Total War: WARHAMMER III

Total War: WARHAMMER III

Knights of Origo: Faction Overhaul
138 Comments
Etxxu Dec 5 @ 8:53am 
Does this great mod need an update for 7.0? Do you plan to do it soon? Thank you so much!
luke.sluszniak Oct 30 @ 3:24am 
Can someone make a new SFO submod for this?
graetor  [author] Oct 19 @ 4:00am 
@Nara - well yeah, these are ships/navies, not hordes. you can only recruit at sea
@mike1mike2mike1 - did you enable the MCT option? try unsub/resub and make sure its enabled before starting
mike1mike2mike1 Oct 18 @ 6:06pm 
@graetor Hello. In my current campaign Sir John is the Mixu version not yours every thing else seems to be your version like Donna etc,etc? Playing as Quenelles using Ubermogen's Dukes mod. Sir John came to me via recruit defeated LLs. Thanks.
Nara Oct 14 @ 11:52am 
The faction has no encamp stance and can't recruit outside cities on land
graetor  [author] Sep 25 @ 7:32am 
not really. you have to consider that the factions im modding are base game factions that already starts in araby, and despite the fact theyre modded factions, they are still minors. they will still die to major opponents like arkhan or settra if left unchecked
adaalbert Sep 25 @ 6:39am 
Hello. Are you considering moving one of your Order Faction to Khuresh to avoid overcrowding in Arabia?
graetor  [author] Aug 16 @ 6:06am 
@GodsMostAutisticSoldier - oh nice catch, ill fix as soon as i can
@Egil_Styrbjorn - so what are you asking? you want to disable my lords and faction bonuses?
Egil_Styrbjorn Aug 15 @ 9:02pm 
Thanks fot you're work, but i have any questions
Is it possible to leave John from the mixy with his skill branches, leaving the faction bonuses?
I unchecked the first setting, but nothing has changed...
GodsMostAutisticSoldier Aug 12 @ 9:30pm 
My senechals cannot get past questing vow, because their victories at sea or sieges do not register with the vow system
graetor  [author] Jun 28 @ 7:40am 
linked, please comment the link next time so it's easier for both of us, thanks again!
Balthasar23th Jun 28 @ 2:20am 
I love your mods. I also made a German translation for these. Feel free to link it. Thanks for your work!
opuntia Apr 18 @ 10:13am 
Thanks for the update
AwDiddums Apr 15 @ 6:42am 
Makes sense! I'd have thought that Empire swordsmen would had better training and equipment, though.
graetor  [author] Apr 14 @ 12:18am 
emp swordsmen have better stats across the board compared to their brt counterparts, which is the reason for the bronze shields (i think). silver shields on brt men at arms will allow them to hold the line more, which is pretty much their use in armies
AwDiddums Apr 13 @ 9:40am 
Sometimes I think I'm beginning to understand the unit stat design choices and then, like you said, men-at-arms and swordsmen >< good point.
graetor  [author] Apr 12 @ 10:07pm 
i mean honestly it depends on the faction. brt men at arms have silver shields, emp swordsmen have bronze. i felt that giving them bronze shields will not make them too OP as they have decent stats. thanks!
AwDiddums Apr 12 @ 6:42pm 
I always thought that mounted units had lesser shields because they were a larger target (mounted) against missile units. It's quite consistent throughout the roster. Fair enough, thanks for this great mod!
graetor  [author] Apr 12 @ 6:39pm 
yeah its the same with knights of the realm. the peasants in general has better shields
AwDiddums Apr 12 @ 1:08pm 
I've noticed that the Knights of Origo have bronze shields which is lesser than men-at-arms (35% missile block chance) is this intended? Thanks!
2Scribble Apr 7 @ 4:30pm 
♥♥♥♥♥♥♥♥♥ - these models are based on the Citadel Miniature's line from 1984 :o

I wasn't even ♥♥♥♥♥♥ *born* when this line came out xD
MightNight Mar 9 @ 2:42pm 
Is there any chance we could have an option to disable the Marshal? I'd love for Sir John to be the only one access to the Horde mechanic
henryVI Feb 15 @ 6:27am 
my apologies!
graetor  [author] Feb 14 @ 7:51pm 
i didnt add any ror, its mixu's
henryVI Feb 14 @ 12:33pm 
update and armour is cool! heads up the ROR you added isnt available to recruit on TOW
Grenando Feb 14 @ 12:21am 
bro the new armor look so cool
Rincewind322 Feb 13 @ 10:28pm 
works with a huge modlist on my end, thanks for the quick fix!
graetor  [author] Feb 13 @ 9:38pm 
oh yea ♥♥♥♥ thats on me. should be fixed now. thanks for the report
Rincewind322 Feb 13 @ 6:43pm 
Sorry I'm having an issue with Horde/Navy growth in that it's not happening; I tried with a big modlist and then just Mixer, MCT and Origo and still couldn't get it
Rincewind322 Feb 13 @ 5:49pm 
Hells yes! I'm totally into it I just wasn't sure because some people think "crusader/knight" =/= "merciless slaving pirate" lol
graetor  [author] Feb 13 @ 5:44pm 
yessir thats the plan. they are kind of based on the knights of st john after all
Rincewind322 Feb 13 @ 5:36pm 
Omg does the new infamy mechanic mean they're going full blown Psycho Malta Knight Pirates?
graetor  [author] Jan 31 @ 7:55am 
@Mercenary JAX - yeah i can confirm that this seems to be a base-game thing, not a mod thing somehow
Noelle Holiday Jan 31 @ 7:42am 
oh, mb
graetor  [author] Jan 31 @ 7:41am 
that's mixus, i didnt touch that at all
Noelle Holiday Jan 31 @ 5:36am 
sir john's battle brothers ror for some reason has ghal maraz sfx playing from every model in it? any fix for this?
Mercenary JAX Jan 30 @ 6:42pm 
Yea it was the same each time. Maybe they did just always look that busted and I somehow just forgot but I swear they at least had varied colour schemes ala The Empire depending on who you took as your lord/faction? Either way sounds like its not related to your mod at all so my bad haha
graetor  [author] Jan 30 @ 6:25pm 
I mean the base game masks are already terrible, for example. Looking at the base game’s unit_variant_colours table shows the exact color scheme you mentioned assigned to the Bret Lords, so I can’t help but think this is intentional from the devs. Have you tried recruiting another lord? Was it still the same?
Mercenary JAX Jan 30 @ 5:30pm 
Maybe that recent patch has messed with how Bretonnia's textures are supposed to work or something? I can't think that every Bret faction is supposed to have red lords with pixelated shields. Empire textures and colours while running your Solland and Sylvania mods seem totally fine for me for example.
graetor  [author] Jan 30 @ 5:15pm 
No, i mean the base game, like this is how its supposed to work in vanilla/the game
Mercenary JAX Jan 30 @ 12:52pm 
On my end? If I knew what was causing it I wouldn't be here trying to figure it out man haha 😅
graetor  [author] Jan 30 @ 9:43am 
ngl after looking at the base game files it seems like this is intentional?
Mercenary JAX Jan 30 @ 2:19am 
It's also happening after unsubbing to Origo and with vanilla files freshly verified on a fully unmodded vanilla Louen run i've just tested as well. So i'm double confused lmao.
Mercenary JAX Jan 30 @ 2:15am 
And this is on Quenelles from the Dukes of Bretonnnia mod with Origo also on. https://steamcommunity.com/sharedfiles/filedetails/?id=3417394185
Mercenary JAX Jan 30 @ 1:32am 
Taken with only Origo and the required mods for it on. Playing as Louen. Recruited a regular Lord. Looks like it's trying to use the Origo decals with Louen's colour scheme ?
https://steamcommunity.com/sharedfiles/filedetails/?id=3417379756
graetor  [author] Jan 29 @ 10:41pm 
what? any screens?
Mercenary JAX Jan 29 @ 10:38pm 
Seems to be replacing all default Lords/Heroes with the Knights of Origo scheme and a pixellated logo regardless of which faction you take after the recent update for me? Running with Dukes of Bretonnia, Lily's Overhaul and Land of Chivalry
graetor  [author] Jan 24 @ 5:40pm 
what? of course they do, you can see which skills they benefit from
subway_34 Jan 24 @ 9:29am 
I noticed that foot knights of Origo does not befinit from the red line skill tree :(
minecraft with gadget Jan 8 @ 8:55pm 
Love this. Makes fighting Origo as Araby in the early game much more interesting.