Total War: WARHAMMER III

Total War: WARHAMMER III

Immortal Landmarks
1,550 Comments
Masta_Steve Jun 6 @ 1:19pm 
Does this mod add any landmarks to Old World map? I know the game runs when both are enabled, but i figured it didn't add anything due to provinces/city/map changes.
NickCarl May 28 @ 9:47am 
Thank you. I recommend you to try out the Chorfs, they have a very fun campaign
Heimdal  [author] May 27 @ 3:40pm 
@Tyronis Yes everything will work normally in IEE, but for that landmark specifically the elves can't build it (this was incorrect in the Google doc, apologies).
@Tyler Should work fine
@NickCarl Believe it or not I've never launched a Chorf campaign, they're the only ones I've never touched! Per the Google doc, there aren't any Chorf landmarks, but still a bunch of 'universal' ones like the ones you mentioned should work. I confirmed they should be buildable by Chorfs in the mod files. Maybe there's something weird about Chorf buildings, an extra toggle somewhere I need to add? I'll look into it.
NickCarl May 27 @ 9:48am 
I noticed that while playing as Chaos Dwarves I can't build several landmarks, even if they are shown in the settlement tooltip. A couple of examples are the Fallen Gates and the Isle of the crimson skull
Tyler May 25 @ 3:53pm 
hows multiplayer work with this?
Tyronis2054 May 21 @ 3:28pm 
So, I'm finally checking out this mod since I'm doing the IEE map for my next few games I'm playing and I love it! , great work!.. Question.. Regarding the High Elves and the Ruins of Karaz Ghumzul it says it's in the Brass Keep Region?

I see a Brass Keep fortress in the Reikland area, but the region is called The Middle Mountain, and that doesn't have the landmark there for the High Elves.. is that particular landmark in the IE map? well IEE in my case.
DudeChris33 May 13 @ 4:05pm 
please make the custom quest battles auto-resolvable
lwhのsama May 9 @ 7:54am 
bro,can you make the human Landmarks also available for OVN Araby?
Everytime play as Araby,I feel this faction so poor...
Heimdal  [author] May 5 @ 5:27pm 
yes
Peat May 5 @ 5:01am 
I'm sure this question has been asked many times, but is this mod compatible with OvN Lost World?
Tyronis2054 May 4 @ 10:55pm 
Understood thanks for the clarification , here is to hoping you do try it one day because it is an incredible experience with that map, and to combine it with your mod, man it would be even better! It's also the same author who made OWC so if you liked how IEE was done, I think you will end up liking that one too.

Just some pro-tips if you ever do consider it unless you got a beefy rig you'll probably want to cull some factions using MCT before you start the actual campaign. I have a high end alienware comp and on full settings with 480 factions it took close to a minute to finish that first turn. So the ideal sweet spot for my playthrough seems to be around 40-60% culling of minor factions. Essentially it will cull the minor factions furthest away from you to get to the desire % sweet spot you selected through MCT and with the map being so big you'll probably never go to that area anyway to notice all the abandon cities and such. Major Factions remain untouched though.
Heimdal  [author] May 4 @ 5:36pm 
This is correct. You can leave it active (one less mod to toggle on and off when you go back to IEE) but the landmarks won't be buildable in OWC. I only play IEE. If I ever decide to try OWC I might give it a go, but it would be some work to make it compatible, since OWC is essentially a new map, not just an expansion like IEE.
Tyronis2054 May 4 @ 8:12am 
Hi, so just to clarify , if I use OWC the new Landmarks you did within this mod won't appear? meaning their not buildable i assume? kind of defeats the purpose of using this with OWC, but wanted to make sure. As currently I use OWC, SFO and the 2 required Mods which is Mixer and MCT... But I really want to spice up that map with more Landmarks, however it seems this really won't vibe well at all if I also use OWC if I'm reading this correctly on what you stated.

In any case, please continue the great work! :)
Dragon32 Apr 27 @ 5:06am 
@FireDartVG
Scroll down like 8 posts
FireDartVG Apr 26 @ 2:45pm 
does it work with The Old World Campaign from Chaos Robbie ?
Heimdal  [author] Apr 22 @ 8:34pm 
yes
ouo Apr 22 @ 2:58pm 
Does this mod compatible with OvN Lost World?
Heimdal  [author] Apr 21 @ 4:18pm 
@Imperial ty for catching this. I just uploaded a fix for Brettonia and a few other instances where RoRs were missing from custom unit sets. Also fixed some new units which I hadn't yet added.
@Esprit Never say never but I don't plan on doing that anytime soon.
Espritviril`` Apr 21 @ 7:13am 
I think Mumm-Ra wanted a submod for IEE, as in terms of you making another mod that add landmarks to the expanded new lands of the map. Personally I feel most other landmark mods are overtuned and my favorite is this mod.

So I would be happy if you ever started an undertaking to create another mod that adds only new landmarks to the IEE. Any thoughts or plans regarding such idea?

Thanks for all your work, again my favourite landmark mod. :steamthis:
Imperial Obligation Apr 20 @ 9:26am 
Apologies, I think I noticed a bug where some of the Brettonian Landmarks aren't applying their unique abilities on RoR units. (Ex: Thierulf's Repose's Strider and 'The Eternal Quest' on The Companions of Quenelles). I can't confirm, but I believe there are similar issues with the other Brettonian landmarks that affect units.
nixvalentine Apr 20 @ 7:54am 
Does this work with Radious?
Mumm-Ra Apr 11 @ 8:03pm 
ok thx.
Heimdal  [author] Apr 11 @ 4:26pm 
There is no submod needed for IEE, it works fine with it, in fact all my campaigns are IEE these days.

RE The Old World the landmarks won't appear, but it won't crash the game (if you don't want to bother toggling it on and off between TOW and IEE).
Mumm-Ra Apr 11 @ 9:20am 
Any upcoming submods for IEE?
PHNB Apr 10 @ 12:00am 
Is it compatible with the Old World campaign?
Heimdal  [author] Apr 9 @ 4:20pm 
It's not a problem with SFO, that message means your mod hasn't been updated. Please unsub and resubscribe (good advice for all mods when you have a problem really. Steam sometimes just doesn't update mods...)
King Rozer Apr 9 @ 3:23am 
problem with sfo

"The following mods cause a crash to the Database:
immortal_landmarks_IE_v1.pack

The first invalid database record is
Motherland_cost_reductionwh3_main_effect_ksl_motherland_cost_mod
in table effect_bundles_to_effects_junctions_tables
and pack file immortal_landmarks_IE_v1.pack

The application will terminate now."
Maxdoom18 Apr 7 @ 6:03pm 
Is it compatible with the Old World campaign?
Heimdal  [author] Apr 5 @ 5:08pm 
All good, like I said it's a confusing system, would love for CA to polish it a bit...
Belisar Apr 5 @ 3:20pm 
Thanks for the reply. My bad for not understanding and apologies (removed comment bc invalid)
Heimdal  [author] Apr 5 @ 6:14am 
Flan you gave me a heart attack :p. I confirmed that the teleporters (Steingart et. al.) are functional. To use them, you need to enter the 'rift' with your army, then zoom out the map and scroll to the region the releporter connects to. There will be a rift there (there's a little rift icon on the zoomed out map). You have to click on that rift, then hit 'teleport here.' I don't know why CA made it so annoyingly unintuitive, but I can't really change it.

If CA has made improvements to this system that I don't know about let me know, but afaik that's how it still works ><
Dragon32 Apr 5 @ 2:41am 
@Kvidinge_Hillbilly
I just started a Wulfrik IE campaign with this mod, Mixu's Unlocker, and MCT. No crash. Check for a local copy in Data.
Kvidinge_Hillbilly Apr 5 @ 1:06am 
Cant Start The Game getting


"The following mods cause a crash to the Database:
immortal_landmarks_IE_v1.pack

The first invalid database record is
Motherland_cost_reductionwh3_main_effect_ksl_motherland_cost_mod
in table effect_bundles_to_effects_junctions_tables
and pack file immortal_landmarks_IE_v1.pack

The application will terminate now."

Any fix for that crash ?
Silly Goobau Apr 1 @ 12:21pm 
Could you please capitalize the eight in Karak Eight Peaks in the description of the unique landmark for high elves?
bwburman Mar 30 @ 9:23am 
Did the Chaos Dwarves ever make it into this mod?
BiG_ChUnGuS Mar 28 @ 9:50am 
I am having the same problem as Sir Scott.

Tried unsubbing and resubbing - No luck.

Tried deleting the workshop file directly in file explorer and resubbing - No luck.

Tried unsubbing, rebooting, then resubbing - No luck.

On latest patch 6.1.1
Heimdal  [author] Mar 28 @ 5:22am 
6.0.5 is the previous patch yes? You can try the pre-patch legacy version I posted a few comments down
Thinker Mar 28 @ 12:04am 
Im in 6.05, i can have SFO and a ton of mods still, but for some reason only this mod is still crashing the game on start up

Tried unsub/resub and a few other things to no effect

Thanks for all you do <3
Heimdal  [author] Mar 27 @ 3:27pm 
Yes, that was one of the things I had to update. Always try unsub + resub as a first step when a mod doesn't work after an update, Steam likes to not update mods.
Nuclear_Caliber Mar 27 @ 1:01pm 
I had the same problem as Sir Scott below. The fix is to unsubscribe and resubscribe to the mod.
Sir Scott Mar 27 @ 11:19am 
My campaign is still crashing on start up after updating.

"The following mods cause a crash to the Database:
immortal_landmarks_IE_v1.pack

The first invalid database record is
Motherland_cost_reductionwh3_main_effect_ksl_motherland_cost_mod
in table effect_bundles_to_effects_junctions_tables
and pack file immortal_landmarks_IE_v1.pack

The application will terminate now."
SootyTX Mar 27 @ 7:26am 
CA Sofia has released a hotfix, everything works fine now (tested on at least half a dozen ongoing campaigns).
Krakenous Mar 26 @ 3:30am 
Capital letters crash the game...wild.

Sometimes I think CA should just release the source code for WHTW and just let the community assume absolute control over the gamen lol.

I bet I have dozens and dozens of mods that are now broken, but otherwise fully functional (as they don't actually need an update) if it wasn't for this strange bug.

Unless we suddenly get a 6.1.1 hotfix, it looks like I'm gonna be waiting around for a while to play the game again lol. Praise you modders for being so fast in noticing.
Crocoi Mar 26 @ 1:28am 
@Heimdal ok , thank you
Heimdal  [author] Mar 26 @ 12:42am 
@Crocoi try this https://steamcommunity.com/sharedfiles/filedetails/?id=3166009726 I can't test it but it should be the 6.0 version
Crocoi Mar 25 @ 11:38pm 
Is there an option to get the version of the mod prior to today's update? The new version of the mod no longer works with the old version of the game.
Heimdal  [author] Mar 25 @ 4:53pm 
As usual if it still CTDs please unsub and resub. I fixed a handful of bugs (new units not being incorporated into various effects) from the recent DLC, but I need to fix some Kislev things from today's patch still. It will work fine but some effects might not apply quite as intended.
Heimdal  [author] Mar 25 @ 4:52pm 
(sorry for the person whose message I accidentally just deleted)

UPDATED FOR THE PATCH. That was a fucking adventure...for some Godforsaken reason, probably a bug, CA made it so that capital letters now cause mods to crash. Yes I'm being serious. the great DJ-Frodo, father of our modern modding tools, rapidly developed a custom tool to check/fix all instances of caps but really...come on CA....

I pity the modders who aren't active on the Discord and might not notice/realize the weird issue (which isn't flagged by any of the normally used tools).
Zai Yuka Mar 25 @ 1:31pm 
for anyone wondering, today's patch breaks this mod
Tar Palantir Mar 25 @ 12:10pm 
The mod crashes on game start now. Maybe because of the Witch Hut change?