Total War: WARHAMMER III

Total War: WARHAMMER III

Immortal Landmarks
1,620 Comments
Arima Azek Dec 13 @ 2:32pm 
Some part of the landmarks of Norsk are broken, even if there is a landmark icon, there is no necessary building in the settlement.
Ploopinator Dec 12 @ 12:30am 
all landmarks for norsca are broken
DiddlyDiddlyDee Dec 9 @ 11:17pm 
@Echo for Throgg the building chain that needs to be added is wh3_dlc27_norsca_core_settlement
Fat Juicy Hog Dec 9 @ 9:27am 
@Heimdal dragonthronewh2_dlc17_effect_weapon_str_for_all in table building_effects_junction_tables
and pack file !landmarks_of_legend_wh3.pack

Have unsubbed and resubbed - no fix :(
Fat Juicy Hog Dec 9 @ 9:12am 
Unable to launch the game with this mod activated after the latest patch :( missing chains / pack files etc. I play on Mac (I know...) so can't fix this on my end
Sin Dec 8 @ 6:55pm 
Guess i'll hold off on this mod for now
渣渣 Dec 8 @ 4:48pm 
Landmarks can't be built for Norsca
Echo Dec 8 @ 5:16am 
If anyone wants to fix it for their ongoing campaign before the author does, you can use RPFM to add the missing building chains from db/building_chain_availability_sets_tables to db/settlement_type_to_building_chains_junctions_tables.
The new settlement types are
wh3_dlc27_dechala_pleasure_palace
wh3_dlc27_dechala_thrall_camp
wh3_dlc27_dechala_war_pit
Echo Dec 8 @ 4:17am 
@ereb Yep, finally discovered a unique landmark in the Southern Chaos Wastes and can't build it. Lmao.
Vargas Dec 7 @ 3:59pm 
Are there landmarks for Chaos Dwarfs? I dont see them in your google doc
ereb Dec 7 @ 3:54pm 
By the way, Dechala doesn't build landmarks from mods at all. Or maybe I didn't find any such places.
ereb Dec 7 @ 11:42am 
@Echo Dechala has unique settlement types. That's probably the problem.
Propagate11235 Dec 7 @ 8:11am 
@Echo yeah i was playing Dechala too and was frustrated at the lack of unique landmark
Echo Dec 6 @ 3:40pm 
As a side note, even CA failed to add even a home province landmark, like most other factions have. Sigh
Echo Dec 6 @ 3:38pm 
I've just played a Dechala campaign. Unfortunately, I didn't have any landmarks to build in the entire continent, except for a few generics (the Wei-Jin, Naggrond, Nagashizzar, Pyramid of Nagash). Nothing else, nothing unique all the way to the the Empire lands and down to the Tomb Kings.
It's so sad. Maybe in the future some could be enabled or added for Slaanesh in that part of the world.
Vykors Dec 6 @ 3:53am 
Landmarks can't be built for Norsca (probably for more settlements added by the mod) and doesn't show up in the building browser.
WinterAurora Dec 5 @ 9:36pm 
Similarly, for Tor Alessi Lighthouse, the landmark is not appearing. Might be because the base game updated the slot template to: wh3_dlc27_special_languille_secondary
bentongrey Dec 5 @ 4:26pm 
Howdy Heimdal, I just want to say that I love this mod and really appreciate your work on it. It adds a ton of flavor and interest to the game, adding personality and color to all the corners of this fascinating world!
Heimdal  [author] Dec 5 @ 8:09am 
Not just Aislinn, they gave unique building IDs to all of the new (and reworked) factions, they've never done that before oO. I just uploaded a fix, so all new factions can build landmarks. I also fixed the Citadel of Dusk and a couple others that had regions modified by CA.

I'm sure there are still other new bugs out there I haven't found (I'm aware of problems with Fallen Gates teleportation). Will try to squash them as I find them.
WinterAurora Dec 5 @ 7:21am 
Also citadel of dusk landmark is not appearing, maybe because the slot template need to change to this: wh3_dlc27_special_citadel_of_dusk_secondary?
Comrade RumHam Dec 5 @ 7:15am 
can confirm that Aislinn cant build the helf landmarks
WinterAurora Dec 4 @ 9:53pm 
Thank you Heimdal for the fast update. However, Aislinn is unable to build the Helf landmarks. I believe this because Aislinn possess his own unique building set ID - wh3_dlc27_bas_aislinn
Lunaris Dec 4 @ 8:34pm 
That was fast! Working for me now. Thank you big dog :steamthumbsup:
Heimdal  [author] Dec 4 @ 6:41pm 
As always, try unsubbing and resubbing to force Steam to update, since it sometimes refuses to update properly. I've confirmed it should be working (with only Mixer and IL active). If you did unsub + resub, and tried with only those active, and it still isn't booting into the game lmk.
Squiggles Dec 4 @ 6:32pm 
Just downloaded the mod update for 7.0 but its still broken? Same error as before
Heimdal  [author] Dec 4 @ 5:01pm 
Patched for 7.0, it will run HOWEVER there may be some weirdness (new units not getting being affected by landmark buffs, duplicate landmarks where they added new vanilla ones, etc...) until I sit down and go through all the changes.
mahkumazahn Dec 4 @ 3:40pm 
Also love the mod, also unfortunately seeing the database table error. Thanks for the work you do!
neovi Dec 4 @ 12:04pm 
Hey bud, love the mod! Can also confirm it crashes on 7.0 game launch, looking forward to whenever you get around to updating it. No rush :)
Lunaris Dec 4 @ 11:52am 
This mod also caused my 7.0 game to crash on launch :stress:
dannis Dec 4 @ 11:41am 
This mod causes my 7.0 game to crash upon launch with a db table error.
hey bro tot is out for 19 mins update? xd
Jon Dec 1 @ 2:28pm 
quick question do i need to leave this mod and the modding tool activated if I want to use this mod + immortal landmarks sfo submod
Slavyk Nov 29 @ 7:55am 
Hello/Bonjour,
French version/Version française disponible ici :

https://steamcommunity.com/sharedfiles/filedetails/?id=3614175416
Imperial Obligation Nov 3 @ 6:05am 
@Heimdal
You are the best.

I have never seen a single other Landmark mod that is so clean and well detailed as this one, and I've had nothing but time to look. Seriously, thank you.
Heimdal  [author] Nov 2 @ 8:34pm 
@Ascend I think that's a bug, will double check though since I don't think it was there before.
@Obligation ty for the heads up, will remove.
@SpeccyGuy the few units added by this mod have their own caps, it should work fine
@Thelonius noted, I haven't played TK since the overhaul

Others: Ty for the various comments. Will bundle the various fixes for the next update.
Imperial Obligation Oct 15 @ 1:32pm 
Heads up, CA added a Charnel Valley Landmark a while back. The one for this mod is no longer needed.
SpeccyGuy Oct 9 @ 9:35pm 
Fantastic mod!

Does this work with New Unit Caps for All?
Ascend Sep 29 @ 1:21pm 
I tried searching through bug reports, but I built the drifting city as high elves and my wizards are not getting mastery of the elemental winds from it, trying to determine if its because high elves can build it but not benefit or I have a conflict, or if this is a bug
AG Sep 22 @ 6:52pm 
+1 for Old World Campaign compatibility
Imperial Obligation Sep 21 @ 7:15pm 
Question: are the Chaos Dwarves meant to have access to the "Fire Mouth Temple" landmark? They can't build the landmark even if you conquer it..
Thelonious Sep 21 @ 2:04pm 
Could you increase the amount of Canopic Jars Tomb King landmarks give? They are too low at the moment
Imperial Obligation Sep 21 @ 12:10pm 
Does this mod have any Chaos Dwarf additions? I didn't see any on the Google Doc.
Balthasar23th Sep 16 @ 9:32am 
Thanks for this awesome mod. I've made a German translation. I'd be delighted if you could link to it. Keep up the good work!


https://steamcommunity.com/sharedfiles/filedetails/?id=3569309957
Heimdal  [author] Sep 11 @ 4:11pm 
That landmark isn't from this mod
奥威尔·切瑞先生 Sep 11 @ 2:33pm 
May I ask why I can see the Demonic lron Forges landmark, the Chaos Dwarf, but can't build it in Iron Peak Fort?
Heimdal  [author] Sep 11 @ 5:42am 
@beleth the mod is impossible without Mixer, most settlements can't have landmarks added to them in vanilla. Mixer modifies the startops to enable custom buildings for every region, without it I would need to modify all the startpos myself, which would be (1) a crazy amount of work and (2) make this mod incompatible with any other mod that modifies startpos. This is why everyone uses Mixer as a common framework for startpos mods. Without it nothing would be compatible.
Dragonborn Sep 10 @ 3:01pm 
Can you make a MOD let player can build the unusual locations ?
Beleth Sep 10 @ 3:50am 
@Mumm-Ra I didn't know Mixer had a feature like this. It works like a mod configuration tool... Thanks for the info.
I thought its only feature was that it made other factions playable.
Mumm-Ra Sep 9 @ 4:47pm 
@Beleth, Mixer is pretty much a staple. It doesn't do anything if you don't want it. More options are always better. There's alot of staples like the Mod Configuration Tool. You have to understand that in order for the best mods to work together, there needs to be a common data base to run on. Otherwise mods wont be compatible with other great mods.
Beleth Sep 7 @ 4:05pm 
It's ridiculous that this mod is dependent on Mixer mode. Without it, some settlements don't even have special signs. This forces us to use Mixer mode.