apr 24, 2024 @ 1:25am
Jun 25, 2024 @ 12:26pm
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Building Slots Extended - Gardens, Sanctums, Cults, and Coves

Description
IMPORTANT: This mod was made to be compatible with Mixu's Unlocker and won't work without it!

This mod works with ChaosRobie's Immortal Empires Expanded and The Old World campaigns!

Some players thought that giving additional slots to Skaven Undercities buffs already one of the strongest and oppressive races in the game (can you believe those skaven-haters?!). So I present to you a version without additional Undercity slots.

This mod increases the number of building slots for the following settlements:
- Oxyotl's Sanctums (6 building slots).
- Changeling's Cults (6 building slots).
- Nurgle, Khorne, Tzeentch, and Slaanesh Cults (3 building slots).
- Vampire Coasts Pirate Coves (4 building slots).
- Elspeth's Black Towers (4 building slots).

This mod can be used separately or together with main BSE mod and its other submods in any combination.

Version with additional Undercity slots - Building Slots Extended - Undercities, Gardens, Sanctums, Cults, and Coves

If you use 3 Rows of Building Slots mod then use this compatibilty submod and follow instructions inside.

FAQ:

Q: Why only 6 slots for Undercities/Sanctums/Changeling and not more?
A: This is additional settlement mechanics (well, not for Changeling, but he can spam them more easily then Skaven or Oxyotl) with powerful buildings so adding to many slots can result in these factions being overwhelming and dominating in most of your campaigns.

Q: Why only 3 slots for for Chaos Cults when there are 4 buildings?
A: The fourth building of each Cult destroys the Cult so it doesn't make sense to have a spare slot for it.

Q: Why there are slots for all 4 Pirate Cove buildings then?
A: The Pirate Cove mechanic is pretty weak in my opinion and this approach seems to make it more viable and time worthy.

Compatibility note:
This mod will conflict with any other mod that changes the building browser UI or the settlement panel UI. To quickly fix this you can follow the next steps: open this mod with RPFM => go to the ui folder => remove building_browser.twui.xml and/or settlement_panel.twui.xml (depending on the conflict) => save the changes. This will resolve the conflict but likely will cause building slots to be partially covered by the detection meter and the settlement view control panel.
16 Comments
Humbert Feb 5 @ 5:54am 
@AceOfSalts024.You can try to use rpfm(which is a tool to querying,modifying and creating mods) remove those modification about the ui folder in this mod.By this way can help to fix the invisibility problem but also will make the ui looks a little weird.
AceOfSalts024 Jan 26 @ 7:33pm 
It seems there is a bug that causes this mod to render both unusual locations and dwarven deeps (potentially more but these are the only ones I know for certain) to be unviewable.
Leaf Jan 18 @ 10:40pm 
please update i think this mod causes unusual locations to be unviewable
qgmo2009 Aug 28, 2024 @ 11:06am 
i cant see the interesting locations once they pop up, its blank and i can only destroy them. is it this mod or am i g=having a conflict with something?
Amped Normal Jun 14, 2024 @ 7:56am 
Thanks for the info, I tested with this mod turned off and it still crashed so just going through UI mods trying to find the culprit. If I run out I'll do a clean install. Thanks for pointing me in the right direction!
Myxameno  [author] May 31, 2024 @ 11:28pm 
@Amped Normal, I don't know about any conflicts that could cause that specifically. Hovering crash is definitely a UI thing though, but I also can't reproduce this on my side, so maybe its one the mods that add a lot of stuff to UI. Either that or try to verify you game files/re-download your mods.
Amped Normal May 31, 2024 @ 3:46am 
The building slot mods I have are:

20 Slot Major Only
6 Slot Minor Submod
Extra Races Compat
This one
Wood Elf Outposts
Extra Races (Six Building Slots Version)
Tier 4/5 Minor Settlements Compatability Submod (Siz Building Slots Version)
Amped Normal May 31, 2024 @ 3:42am 
Are you aware of any conflicts that would cause CTD whenever I hover over the building slots for Gardens of Mor? This is the only mod I have that should affect them. Game functions absolutely fine until I even hover over the building slots then it freezes and CTDs after a few seconds
Myxameno  [author] May 2, 2024 @ 3:59am 
@all
If you use 3 Rows of Building Slots mod then use this compatibilty submod and follow instructions inside.
Myxameno  [author] Apr 30, 2024 @ 9:43am 
@all, updated for patch 5.0.

Added slots to Elspeth's Black Towers.