Total War: WARHAMMER III

Total War: WARHAMMER III

True Emperor - Empire units for vlad and more
277 Comments
ArdentFlame Oct 29 @ 1:54pm 
I can confirm my patch is still allowing this mod to function. I’m in the middle of a Vlad campaign now and everything is functioning correctly for me.

Make sure my mod is lower in your load order than the original mod (this page).

I’m also working on adding a script that will enable the Karl Franz elector count function for Vlad once you become emperor. It would be an add-on to this mod. I may post it to Steam when/if I complete it.
Fengxian0830 Sep 13 @ 7:06pm 
Hope this gets updated one day
Boogaloo Aug 26 @ 2:17pm 
please updayte:steamfacepalm:
jamie_van Aug 25 @ 12:18am 
@DocHolliday No, not without the patch that Ardentflame posted below. Without that a lot of the scripts broke and caused crashes after the newer patches of the game.
My game is still broken though, I have 73 mods and No idea what's doing it, so I can only take his word that it works with that patch.
DocHolliday Aug 18 @ 1:41am 
Does this still work?
89055908509 Aug 16 @ 8:46am 
Update please
Sr fred Aug 9 @ 7:23pm 
No
gsworker Jul 2 @ 12:45am 
Maybe a dumb question but I'm currently playing a empire run, and this mod wouldn't allow Vlad (as a NPC) to be a elector count for me?
ArdentFlame May 31 @ 6:41pm 
I have started a submod page for things I fix that are broken in this mod. Feel free to subscribe and contribute in the comments for anything everyone might find that isn't working properly with this mod at the moment; I'll see if I can incorporate it to my submod and get things fixed.

https://steamcommunity.com/sharedfiles/filedetails/?id=3491204068
jamie_van Apr 29 @ 8:20pm 
The Event scripts seem to be causing the crashes, I think I has to do with things getting changed when they added new factions in the last dlc, but I'm not sure.
Ralkorin Apr 24 @ 3:35pm 
I want to play with this mod but not sure what is causing crashes i cant find anything in the RPFM causing the issues, its likely in the scripting. and i have no idea how to trouble shoot that.
jamie_van Mar 22 @ 10:23pm 
The Dwarf Events from this seem to be causing a crash on end turn. Not sure exactly what's happening but it involves Karaz A Karak.
gilbertgv_9 Mar 19 @ 3:39pm 
is this compatible with sfo?
Freekill_00 Mar 15 @ 3:59pm 
Can you do this as a standalone with just the units?
jamie_van Jan 27 @ 7:34pm 
Is this working game keeps crashing for me around turn 25 and I want to find the cause.
jjwolowitz Jan 24 @ 6:55pm 
I cannot seem to find the mod. The English Patch appears in my load order, but this, the main mod doesn't show up in my load order. Any insight?
Draktanar Jan 8 @ 9:06am 
is there a way to recruit harkon and noctilius if we refuse the first turn dilemma ?
Sin Jan 2 @ 6:14am 
Update pretty please
Lord Kaycoro Dec 27, 2024 @ 10:31pm 
needs to be updated (some of the custom techs are missing for me after the last update)
89055908509 Nov 4, 2024 @ 9:41am 
Please update!
Moses Corp Sep 18, 2024 @ 11:36am 
This mod is compatible with (Vlad and the Empire) It would be very interesting.
Archaon  [author] Sep 9, 2024 @ 8:24am 
@grriffan

I just tried it and there was no problem. I suspect it's a conflict with another mod.
grriffan Sep 4, 2024 @ 10:47am 
After new update - same problems. After capturing Reikland, when choosing "Become Emperor", the game crashes.
grriffan Aug 17, 2024 @ 2:09am 
After capturing Reikland, when choosing "Become Emperor", the game crashes. What could be wrong?
Ultrackius Aug 13, 2024 @ 10:57pm 
Does the same content go in effect if you play as Isabella?
jamie_van Aug 10, 2024 @ 11:54am 
is this working? trying to figure out which mod is crashing my game
EYE Aug 5, 2024 @ 6:41pm 
한국인임?
Yannic Aug 1, 2024 @ 5:53pm 
This mod does make changes to the trait limit. Took me an hour to find the culprit, it should be in the description. Thanks for the mod anyway. :)
Archaon  [author] Jul 22, 2024 @ 1:22pm 
@Thatguy

I intend to never make compatibility patches for mods that I don't use.
Archaon  [author] Jul 22, 2024 @ 1:22pm 
@Duck on Quack

Elector Count unit mechanism of my mods are a bit different from vanilla, i might add some new way to increase count units cap for vlad, but not going to make other various mod's comp patch cause they are different.
Duck on Quack Jul 22, 2024 @ 8:51am 
Would it also be possible to get a Unlimited Elector Count Units compatibility patch?
Thatguy Jul 21, 2024 @ 1:23am 
would it be possible to get a radious compatibility patch?
Phukface Jul 4, 2024 @ 5:41pm 
I'm assuming the answer is yes, but would this conflict with the tech tree compilation mod? There's a number of amazing mods this, this one included, that I'd like to see work alongside the tech tree comp since it adds many useful techs that add massively to longevity for campaigns
Archaon  [author] Jul 3, 2024 @ 12:58am 
@Karz the Tanker

I have tested with current states of this mod and have no crash over turn 18+. you should check your modlist first.
Kraz the Furry Jul 2, 2024 @ 6:43am 
Hello, I just tried this mod out. It seems to be working for the most part but I'm getting a crash around turn 16 or 17 that I can't seem to get around with this mod.
Archaon  [author] Jun 12, 2024 @ 10:15pm 
@pryadko2011 no.
pryadko2011 Jun 12, 2024 @ 4:03pm 
Will it work if you play as Isabella LL?
RandomEdits Jun 9, 2024 @ 9:51pm 
@bonty48 Sylvanians are death worshiping fanatics, you are correct. Which is why there should be some sort of Sylvanian variations of normal early game Empire units. It doesn't make sense for anyone else beyond Sylvania to even consider joining the forces of the damned.

That said, maybe there should be some of removal mechanic if the player gets too aggressive as an Elector Count or something.
bonty48 Jun 2, 2024 @ 3:03pm 
I disagree with @ramdomedits Sylvanians are all Vampire loving weirdos. I read Night's Dark Masters lore suplement for Warhammer rp and it is clear Sylvanians are creepy cultish hateful people who consider everyone foreign inferior to them and like their Vampire masters. It makes 100 percent sense for them to figth for Vlad even before he becomes official Elector Count.

Plus you become Elector Count right after you beat your first enemy in the campaign so what would even be the point of removing it?
Stankyarmpits Jun 1, 2024 @ 4:30pm 
Love this mod. Gives vlad stuff he should have in base game! Always felt he should be a anti hero elector count.
Predatel Jun 1, 2024 @ 10:18am 
Never mind, opened the mod and found that the traits are set to 80 for Vlad - removed it from the mod and now I got no issues.
Predatel Jun 1, 2024 @ 9:57am 
Hi, found a weird interaction between this mod and the trait limit remover mod. Without this mod, I can get the normal infinite number of traits. When this mod is enabled, the limit is fixed to 80 traits. Is this a conscious choice?
Archaon  [author] May 19, 2024 @ 4:33am 
@Goth Disco Punk

no. that should be cause by other mods.
Pootsie Sniffins May 18, 2024 @ 11:44pm 
does this make vlad and azhag really friendly? or do i have something else doing that? i have 114 bonus relations with him despite having literally just met lol
Archaon  [author] May 10, 2024 @ 8:47pm 
@ramdomedits

Thank you for the suggestion. I'll have to consider it in future updates.
RandomEdits May 10, 2024 @ 8:10am 
A slight suggestion. Get rid of training field until after Vlad becomes an elector count or the emperor. Because I'm pretty sure normally, no one except death worshiping fanatics would fight along side with the forces of vampires. So once Vlad does become a legitimate count, people would, if begrudgingly, join the ranks of the damned.
Archaon  [author] May 8, 2024 @ 6:24pm 
@Hiro

Fixed! thanks to let me konw.
Hiro May 8, 2024 @ 5:35pm 
@Archaon and @Bones With the vassal elector counts, a system like or entirely from the "Empire Offices" mod but for each electorate would be neat if you guys could work that out. Regardless great mod and thanks for keeping it alive.
https://steamcommunity.com/sharedfiles/filedetails/?id=3237904523&searchtext=offices
Hiro May 8, 2024 @ 5:29pm 
Weird bug but recruitment for units added by ToD disappear when the next stage of the unit recruitment building is built. I'm play testing to see if it is a mod conflict but just in case I wanted to let you know. As always thank you for your amazing work as it is my favorite mod