Total War: WARHAMMER III

Total War: WARHAMMER III

Sylvania: Faction Overhaul
482 Comments
Elia Sep 13 @ 11:34pm 
I appreciate it!! Never any pressure, just a fan of your work making a request. :)
graetor  [author] Sep 13 @ 9:57pm 
Oh thats what you mean. I’ll try to fix as soon as i can
Elia Sep 13 @ 7:25pm 
It must be something on my end then, my apologies! The regular Grand Masters do not show up for me. ^^
graetor  [author] Sep 13 @ 12:11pm 
@Betamax - they are recruitable by other empire factions, through a landmark at castle sylvania
@Elia - pretty sure they are already
Elia Sep 13 @ 3:12am 
Hey! Is there any way this could be made compatible with your Grand Masters mod? I absolutely love your mods, and they are a staple in all of my runs especially as the Empire.
pheonix89 Sep 12 @ 2:44pm 
Never mind the Karl wardec fealty issue, that was RDLL
pheonix89 Sep 12 @ 2:31pm 
Playing on old world getting an error message about the startup script crashing every time I load or return from a battle after Sylvania bit it.

Also, I think the game parsed me as wardeccing them somehow because I have fealty malus from declaring war on an empire member?
Betamax Aug 15 @ 1:00am 
Is there any way you can make the new units recruitable by other empire factions? Maybe make them tied to provincial military buildings, like Xoudad has done with Sigmar's Heirs?
graetor  [author] Jul 19 @ 9:24pm 
im not sure but i think the lock should be lifted a turn later? ill check regardless. glad to hear ur having fun still
Bax Jul 19 @ 4:24pm 
Sylvania goes BAM quest triggered as achieved (before I had all gunnery schools complete) and now after I do have 3 of them I'm still locked out from the level 4 forge or whatever. Not too big a deal really as the mod is still amazing but would be nice to have some extra firepower :D
graetor  [author] Jul 10 @ 10:51pm 
linked, thanks!
SFH Jul 9 @ 9:36am 
Hello, i made 2X unit size submod for Sylvania + Solland
https://steamcommunity.com/sharedfiles/filedetails/?id=3521138889
graetor  [author] Jun 25 @ 7:51am 
linked, thanks again!
Balthasar23th Jun 21 @ 3:33pm 
Hello my friend, I have also made a German translation for this mod. Would you also add it to your site? Thanks for your work! Keep up the good work.
Grenando Jun 18 @ 5:47pm 
okay old world still works its just marienburg issue with outpost building that was fixed today
wasp Jun 18 @ 12:33pm 
nvm it was infact mixer unlock breaking things, sorry
Grenando Jun 18 @ 2:33am 
I see thanks for the confirmation
graetor  [author] Jun 18 @ 2:29am 
seems like it's fine? i can launch a campaign and get by turn 2 just fine. try looking for other mods that may have not been updated yet.

and isnt the old world not updated for now?
wasp Jun 18 @ 1:49am 
please update the mod its breaking my game for some reason after the patch
Grenando Jun 17 @ 7:41pm 
do anyone crash at sylvania turn when playing old world.
After the update whenever I play karl franz and going to sylvania turn I crashed only after removing it I can get past turn 2 in new campaign
Поребрик Jun 13 @ 8:25am 
Didnt help. And yeah, i scrolled down. By the way, i have Sylvania colors and units in custom battles, but i still cant start campaign.
graetor  [author] Jun 13 @ 8:06am 
Only other option i can think of is unsub/resub to both mixer and this mod, as the only reasons that it probably wont show up is either something wrong with mixer or my mod or minor factions arent enabled. Also, i hope you scrolled down
Поребрик Jun 13 @ 7:24am 
I tried, and i still dont have it
graetor  [author] Jun 13 @ 2:13am 
Probably enable minor factions to have then show up
Поребрик Jun 12 @ 6:11am 
I don't have Sylvania on the Lord selection screen. What to do?
Other mods for factions like Knights of Origo or Outremer work fine, MIXER is also enabled
Guts The Black Swordsman Jun 6 @ 9:11am 
@graetor are your mods Radious compatible?
[ED] Lucius El'Cliffhanger May 31 @ 1:10pm 
Would it be possible to set the regions of North and Southern Sylvania to match Petr? that way I can revive him if he dies in IE/IEE? I know it works in Old World but it'd be great if it could work in IE/IEE
graetor  [author] May 29 @ 5:57am 
yea. u can recruit them by building the landmark at drakenhof
spegel2000 May 29 @ 5:54am 
Can Reikland be able to recruit horse archers, the building doesnt appear except for Stolpe? is this intentional?
graetor  [author] May 14 @ 4:15am 
some script errors probably. will look if its caused by my mod
Popinder May 14 @ 12:40am 
playing old world map and after completing "Sylvania goes BAM!" quest "stuck in the past" debuff is still on. I don't really mind it because it adds flavour to faction but I wonder what problem could be
Grenando Apr 25 @ 1:36am 
Hi man I am playing old world as reikland and jovi does not spawn after I built the landmark on castle templethof
Nexus Apr 24 @ 7:05am 
Not sure if I constructed them or conquered settlements with them, but the mission completed and the tier 4 forges are still locked. Still true after a number of turns and more forges built.
graetor  [author] Apr 23 @ 5:33pm 
You have something breaking your scripts, a mod maybe
Mann Apr 23 @ 3:17pm 
@graetor In the old world company, sylvania does not appear as a state in the empire, just an army at the extreme bottom of the tzinch outside the map in the middle of the sea
graetor  [author] Apr 4 @ 6:13pm 
you constructed the 3 forges normally, right? did you proceed to the next turn?
Nexus Apr 4 @ 5:58am 
Sylvania goes BAM completion didn't remove the gunpowder nerfs or allow building of T4 forges, which show with a red X across them still.
This is great. Have you considered doing something about the Sylvanian levies that the VC can recruit?
赛博坦朋克V震天 Mar 18 @ 9:17pm 
its fix for SFO?
graetor  [author] Mar 5 @ 7:30pm 
not really an issue, that mechanic belongs to franz and franz only, and that occupation decision is given to all empire factions regardless if they have fealty or not. i structured the faction similar to other empire factions in mixu's legendary lords. and thank you for the kind words!
AFKstressEating Mar 5 @ 6:16pm 
Such a fun mod to play, my compliments to the author @graetor.
One issue i detected.
I noticed this nation doesnt have access to elector count assignment map, although it can gain fealty for giving a captured region to its original elector.

So there doesn't seem to be a place to spend/use said fealty.
Thanks
graetor  [author] Feb 20 @ 6:34pm 
why wouldnt it be
Alexandros Megas Feb 20 @ 12:28pm 
Any idea if this or Solland's are compatible with Xoudad's Sigmar Heirs?
graetor  [author] Feb 7 @ 12:32pm 
thanks for the report, will upload the fix in a few. but no, its not a serious bug
Zbigniew Feb 7 @ 11:54am 
hey @graetor, wanted to play a karl franz campaign with your mod activated. It gives me a lua script break on the second turn. Deactivated all mods except yours and mixu's unlocker and could replicate this bug. Don't know if it's a serious bug, just letting you know.
Polyamide Knight Feb 5 @ 8:21am 
I got there 3 vamp factions (Lords of Waldenhof, Lords of of Templehof and of course Carstein) extra garrisons plus AI overhauls. I thought that perhaps if he could have Eicheshatten (Mootland), that would give him an advantage. Especially that without any town attrition plus vamp attrition is really adding to his disadvantage in already difficult start. Stirland have 4 settlements and wouldn't suffer much without it. I would do it myself, but i have no idea how. BTW its a great mod, but it makes me sad that he cant really pose a threat to bloody undead. Regards.
graetor  [author] Feb 4 @ 10:09pm 
now what kind of starting game monsters is he facing for him to die by the second turn? AI Stolpe starts with a tier 2 garrison
Polyamide Knight Feb 4 @ 10:02pm 
Would be nice to give them one settlement in IEE. I have heavily modded game and they die off in second turn.
graetor  [author] Feb 1 @ 5:27pm 
This mod
pirvulescuflorin Feb 1 @ 5:33am 
Thank you for the speedy response. I shall be waiting the update. It will come after a TOW classic update, or one for this mod?