Total War: WARHAMMER III

Total War: WARHAMMER III

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Modding Assistance
Hi all, I would appreciate if someone could help me out with experience in modding.

I have mediocre modding experience and usually had only several mods on but recently I wanted to experiment more and well... I have around 60 mods downloaded now.

I have made an attempt in putting the mods in a correct load order but I think I'm doing something wrong. I don't have crashes and have already played 2 campaigns with my current load order.

If someone could check my load order, and provide some guidance and/or advise on what could be added or removed to make it more complete, I would much appreciate it.

Also, I don't have them all ON, since most are not yet updated. The only "yellow" mode I have ON is the Mod Configuration Tool. I also use the default Mod Manager of the game for these purposes.

Additionally, I would add SFO Grimhammer to the load order so where would I place it? And do I need all the SFO Submods for the various listed mods I have and where do they go? I have noticed many of these submods for SFO are outdated and there doesn't seem to be any updates for them coming.

Load Order:
1. Mixer - Mixus Unlocker
2. Memreader (Win64)
3. The Old World Campaign
4. Faction Unit Cards III
5. UI Slider
6. OvN Lost World
7. Artefacts of Legends
8. YingYang's Total Resize
9. Landmarks of Eternity
10. Immortal Landmarks
11. Patron Gods
12. Better Camera Mod
13. New Legendary Lord and Hero Artefacts Warhammer 3
14. Warhammer 1 Update Project Model Fixes
15. Warhammer 1 Update Project
16. Cataphs High Elf Sea Patrol
17. Auto Resolve Quest Battles
18. Expanded Hero Skill Trees Compilation
19. Battle Weather Overhaul
20. Map Replaces Framework (With Extra Assets)
21. Campaign Weather Overhould (The Old World Updated)
22. Mixus Legendary Lords
23. Mixus Legendary Lords: Asset Pack
24. Fusion Wizard
25. Convoys of the New World
26. Caravans of the Old World - Kislev Addon
27. Caravans of the Old World
28. Z's English Submod
29. Victory Conditions Overhaul
30. Seasons and Holidays
31. Extreme Smoke & Flash
32. Climate Adaptation
33. Unlock All Skills
34. Disable Startup Splash Screens/Intros
35. Reloading Animations
36. Variant Selector
37. Immortal Empries Expanded
38. Settlement Capture Pictures
39. GCCM: Beta
40. Custom Siege Maps for Campaigns Compilation
41. Cpecifics Trait Manager
42. Lost Calm: Jurrasic Normal
43. Landmarks of Legend
44. Remove Characters Traits Limit
45. Audio Mixer
46. Regiments of Renown Compilation
47. Brighter Borders
48. Recruit Defeated LL's
49. Bad Guys Mount
50. Landmarks of Eternity - Immortal Empires Expanded Edition
51. Old World Victory Objectives & Crises
52. Mounts and Equipment: Empire Captains
53. Lost Calm: Nakai submod
54. BETA Legendary Urbania
55. Legendary Lore
56. Legendary Lore - The Orld World
57. UI More Buttons for Mechanis & Scrap Upgrade - 2 Rows+
58.Factionwide Resource Bonuses Enhanced
59. Variant Selector Support for Mixus Mods
60. Mod Configuration Tool
61. High Resolution UI Improvements
62. UI Improvements
63. Tabletop Heraldry Immortal Empires
64. Legendary Difficulty Battle Enable (Pause/Slow)
65. Lore Names: Renamed Factions & New Evolving Names
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Showing 1-10 of 10 comments
StrangeAK47 21 Dec 19, 2024 @ 12:26pm 
"don't have crashes and have already played 2 campaigns with my current load order."
is this a troll post?

no ones gonna check for you, never mind for 65 mods you cant tell me if they're enabled or not,
most mods have the load order in the naming convention so you wont need to change it.
Avallac Dec 19, 2024 @ 1:57pm 
Lmao most of those mods are contradictory and incompatible.
Originally posted by StrangeAK47:
"don't have crashes and have already played 2 campaigns with my current load order."
is this a troll post?

no ones gonna check for you, never mind for 65 mods you cant tell me if they're enabled or not,
most mods have the load order in the naming convention so you wont need to change it.

Not a troll post, for real, its working smoothly and the only issue I have is some things aren't there which should be. Probably some things are overwritten, and I understand that, just want to optimize it further if possible but my knowledge ends here regarding that.

I just posted in hopes maybe somebody uses the same mods or similar mods and would drop an advice.

Originally posted by Avallac:
Lmao most of those mods are contradictory and incompatible.

For example?
StrangeAK47 21 Dec 20, 2024 @ 1:28pm 
ultimately its a case of trial and error moving individual mods up and down the list, but any feature you want should be loaded last so it isn't overwritten.

i believe, mods lower on the list are loaded first so stuff like mixu should be loaded earlier as they do whole table swaps. That being said there are a few reports of CA's mod manager's load order not working and reverting to the file name for priority. so you may want to try a 3rd party mod manager

if you get into trouble you can reset load order at the bottom of the window
Last edited by StrangeAK47; Dec 20, 2024 @ 1:29pm
Darth Alpharius 7 Dec 20, 2024 @ 8:04pm 
Most of the time modders would add a not/is compatible in there description so check that for every mod.
Originally posted by Darth Alpharius:
Most of the time modders would add a not/is compatible in there description so check that for every mod.

Yeah, most of the mods I have have those, and I have avoided the mods which they stated they are maybe incompatible with. Some mods dont have those so its then when it could be a problem.



Originally posted by StrangeAK47:
ultimately its a case of trial and error moving individual mods up and down the list, but any feature you want should be loaded last so it isn't overwritten.

i believe, mods lower on the list are loaded first so stuff like mixu should be loaded earlier as they do whole table swaps. That being said there are a few reports of CA's mod manager's load order not working and reverting to the file name for priority. so you may want to try a 3rd party mod manager

if you get into trouble you can reset load order at the bottom of the window

Yeah I got prop joes mod manager but it also seems like it doesn't do a great job at sorting things and whenever I want to go into the check compatability function, the MM freezes and crashes... It only once went through to the files so I can check for myself what is getting overwritten but I had to leave soon then from the PC so lol...

So basically, when you say lower on the load order, to you mean by the # of load order or lower as in you need to scroll the load order to the bottom and the last # of mod gets loaded first?
Avallac Dec 27, 2024 @ 10:14am 
Originally posted by Чики-Брики:
Originally posted by StrangeAK47:
"don't have crashes and have already played 2 campaigns with my current load order."
is this a troll post?

no ones gonna check for you, never mind for 65 mods you cant tell me if they're enabled or not,
most mods have the load order in the naming convention so you wont need to change it.

Not a troll post, for real, its working smoothly and the only issue I have is some things aren't there which should be. Probably some things are overwritten, and I understand that, just want to optimize it further if possible but my knowledge ends here regarding that.

I just posted in hopes maybe somebody uses the same mods or similar mods and would drop an advice.

Originally posted by Avallac:
Lmao most of those mods are contradictory and incompatible.

For example?
You've literally mixed landmarks and lost world with the old world campaign which nothing that touches the map/settlements is compatible with. Caravans too? You know you are not playing on immoral empires map right? Right?


Originally posted by Чики-Брики:
Originally posted by Darth Alpharius:
Most of the time modders would add a not/is compatible in there description so check that for every mod.

Yeah, most of the mods I have have those, and I have avoided the mods which they stated they are maybe incompatible with. Some mods dont have those so its then when it could be a problem.



Originally posted by StrangeAK47:
ultimately its a case of trial and error moving individual mods up and down the list, but any feature you want should be loaded last so it isn't overwritten.

i believe, mods lower on the list are loaded first so stuff like mixu should be loaded earlier as they do whole table swaps. That being said there are a few reports of CA's mod manager's load order not working and reverting to the file name for priority. so you may want to try a 3rd party mod manager

if you get into trouble you can reset load order at the bottom of the window

Yeah I got prop joes mod manager but it also seems like it doesn't do a great job at sorting things and whenever I want to go into the check compatability function, the MM freezes and crashes... It only once went through to the files so I can check for myself what is getting overwritten but I had to leave soon then from the PC so lol...

So basically, when you say lower on the load order, to you mean by the # of load order or lower as in you need to scroll the load order to the bottom and the last # of mod gets loaded first?
What the hell is prop joes mod manager???? LOL! I don't want to know.
FYI the only mod manager you should ever use, is shazbots mod manager, google it and download from his github.
And given what you've shoved in that list of mods you attempted to use, you should never ever toucher the load order, not only does it work backwards in this game (mods loaded first overwrite the ones loaded after) the mods are already named to load in the correct order when its relevant (using a proper mod manager).
In your case I would recommend simply using an overhal with official submods and not touching any other mods except recruit defeated legendary lords and that legendary with pause one. That way you get an equivalent of a few dozen mods that do actually work together properly without having to understand what they do and how and what they should or should not be used with.
Originally posted by Avallac:
You've literally mixed landmarks and lost world with the old world campaign which nothing that touches the map/settlements is compatible with. Caravans too? You know you are not playing on immoral empires map right? Right?

Yeah, I understand that these will not show in the Old World Campaign. But I still keep them in the load order as I guessed that it can work side by side in the sense that if i go and play Old World i will play that and these mods will not even read in. And why I go to play IE extended, then they will work and show. Or do you want to tell me that I should keep landmark mods and IE extended OFF while wanting to play only the Old World campaign, and vice versa? The convoy mods work on the Old World campaign i.e. This makes sense if you want to tell me that I should keep them off when mutually exclusive. I just didn't think it worked like that.

Originally posted by Avallac:
What the hell is prop joes mod manager???? LOL! I don't want to know.
FYI the only mod manager you should ever use, is shazbots mod manager, google it and download from his github.
And given what you've shoved in that list of mods you attempted to use, you should never ever toucher the load order, not only does it work backwards in this game (mods loaded first overwrite the ones loaded after) the mods are already named to load in the correct order when its relevant (using a proper mod manager).
In your case I would recommend simply using an overhal with official submods and not touching any other mods except recruit defeated legendary lords and that legendary with pause one. That way you get an equivalent of a few dozen mods that do actually work together properly without having to understand what they do and how and what they should or should not be used with.

This made me giggle :D Yeah this is the mod manager I used https://steamcommunity.com/sharedfiles/filedetails/?id=2845454582.

Yeah, i did some modding on skyrim and fallout 4 before, and that is what confused me. It was the "right" way in those games and they have a more developed modding community and tools in the sense that it was easier to get things working.

Which overhaul do you suggest, if I could bother you with that? I really like the landmark mods and convoy mods. The submods for SFO are they necessary? I can understand that SFO changes a lot of things and targets the base game, and I guess the submods usually make adjustments between other mods and SFO

Edit: I see that the MM you recommended is basically the same thing as the Prop Joe one i mentioned.
Last edited by Чики-Брики; Dec 28, 2024 @ 1:26pm
Avallac Dec 29, 2024 @ 12:33pm 
Originally posted by Чики-Брики:
Originally posted by Avallac:
You've literally mixed landmarks and lost world with the old world campaign which nothing that touches the map/settlements is compatible with. Caravans too? You know you are not playing on immoral empires map right? Right?

Yeah, I understand that these will not show in the Old World Campaign. But I still keep them in the load order as I guessed that it can work side by side in the sense that if i go and play Old World i will play that and these mods will not even read in. And why I go to play IE extended, then they will work and show. Or do you want to tell me that I should keep landmark mods and IE extended OFF while wanting to play only the Old World campaign, and vice versa? The convoy mods work on the Old World campaign i.e. This makes sense if you want to tell me that I should keep them off when mutually exclusive. I just didn't think it worked like that.

Originally posted by Avallac:
What the hell is prop joes mod manager???? LOL! I don't want to know.
FYI the only mod manager you should ever use, is shazbots mod manager, google it and download from his github.
And given what you've shoved in that list of mods you attempted to use, you should never ever toucher the load order, not only does it work backwards in this game (mods loaded first overwrite the ones loaded after) the mods are already named to load in the correct order when its relevant (using a proper mod manager).
In your case I would recommend simply using an overhal with official submods and not touching any other mods except recruit defeated legendary lords and that legendary with pause one. That way you get an equivalent of a few dozen mods that do actually work together properly without having to understand what they do and how and what they should or should not be used with.

This made me giggle :D Yeah this is the mod manager I used https://steamcommunity.com/sharedfiles/filedetails/?id=2845454582.

Yeah, i did some modding on skyrim and fallout 4 before, and that is what confused me. It was the "right" way in those games and they have a more developed modding community and tools in the sense that it was easier to get things working.

Which overhaul do you suggest, if I could bother you with that? I really like the landmark mods and convoy mods. The submods for SFO are they necessary? I can understand that SFO changes a lot of things and targets the base game, and I guess the submods usually make adjustments between other mods and SFO

Edit: I see that the MM you recommended is basically the same thing as the Prop Joe one i mentioned.
Absolutely do not use mods not meant for old world campaign, it will only break things, cause bugs and instability. In fact this game is so unstable and spaghetti coded that using even random reskin mods can break a mechanic in the game and nobody knows how or why, its random. Less mods is better especially when you don't need them. If the caravans work then they should be fine (they probably have something making them work in old world campaign).
The mod manager thats linked in that workshop is the same one I was recommending so that's good.
What I would recommend is Radious overhaul as that one is just vanilla done right with good pacing, SFO is different and some prefer that but SFO dev is also the guy that ransoms (or used to) his mod's users for cash and doesn't release updates for over 6 months sometimes to people who do not pay, so its essentially a paid mod, unless he stopped doing that at some point. Still its a type of guy that does that and worse and he has a really bad reputation. Kinda like reading stephen kings books. They might be good but the author is not.

Radious has official submods for various mods like legendary characters and ovn lost world, combine that with recruit defeated legendary lords, immortal empires expanded and warband upgrades ultimate (with radious submod) and you're going to have a good time. I would advise against landmark mods completely as most of them are extremely unbalanced and OP and change the balance of power on the map dramatically with their huge faction wide buffs. Radious already adds landmarks and ovn does too which are more reasonable with the Radious submod for them. Other QoL mods are good too, caravans should work as well. Thats about all you need in terms of content and gameplay. If you don't like Radious that much after playing at least a full campaign then maybe SFO is for you. One big downside of SFO which is the same in vanilla is also that there is artificial slog and slowdown of the game, making it take hundreds of turns to do a world conquest while in Radious (only if you are good enough at the game or play on easy) you can do it in a much more reasonable amount of time. Even though AI on high difficulty has much more armies than you in Radious, you also have enough armies to fight on every front you have so you can expand exponentially in every direction if you can win every battle against superior forces. In vanilla or SFO you just play whack a mole with your 1 and a half army for a very long time trying to defend and chase around AI armies like its some kind of circle jerk. In radious trying to chase around and catch AI armies is not an issue since if you play right you should be able to meet every AI army head on with your own army instead of chasing 3 armies around your territory back and forth. Obviously on high difficulty this might mean you will need to defeat 3 or more ai armies with a single army but at least you can fight on multiple fronts with at least 1 army per front avoiding the whack a mole of vanilla.
There is a full list of radious tweaks and changes and added content, its somewhere on their page or discord or something (google docs link). Its like 20 pages of changes though.
Last edited by Avallac; Dec 29, 2024 @ 12:40pm
Originally posted by Avallac:
Originally posted by Чики-Брики:

Yeah, I understand that these will not show in the Old World Campaign. But I still keep them in the load order as I guessed that it can work side by side in the sense that if i go and play Old World i will play that and these mods will not even read in. And why I go to play IE extended, then they will work and show. Or do you want to tell me that I should keep landmark mods and IE extended OFF while wanting to play only the Old World campaign, and vice versa? The convoy mods work on the Old World campaign i.e. This makes sense if you want to tell me that I should keep them off when mutually exclusive. I just didn't think it worked like that.



This made me giggle :D Yeah this is the mod manager I used https://steamcommunity.com/sharedfiles/filedetails/?id=2845454582.

Yeah, i did some modding on skyrim and fallout 4 before, and that is what confused me. It was the "right" way in those games and they have a more developed modding community and tools in the sense that it was easier to get things working.

Which overhaul do you suggest, if I could bother you with that? I really like the landmark mods and convoy mods. The submods for SFO are they necessary? I can understand that SFO changes a lot of things and targets the base game, and I guess the submods usually make adjustments between other mods and SFO

Edit: I see that the MM you recommended is basically the same thing as the Prop Joe one i mentioned.
Absolutely do not use mods not meant for old world campaign, it will only break things, cause bugs and instability. In fact this game is so unstable and spaghetti coded that using even random reskin mods can break a mechanic in the game and nobody knows how or why, its random. Less mods is better especially when you don't need them. If the caravans work then they should be fine (they probably have something making them work in old world campaign).
The mod manager thats linked in that workshop is the same one I was recommending so that's good.
What I would recommend is Radious overhaul as that one is just vanilla done right with good pacing, SFO is different and some prefer that but SFO dev is also the guy that ransoms (or used to) his mod's users for cash and doesn't release updates for over 6 months sometimes to people who do not pay, so its essentially a paid mod, unless he stopped doing that at some point. Still its a type of guy that does that and worse and he has a really bad reputation. Kinda like reading stephen kings books. They might be good but the author is not.

Radious has official submods for various mods like legendary characters and ovn lost world, combine that with recruit defeated legendary lords, immortal empires expanded and warband upgrades ultimate (with radious submod) and you're going to have a good time. I would advise against landmark mods completely as most of them are extremely unbalanced and OP and change the balance of power on the map dramatically with their huge faction wide buffs. Radious already adds landmarks and ovn does too which are more reasonable with the Radious submod for them. Other QoL mods are good too, caravans should work as well. Thats about all you need in terms of content and gameplay. If you don't like Radious that much after playing at least a full campaign then maybe SFO is for you. One big downside of SFO which is the same in vanilla is also that there is artificial slog and slowdown of the game, making it take hundreds of turns to do a world conquest while in Radious (only if you are good enough at the game or play on easy) you can do it in a much more reasonable amount of time. Even though AI on high difficulty has much more armies than you in Radious, you also have enough armies to fight on every front you have so you can expand exponentially in every direction if you can win every battle against superior forces. In vanilla or SFO you just play whack a mole with your 1 and a half army for a very long time trying to defend and chase around AI armies like its some kind of circle jerk. In radious trying to chase around and catch AI armies is not an issue since if you play right you should be able to meet every AI army head on with your own army instead of chasing 3 armies around your territory back and forth. Obviously on high difficulty this might mean you will need to defeat 3 or more ai armies with a single army but at least you can fight on multiple fronts with at least 1 army per front avoiding the whack a mole of vanilla.
There is a full list of radious tweaks and changes and added content, its somewhere on their page or discord or something (google docs link). Its like 20 pages of changes though.

Wow, I had no idea about that with SFO and yes I have noticed a really low quality of SFO in last several updates... I have played with Radious before, if my memory serves me well, I started with Radious in WH2 and then switched to SFO, and stuck with SFO till now. Now I will give it a try for Radious and I see that there a bunch of new stuff regarding Radious's overhaul.

Yeah you are right, it was stupid to think things would work the way I imagined, maybe it was just to tell myself what I wanted to hear as it was the easier route. Just a fyi, but I did do a mad mod play prior to 6.0 update of WH3. I had like around 120 mods installed lol, and i had no crashes and played the campaing till turn 160 :D.

I unsubscribed a bunch of mods I had on that list, well almost all except the ones you wrote about, maybe Ill keep a few more, will see what happens with the game but yeah, definately going back to keeping it simple. My best campaings were when I had only several mods on.

Thanks a bunch for your time and effort to write all this!
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