Total War: WARHAMMER III

Total War: WARHAMMER III

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Witchwood for Immortal Empires
   
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overhaul
Tags: mod
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397.094 KB
Aug 23, 2024 @ 4:41pm
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Witchwood for Immortal Empires

Description
For anyone who played my recently released Oak of Ages mod you will know what to expect.

This mod integrates 2 Witchwood maps into the Witchwood region in Immortal Empires campaign for siege and land battles.

Using vanilla assets but dramatically adding variety and flavor to your campaign.

Old World map and Immortal Empires Expanded are NOT supported currently.

Enjoy!
16 Comments
Blyckert Aug 28, 2024 @ 10:32am 
After some more checking, it's an issue between MCT and your mods. Removing MCT from the second test setup below works just fine with no errors in the log.
Strange that either A) adding the Framework, or B) adding 100+ other mods makes it work (albeit with a script error in the latter case)
Blyckert Aug 28, 2024 @ 10:10am 
@Novaspook.
Yeah, a bunch. I'm getting back into WH3 after over a year so I'm putting together a new modpack. I'm adding a couple at a time, starting the game with logging enabled and playing a couple of turns. Your mods are some of the final ones, so there might be compatability issues, although...

Troubleshooting:
--- Launching with your two mods and Script Debug Activator - campaign starts fine, no errors in the log
--- Launching with your mods, Mixer, Audio Mixer, MCT and Script Debug Activator - CTD when trying to start a campaign, no log written
--- Removing your mods OR adding the Framework to the above - Runs fine, no errors in the log
--- Your mods and 100+ other mods (carefully added to not have script issues) (not the Framework) - starts but gets the mentioned script error.
--- Adding the Frameworkto the above collection - runs fine, no errors in the log.
👻GypsyBastard Aug 28, 2024 @ 6:26am 
THE HAUNTED FOREST !!

pls
pls
pls
Novaspook  [author] Aug 27, 2024 @ 4:39pm 
Hi Blyckert, Thanks for your feedback. I am surprised you have this script issue, the map replacer script is embedded in my mods to avoid this requirement.

It runs perfectly fine on my machine standalone.

Do you have other mods enabled that include scripts? :)
Blyckert Aug 27, 2024 @ 12:47pm 
Great idea, love to see some more variety in the maps.
Though you might want to throw on Map Replacer Framework as a requirement, it throws a BIG FAT SCRIPT ERROR if you don't have it
iDon'tSpeakRussian! Aug 27, 2024 @ 11:26am 
Hey novaspook, thank you for yet another addition. Do you plan to also restore other older maps that CA removed? :) (for example empire crossroads. The map that has like big roundabout in the middle, couple of houses to fight around on west /east sides and ton of trees in middle, it was unwalled empire settlement in wh2 and I would love to see it back :D)
Novaspook  [author] Aug 25, 2024 @ 3:12pm 
Thank you so much for the positive feedback guys! :-) I played a few campaigns as the wood elves and really missed some more variety in my battles.

I really missed that feeling of venturing out in the Immortal Empires and see different locations in my battles.
Evil Muffin Aug 25, 2024 @ 1:34pm 
Stuff like this is what WH3 needs. Thank you much ^_^
Novaspook  [author] Aug 24, 2024 @ 1:23pm 
@Lucius El'Cliffhanger

Great suggestion but the team are graphical wizards unlike me who merely edit the keys in the Immortal Empire campaign :)

also I doubt I would have the time, I resume my regular 50 hour job soon.
Novaspook  [author] Aug 24, 2024 @ 1:22pm 
@Not A Skaven
That would require a different kind of skills. My work is to take maps that are already functional and integrating them into the Immortal Empire campaign by changing the way regions and maps are linked.

I would love to build new maps or rebuild old maps from WH or WH2 but it is a bit beyond my graphical skills :(