Total War: WARHAMMER III

Total War: WARHAMMER III

Caravans of the Old World
1,145 Comments
TWilliam  [author] Nov 23 @ 9:44pm 
@DeTobias : I tweaked the caravan's force script, restart the Steam and check if it works
DeTobias Nov 23 @ 10:34am 
As Reikland when is recruit new caravan after guilmaster professors and commodity training the only units are 2 greatswords.
Beans Nov 16 @ 5:43pm 
This mod is great! Small spelling mistake on :
effects_description_wh3_dlc24_effect_spell_mastery_dummy Spell intencity %+n%

correct spelling is "intensity"
SanoTheBlue Nov 8 @ 2:39pm 
Do you have any plans on adding Covoys for the Skaven?
OfficeSpider Nov 7 @ 2:52pm 
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TWilliam  [author] Nov 3 @ 9:54pm 
@WesternCrusader666 : you can get +1 caravan limit from tech tree and another +1 from some landmark (for dwarfs) or 100% Imperial Authority (for Empire)
WesternCrusader666 Nov 3 @ 8:25am 
How do you get more caravans? Or are we limited to one each due to code limitations?
TWilliam  [author] Oct 12 @ 10:54pm 
@내게 데바데는 살인이다 : restart the Steam, I fixed this bug few weeks ago. The mod not updated for you
The following mods cause a crash to the Database ; twill_old_world_caravans.pack

The first invalid database record is owc_main_anc_arcane_item_book_of_arkhanwh3_dlc_effect_spell_mastery_dummy in table ancillary_to_effects_tables and pack file twill_old_world_caravans.pack

The application will terminate now


what happen plz can i play this mod
TWilliam  [author] Oct 9 @ 7:57am 
@Big Bad Wolf : on campaign start or in mid/late game? Most likely a conflict with other mod
Big Bad Wolf Oct 9 @ 3:52am 
Dwarf caravans that are newly recruited are spawning with only 2 dwarf melee units despite what the starting units say.
TWilliam  [author] Sep 29 @ 11:05pm 
@Adderall Wizard : yes, I will support this mod as long as it requires
Mike Mirrer Sep 29 @ 12:27pm 
Will this be updated in future patches? Cause Reworked & Enhanced Edition is absolute nightmare to use.
Lucius Religaris Heil Sep 26 @ 6:57am 
Worked! Thanks.
TWilliam  [author] Sep 25 @ 10:30pm 
@Lucius Religaris Heil : Try set the MCT option "Caravans for Player" to "Force Enable". If this does not help - search a mod conflict

@POGREBOK_TV : who?
Lucius Religaris Heil Sep 25 @ 12:27pm 
I play Karl Franz and the Caravan Button is only visible for half a second upon loading a save, then disappears.
POGREBOK_TV Sep 25 @ 6:12am 
MANANA DOES NOT HAVE A CARAVAN FUNCTION AT START
bless
TWilliam  [author] Sep 23 @ 12:41am 
@Invincible under the Heavens : thanks for mention of IEE campaign. The bug is fixed
sorry for not being specific it happens even when only using these mods

[Ui] More Buttons For Mechanics - 2 ROWS+
MIXER - Mixu's Unlocker
Immortal Empires Expanded [Ind & Steppes Update!]
SCM Marienburg (6.3)
Mod Configuration Tool - v0.9 Beta
Caravans of the Old World
TWilliam  [author] Sep 21 @ 11:02pm 
@Invincible under the Heavens : try this mod . It can help if you are using too many faction mechanic mods
this mod causes SCM Marienburg to not have rites when using togther
TWilliam  [author] Sep 12 @ 7:58am 
@Pootsie Sniffins : I know, just forgot to remove the line from description
Goth Disco Punk Sep 12 @ 7:46am 
hey, the thing about caravans being limited to one by engine is wrong. there are definitely mods that make it so you have multiple with no other modification at all, i use one for cathay lol
Beleth Sep 6 @ 4:38am 
It's working. We just need to skip a turn.
Beleth Sep 6 @ 4:24am 
Is it compatible with existing save games? This is unspecified. I enabled this mod while playing Reikland and there are no available caravans.
lordmalorne Sep 5 @ 9:08am 
Could you do a Caravan Mod for the evil/disorder factions? Lorewise it can be smuggling warpstone, 'labour interns' trinkets etc etc
LEGION-V Sep 2 @ 9:32pm 
Thank you! It worked perfectly!
luvRaven Sep 2 @ 5:32pm 
thank you!
Valar Sep 2 @ 1:05pm 
Thanks so much! Unsubscribed & resubscribed to get a quick refresh & now it's loaded up proper. :steamthumbsup:
TWilliam  [author] Sep 2 @ 10:48am 
Fixed
LEGION-V Sep 2 @ 10:36am 
Good evening, I see that the mod is updated, but it crashes and doesn't load the game. An error is displayed... It worked fine yesterday
luvRaven Sep 2 @ 9:37am 
@Valar I have the same issue
hp.ungermann Sep 2 @ 9:23am 
I´m getting the crash Valar stated too. Yesterday everything was fine.
Valar Sep 2 @ 8:16am 
Could just be me, but I'm getting a crash from the mod now:
"The following mods cause a crash to the Database:
twill_old_world_caravans.pack

The first invalid database record is
owc_main_anc_arcane_item_book_of_arkhanwh3_dlc24_effect_spell_ma
stery_dummy in table ancillary_to_effects_tables
and pack file twill_old_world_caravans.pack

The application will terminate now."
Louie04k Aug 28 @ 10:53am 
we and buddies are at turn 100 all usiong caravans with only minor issues
ᛣ Munin ᛉ Aug 18 @ 5:38pm 
pls mp ^^
Player Aug 13 @ 7:37pm 
I also got a caravan event crash when I click on "enter the ambush" or something like that with a pirate cove event as high elves. Using SFO, otherwise stable

thank you this mod series is so awesome and alive!
Ōkami Kira Aug 5 @ 11:35am 
Ok, so I tried multiplayer. Everything worked fine at start, but me and friend got an event regarding caravan at the same time which resulted in crash. Not sure if you will work on making this mod compitable for multi, but if you would in the future - just letting you know.
Ōkami Kira Aug 5 @ 7:05am 
Hi! Is it fine to use in multiplayer?
@TWilliam Oh sorry, i didn't read the submod lines... My bad sorry for the stupid question.
TWilliam  [author] Jul 19 @ 10:29pm 
@Jean-Juliano l'arnaqueur gitan : they use the Kislev caravan network and require the Kislev submod
So i've read that you are done with caravans but is there a reason for Masters of Innovation to not get access to them once they confederated a dwarf faction having access to them from turn 1 ? Lore reason being they were separated from other dwarfs for a very long time after the great earthquake but once they get back together with old cousins they could do caravans ?
TWilliam  [author] Jul 11 @ 11:18pm 
FailSafe : sadly, yes
FailSafe Jul 11 @ 2:52pm 
Not sure if this has been brought up, but a fairly major problem with the caravans is how the caravan army affects the factions diplomacy strength rank, making diplomacy overly easy in the early game with factions without caravans... is this known about and unfixable, or...?
Amarthiel Jul 8 @ 6:39pm 
Just mentioning that the mod 'Exalted Greater Daemons of Chaos (Warriors Of Chaos)' has become broken over the past few patches and now breaks a whole lot of scripts including the caravans, resulting in caravans without units. Spent some time singling it out and thought I'd share if others use the mod as well.
TWilliam  [author] Jun 27 @ 10:28pm 
@Speculumundi : the mod uses its own units only with MCT option "Caravans not affects unit caps". otherwise it uses vanilla units. This option should be active before start of new campaign because it not affect the existing caravans
Speculumundi Jun 27 @ 2:09pm 
Hey there! First, I very much appreciate your work. I think it's well executed and I consider this mod and its add-ons a must-have for every campaign. Now, I noticed something that might be off. I'm working on a rework of the Dwarfs which uses unit allowances like the Chorfs. These however count Thunderers from caravan armies, even though, as is my understanding, your mod uses custom unit keys rather than the vanilla ones for the caravan units. I think I verified this by deleting a unit of Thunderers from a caravan which freed up one allowance. This does not happen with other units. Also, I'm using my own unit list for the allowances, so there shouldn't be a mix-up coming from my mod. I can't find where perhaps the vanilla Thunderers unit might have slipped into the caravans. Could you have a look at that? I would very much appreciate it!
TWilliam  [author] Jun 27 @ 3:22am 
@Duke : Thorek doesn't have access to caravans from turn 1 by default. to get it you should form a confederation with another dwarf faction with caravans or set MCT option "Caravans for player" to "force enable"
Duke Jun 27 @ 12:55am 
Doesn't work for Ironbrow, I can't see the icon on the right