Total War: WARHAMMER III

Total War: WARHAMMER III

graetor's Empire Knightly Orders
600 Comments
OHM Jun 17 @ 11:45am 
First of all, tah for all your mods. I'll buy you a beer, er, coffee once I'm back from Japan.

Secondly, I concur with raw666 (though we are at your discretion ofc), though not lore, Warhammer Fantasy didn't get the chance to evolve as WH40k did, it devolved to AoS. Adding those proposed suggestions wouldn't be too far from WH lore, game mechanics-wise it will make it more varied and fun to use, they won't just be fluff on the battlefield. Just my two cents...

Thirdly.....I keep getting weird textures floating about me Panther boys

Fourth...er..ly, I know its out of date, but could you perhaps have a version/submod that's compatible with Faith of the Empire. Duplicate/similar chains of worship structures is niggling at my OCD and immersion.

With that said, I'll put my knickers back on and put me hand bag away. I'll go get a snickers or something...
raw666 Jun 13 @ 3:19pm 
@graetor, true, but this game has move on a bit from Tabletop. Still, I am glad you like my idea and hope you keep up the excellent work.
graetor  [author] Jun 13 @ 2:12am 
Honestly not bad of an idea. I did think that they were too similar, but thats how they are in tabletop so i’m still torn. Maybe i’ll end up changing them eventually, though not sometime soon. Thanks for the suggestions though!
raw666 Jun 12 @ 9:43pm 
For example (This is me spit balling here based of their old models, art and lore. Ignore if you are fine with the mod as is. Just think its a step behind being The-Mod to use):
Anti-Infantry Melee Calvary (Ex: Black Rose): Fiery Heart, Broken Sword, and Encarmine
Armor-Piercing Melee Calvary (Ex: Stubborn Bull): White Wolf, Bull and Hammers of Sigmar
Magical Anti-Infantry Melee Calvary: Morr and Sacred Scythe
Magical Armor-Piercing Melee Calvary: Sword and Scale (New: Cult of Verena)
Shock Calvary (Ex: Reiksguard): Black Bears and Sigmar's Blood
Anti-Large Shock Calvary: Panther, Griffon, and Gold Lion
Magical Shock Calvary (Ex: Blazing Sun & Everlasting Knights): Everlasting Light and Raven
Magical Anti-Large Shock Calvary: Hunters of Sigmar
Missile Calvary: Morr and Raven
raw666 Jun 12 @ 9:41pm 
@graetor, have you thought of changing/updating some of the knights to be more inline with current game cavalry types (melee, armor-piercing melee, shock, anti-large shock, missile, and all the above with magical attacks/aurora) to diversify them more from each other and make them really standout from each other?
raw666 Jun 12 @ 6:34pm 
@yaminogaijin You can recruit them at chapter houses so long as you select the option in the mod editor.
yaminogaijin May 20 @ 2:50pm 
So how do you get the dismounted knights i can't recruit them even with the option on.
graetor  [author] May 6 @ 2:34pm 
no, this doesnt even affect base emp knights
Joey_Mangz May 6 @ 11:47am 
did this mod add the lance formation to Empire knights? This is the only mod I'm using that effects empire knights and yesterday they had a lance formation option, and now today....nothing
Daddy Dagoth Apr 23 @ 3:28pm 
Thank you!
graetor  [author] Apr 23 @ 1:06am 
In land_units_table, there’s a column for armour
Daddy Dagoth Apr 22 @ 6:23pm 
How do you change armor values for the various units? I am just getting into modding Warhammer 3, and I am looking to create a submod for my personal use only. I have been trying to figure out rpfm, but I can't find the armor values tables. Any help is appreciated. I love the mod by the way.
Reubeanie Apr 12 @ 5:17am 
Compatible with old world map?
graetor  [author] Mar 30 @ 9:51am 
@елиас - should still work
@clcobb28 - wym? mct was just updated 5 days ago. ur subscribed to the wrong one
clcobb28 Mar 30 @ 9:13am 
can you allow dismounted variants by default, the mod to get them is long abandoned
елиас Mar 27 @ 1:20pm 
Heyo, is there a way to access the variants like Imperial Foot with halberds/greatswords in the campaign atm? From what I can tell it used to rely on the Upgrade Units mod for that but it looks very outdated, does that still work?
Todbringer [FR] Mar 10 @ 3:20am 
Hi, can you add more infantery unit (lore friendly) for Middenheim please. Thx for your work.
graetor  [author] Mar 4 @ 7:36pm 
Did u enable the assets mod..?
ccynq Mar 4 @ 6:22pm 
For some reason Knights of the firey heart are invisible
graetor  [author] Mar 2 @ 7:28pm 
would work, but would still need a submod
Guts The Black Swordsman Mar 2 @ 9:51am 
@graetor will your unit mods work with radious?
Ghostgg10 Feb 27 @ 5:45pm 
I am extremely sorry mate. I had another mod that adds building level. I didn't realise it.
graetor  [author] Feb 27 @ 5:31pm 
Isnt the temple chain only 2 levels?
Ghostgg10 Feb 27 @ 10:15am 
there is an issue with griffon guard(demigraph unit) that is recruited from tier 4 temple of sigmar. once you upgrade temple of sigmar to level 5 the griffon guard disappears from recruitment pool. my aldorf settlement is level 5 .so can you move the griffon guard(demigraph unit) recruitment to level 5 sigmar temple to circumvent the bug?
Yoonani Feb 8 @ 2:23am 
I just wanted to use a few more 'RoR' units. The White Wolves and Knights of Mor units in particular look great in the game.
graetor  [author] Feb 7 @ 8:47pm 
No not really, what is there to upgrade
Yoonani Feb 5 @ 10:27am 
I think it would be more fun if there was also a warband mod, do you have any plans to make it?
graetor  [author] Jan 30 @ 7:19pm 
nope, no conflicts, either its under your missions/objectives list, or enabled this mid campaign, or something is breaking your scripts
John Warhammer Jan 30 @ 7:03pm 
Thanks but mine not showing any quest from the grand master, it must be conflicted with some mod like sigmar heir
graetor  [author] Jan 30 @ 6:37pm 
the quests should be given to you on turn 1
John Warhammer Jan 30 @ 6:33pm 
Thanks for the reply!!, how to trigger specific order quest for recruiting Grand Master LL? so far it only shows some LL Quest Only (like Karl Franz, Elspeth), sorry for bothering you
graetor  [author] Jan 30 @ 5:17pm 
You probably havent updated but you need to complete the quests to unlock each grandmaster, you dont have to build landmarks anymore
John Warhammer Jan 30 @ 4:51pm 
Hello Graetor, your mod really bring flavor to my empire campaign, a bit question , some of LL grand master kinda missing idk where to recruit them, and some of them i got from confederate/unify elector counts, i still missing grand master of white wolf. everlasting light, griffon, morr, and knight panther, is there any specific requirement to recruit them? beside morr (luccini) i already build all of their main chapterhouses.
graetor  [author] Jan 17 @ 7:27pm 
Yeah, console commands, then open up rpfm for the keys
Commander Hammer Jan 17 @ 3:43pm 
Is there anywhere I can find the spawn commands for the units in this mod?
crecy Jan 17 @ 9:21am 
i see
graetor  [author] Jan 16 @ 10:13pm 
Well thats good bc theyre not really meant to be accessible early
crecy Jan 16 @ 5:24pm 
would be nice to have the White Wolves' other units at lower tiers. perhaps for the tier 3 ulric temple? Or just have the Middenheim temple be buildable at tier 3. I rarely get to use them because it takes so long to get to that point
We have come for you Jan 16 @ 3:45pm 
Does this work with sigmar's heirs?
graetor  [author] Dec 22, 2024 @ 10:11pm 
you should probably use "legend" instead of "spawn" or "agent"
bambimanuel Dec 22, 2024 @ 9:50pm 
The two legendary lords come out calmly, while the two heroes something strange is created. The one from Sylvania came out a very strange vampire lord. While the one from Sollan came out a goblin! ahahah
bambimanuel Dec 22, 2024 @ 3:17pm 
Wonderful. You answered everything and were kind too. Good job!
graetor  [author] Dec 22, 2024 @ 5:19am 
robie probably changed the template keys, but ill see to fixing it soon. and sure, a knightly orders patch is in the plans in the future.
here are the keys:
wh_main_emp_cha_count_eldred_0
wh_main_emp_cha_ludwig_mecklenburg_0

wh_main_emp_cha_von_stolpe_0
wh_main_emp_cha_van_damm_0
bambimanuel Dec 22, 2024 @ 4:57am 
Many thanks, a new guide would be really useful. Before reading your comment I did some research in the vanilla map, to find the special chapter houses (landmarks). I found them all but in old world one is missing. In grunburg the knight griffon landmark is missing, the rest should be all there. If you have the will and time... since in old world there is space, maybe one day you could create a special landmark for each order.. In vanilla it would be impossible.
I have another favor to ask you, if you know it and it doesn't bother you, I discovered your Sylvania and Solland mods (who knows if one day you will do the Drakwald) after starting a campaign where I have already taken those two provinces and for dozens of turns. For completeness I would like the two legendary lords and the two legendary heroes. (I can normally recruit the legendary hero mage of Sylvania from the building). Do you know the console code for these 4 characters? I did some tests but I didn't succeed.
graetor  [author] Dec 21, 2024 @ 11:59pm 
oh yeah. there is a number of them but theyre not necessarily tied to a grand master. knights raven in stirland, black guard in luccini, blazing sun talabheim, knights panther and white wolves in middenland, everlasting light in essen, sigmars blood in krugenheim, knights griffon and fiery heart in reikland, as far as i can remember. id see to updating the guide in the future
bambimanuel Dec 21, 2024 @ 9:11pm 
Thank you so much for your time. I'm sure my question was confusing. Each order can be recruited from a building. More or less the guide that is there also applies for old world. But for each order is there a different special building? They are the ones that give different bonuses compared to the classic one. I'm sure that not all templar orders have it but many do. In old world it is not easy to find these special buildings. Two types of buildings for the same order, one allows recruitment and local bonuses, another is more special and gives global bonuses. Where are the special ones and which orders have them? This is the gist of my question. For example the chapter house of the special panther is in carroburg while the normal buildings are much more widespread. Which orders have the special building and where is it located?
graetor  [author] Dec 21, 2024 @ 3:11pm 
They should still be in their respective regions based on the guide, i.e., Siegfriedhof would still be in Stirland, Heinrich and Rein in Middenland, etc. The only exception would be Lavarro, as Morr's landmark is in Luccini. Landmarks are no longer tied to the grand masters.
bambimanuel Dec 21, 2024 @ 12:54am 
As I told you in the other post.
I play in the old world. And I would like to understand one thing. I have seen that many orders have a more developed chapter house in a specific city. Level 4 and sometimes level 3 buildings that give global bonuses different from the others that are only regional. But not all orders, right? Each legendary grandmaster has a special building 4 corresponding to his order? If so, where? I am talking about the old world. Do they all have the landmark symbol on the old world map? My goal is to build them all. Create a thematic army for each legendary grandmaster and use generic ones for the missing ones. I ask because I don't want to miss anything.
graetor  [author] Dec 18, 2024 @ 7:01pm 
its not really a bug? major slots are for the settlement/city chain, and minors are for everything else, atleast thats what i think
Marcos Dec 18, 2024 @ 3:35am 
Hi graetor first of all thank you for your work, this mod is amazing. I think theres a little bug, for the Old world mod Ive seen some empire settlements that are labeled as minor in the db/slot_template_permitted_buildings_chains_tables and db/slot_templates_tables and should be major (ex: grunburg, tahme) Hope you can look at it. Thanks