Total War: WARHAMMER III

Total War: WARHAMMER III

Fixed Allied Outposts
230 Comments
Maggot  [author] May 26 @ 4:01pm 
@Kniggar It does not. It could. But that is not something I intend to do.
Kniggar May 25 @ 9:14pm 
Does this include RORs? Could you include?
Thx maggot <3
Maggot  [author] Mar 25 @ 8:20pm 
I was just yet another victim of the capitalization issue. All should be fixed now.
UPD8 Mar 25 @ 11:23am 
Causes CTD on launch with the new 6.1.0 patch
US president Martin Van Buren Mar 25 @ 10:35am 
Crashes my game as of 6.1 :(
DARKH0BBIT Mar 11 @ 2:13pm 
"if the garrison is your concern, you can create a mod that adjusts the weights of garrisoned units so your preferred units remain." -oh ok that's not a bad idea glospey i'll try and take a look.

those are some good idea's maggot though i'd rather not sour my relations with bretonnia as it's kinda on a thread at the moment but it might be the way to go.

"perhaps you're personally undervaluing them?" your probably right on that my biggest issue with them is not that their necessarily bad its just not needed for my situation, for my kings glade i'd rather have couple extra spear's or archer's in the tight space than the yeoman to fight them pesky vermin rats and wretched gobo's I can't seem to do much dmg with the yeoman against their armour before leadership tanks on them.

anyways thankyou both for the massive help greatly appreciated learned a fair bit from this.
Maggot  [author] Mar 11 @ 11:55am 
What Glospey says about the Garrison weight system is correct, yeah. And its very possible the game is overvaluing those Yeoman and thus replacing much better units. Back when I added units to Nurgle's Outpost garrison and went to check my balance against the rest of the game I noticed those numbers were all over the damn place and often made no sense. IIRC that was mostly patched but those Yeoman may've been overlooked, or perhaps you're personally undervaluing them? There is an element of subjectivity here.

As to mods/methods of removing Outposts... Not aware of any mods that do this directly, but there are some that could influence it like region trading, if that still works. Trade the settlement to an ally, and buy it back after the Outpost is established elsewhere. Or could abandon and rebuild, break the alliance, simply trying a reload of the turn the Outpost started building might work too(tho iirc you only get one potential re-roll of AI choices out of this). 🤷‍♂️
glospey Mar 11 @ 8:58am 
I don't know about a mod for moving an allied outpost. BUT, if the garrison is your concern, you can create a mod that adjusts the weights of garrisoned units so your preferred units remain.

Alternatively, I have an Outpost mod that increases the number of units provided, providing better units. That should push out lesser units (but it doesn't change the weights so it might not push out the units you want).
DARKH0BBIT Mar 11 @ 12:47am 
anybody know if their is any mod that allows the player to either move or delete an allies outpost placed in the players settlement?

currently playing wood elf's and my garrison is being overtaken by some shitty Mounted Yeomen lol
SilentKiwi Jan 31 @ 11:31am 
Oh yeah they have the hell forge mechanic sort of like the tomb kings, instead using a secondary resource armaments to increase via a special menu. Anything other than labourers and goblin units are capped via the hell forge.
Maggot  [author] Jan 30 @ 2:43pm 
Oh, didn't know any Chaos Dwarf units had caps. Definitely do-able. However I would need someone to provide me a complete list of all the capped units in the roster. I do not have access to the DLC to check for myself.
SilentKiwi Jan 30 @ 12:25pm 
Hey do you think you could also increase the unit cap for chaos dwarf units for ally recruitment?
glospey Dec 25, 2024 @ 8:18am 
@Darth Kraven: You can read right? Just want proper confirmation because your answer is in the change notes.
Darth Kraven Dec 20, 2024 @ 6:15pm 
You added the Omens of Destruction units in that update of december 18 right? just asking because I'm going to start a new campaign soon, so I just want a proper confirmation.
BNS Ed Dec 17, 2024 @ 1:03pm 
Hi, this is one of my favourite and must need mods for WH3.
I noticed that CA forgot to add some of the Ogre units like the Thundertusk
Tism Lasagna Dec 15, 2024 @ 2:14am 
please update for new units if possible thank you
Crombus Dec 10, 2024 @ 3:27pm 
Sorry if this was asked before but does this mod work with Better Alliance?
bình cter Dec 3, 2024 @ 8:10pm 
@maggot sorry my bad, i mean i cannot play online with my friend
Maggot  [author] Dec 3, 2024 @ 2:55pm 
@binh cter Are you trying to play online with randoms? Yeah thats not likely going to work. The game won't let you play with others unless everyone involved has all of the same mods installed, in the same order. Nothing I can do about that.
bình cter Dec 3, 2024 @ 5:04am 
@maggot i unsub and resub but still cannot online, just can join lobby and play with my friend, can you check again?
Maggot  [author] Dec 2, 2024 @ 1:52pm 
@bình cter Are you getting an error message or anything? Might want to try having you and all of your multiplayer partners unsub and resub again, might have a corruption issue.
bình cter Dec 1, 2024 @ 12:48am 
please update
bình cter Dec 1, 2024 @ 12:40am 
cannot online mutiplayer bro?
老秦人从不饶舌 Nov 19, 2024 @ 5:18am 
盟友哨站优化,允许三级哨站招募盟友的所有兵种(不管他有没有建筑),招募容量也进行了调整
Maggot  [author] Oct 18, 2024 @ 6:51pm 
I honestly don't think thats in the realm of possibility, and even if it was I prefer it this way.
Brother John Oct 18, 2024 @ 1:08pm 
Oh well it would be appreciated that only players get this but Thank you for responding.
Maggot  [author] Oct 17, 2024 @ 1:50pm 
@Brother John yes works for AI and multiplayer.
Brother John Oct 16, 2024 @ 11:34am 
is this for player only or with AI?
Maggot  [author] Sep 29, 2024 @ 10:20am 
@Marenna Not sure what you mean but yes its available and working. Don't believe any update is needed, since that version only needs to be updated when CA forgets to add units to the Allied Recruitment Pool -- but you are right been awhile, I'll give it a look again.
Marenna Sep 29, 2024 @ 9:15am 
@Dragon32 Yes, I was wondering if it still works since the update is older than the original mod.
Dragon32 Sep 29, 2024 @ 8:07am 
@Marenna
You mean the one linked in the Description?
Marenna Sep 29, 2024 @ 7:55am 
Is the Lite version available now?
MydearBeginner Sep 23, 2024 @ 6:55am 
still work like a charm for me
Maggot  [author] Aug 30, 2024 @ 8:46am 
@Tzeentch Yes? Far as I know it always has.
Tzeentch Aug 29, 2024 @ 10:28pm 
Does this work now?
Maggot  [author] Aug 22, 2024 @ 2:16pm 
@Inquisitor #5; No, unique faction units are not included. I would like to include them in some cases, but sadly I need a special faction indicator that only CA can make to do so, only very small handful of factions have this. I was able to give the God aligned Warriors' characters like Festus/Sigvald/etc their Marked units tho.
Inquisitor #5 Aug 22, 2024 @ 9:23am 
When you say that tier 3 lets you recruit all a faction's units, does that include things like Elspeth's Amethyst units and Dwarf Grudge Settlers, or only units that can be recruited normally?
Phukface Jul 24, 2024 @ 4:10pm 
That's balls, but I also imagine trying to fix that would be a pain lol. I just wish they'd upgrade it for the better garrison on that building, but really access to the units is more important to me anyways
Maggot  [author] Jul 24, 2024 @ 3:48pm 
@Phukface, I found it to be, yeah. No matter how much gold you give them, either through gifts or forcibly shoving gold into their coffers via mods, sometimes they just don't build anything. Big part of why I created the whole "T3 Outposts ignore requirements" system, as long as you build up your building you can get what you need.
Phukface Jul 23, 2024 @ 10:45pm 
Is it normal that vassals won't upgrade their outposts past level 1? I love this mod and play with it for most of my saves but it's consistently a thing that my vassals will build their outpost then never upgrade it despite being given plenty of gold to do so
Maggot  [author] Jun 11, 2024 @ 7:34pm 
@Yikes Far as I know Radious doesn't do anything to break this, so they should function fine together. However I do not support any custom units. They won't break anything, but they will not be included in my 'T3 Outposts ignore building requirements' feature. And as long as the modder added them to the Allied Recruitment pool, they will still be recruitable if the host faction has the required recruitment buildings.
Yoinkyz Jun 11, 2024 @ 6:21pm 
works with radious?
Maggot  [author] Jun 1, 2024 @ 12:21pm 
@TheCatGod Once they've upgraded their Outpost to T3 it should, yes. I've never attempted to test to find out for sure tho.
TheCatGod Jun 1, 2024 @ 11:05am 
Does it also allow the ai access to all units when upgraded to a lvl 3?
Maggot  [author] Jun 1, 2024 @ 6:09am 
Yeah that tracks, each major faction builds their own version of the Outpost building which is where you get the unit cap buffs from. If the modder didn't add even the base-game unit cap values to their outposts you just won't get any.
ssbigbirdjr May 31, 2024 @ 9:31pm 
I have found the problem. I was playing as the Albion faction from OvN Lost Factions mod. I also started another game as Settra where I vassalized another tomb king faction and the same problem persists. I then started another game as Manfred and vassalized Settra and the recruitment cap was as high as it should be. I'm not sure why the game treated the modded faction like it was a fellow tomb king faction, but I can just spawn the units in via console, so I can get around it.
Maggot  [author] May 31, 2024 @ 5:09pm 
Yeah I don't think either of these mods would break mine. "Unlocked Ally Recruitment" is redundant with my mod, tho. Unless I've missed something they didn't, which is possible, but everything should already be included into my list of recruitable units.

Is this Unit Capacity issue the only problem you're having? What faction are you playing? Do you have any other mods that effect Outposts?
ssbigbirdjr May 31, 2024 @ 3:44pm 
I've unsubed and resubed, verified game files and nothing changed. The only two outpost mods I'm using are: No Allied Recruitment Cap (https://steamcommunity.com/sharedfiles/filedetails/?id=2789873475) which increases the cap from 4 to 20, and Unlocked Ally Recruitment (https://steamcommunity.com/sharedfiles/filedetails/?id=2870764835) Which doesn't affect unit caps. In game, I've vassalized Settra, and have a level 3 outpost, but the recruitment cap for all of the tomb king units are 0/0. The only units I can recruit are the basic skeleton warriors and spearmen.
Maggot  [author] May 31, 2024 @ 5:17am 
@ssbigbirdjr Have you tried unsubscribing and resubscribing? Sometimes steam has issues with auto-updating and unsub/resub thing will force it to download the newest version. However no update.

No update has ever completely broken this mod, all I've ever had to update was adding new units. So if its not working at all its probably either a file corruption issue (would explain the PFM thing, and should fix with the unsub/resub). Or a mod conflict. Which other Outpost related mods are you running?