Total War: WARHAMMER III

Total War: WARHAMMER III

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True Emperor - Empire units for vlad and more
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overhaul
Tags: mod
File Size
Posted
Updated
7.924 MB
Aug 24, 2022 @ 2:12am
Aug 21, 2024 @ 7:04am
96 Change Notes ( view )

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True Emperor - Empire units for vlad and more

Description
This mod adds a lot of Content to Vlad's campaign! It will allow the the training of a proper Sylvanian Army with some Empire units, has unique events that will allow Vlad to become the recognized Elector Count of Sylvania, and even allow for Harkon and Count Noctolus to be available for recruitment!

If you want to play this mod in English, please ALSO download this mod as well, and follow it's simple instructions(Correct load order): https://steamcommunity.com/sharedfiles/filedetails/?id=2853346141

What this mod contains:
-Ability to recruit some Empire Units
-Many Unique events that allow for Vlad to become an Elector Count, pay reparations to the Dwarves, recover the Runefangs of defeated Empire Factions, and even become the new Emperor himself(And more!)!
-Allow for the recruitment of Luthor Harkon and Count Noctolus through an event
-Provides a small skill tree to all VC lords to boost up Human units
-Adds in the complete Vampire Coast and Empire Tech Tree, for those whom choose to go the mortal route
-Adds in a few custom new techs that allow for diplomatic bonuses with factions(For a Heafy Sum of Gold)
-Adds in many unique landmarks, which will reflect the new dark reality of the citizens of the Empire

Important! It is recommended that you use this mod to unlock the legendary equipment of Vampire Coast Legendary Lords, as the quests for them will not trigger!
https://steamcommunity.com/sharedfiles/filedetails/?id=2790621216

The main events will trigger at the start of the game, when Vlad has control over Sylvania, and when Vlad has conquered Reikland province

This is where some of the new landmarks have been added: bechafen - mordheim- altdorf- eilhart- averheim- talabheim- hergig- nuln- salzenmund- dietershafen- marienburg- akendorf- karag dromar

This mod uses Mixus's Unlocker for some of the landmarks, and all start position mods do not work with existing saves, so a new game will be required! If You run this mod without Mixus, it will still run well, it just will not have some of the landmarks

This mod is a ton of fun, I hope you enjoy it!
269 Comments
ArdentFlame May 31 @ 6:41pm 
I have started a submod page for things I fix that are broken in this mod. Feel free to subscribe and contribute in the comments for anything everyone might find that isn't working properly with this mod at the moment; I'll see if I can incorporate it to my submod and get things fixed.

https://steamcommunity.com/sharedfiles/filedetails/?id=3491204068
jamie_van Apr 29 @ 8:20pm 
The Event scripts seem to be causing the crashes, I think I has to do with things getting changed when they added new factions in the last dlc, but I'm not sure.
Ralkorin Apr 24 @ 3:35pm 
I want to play with this mod but not sure what is causing crashes i cant find anything in the RPFM causing the issues, its likely in the scripting. and i have no idea how to trouble shoot that.
jamie_van Mar 22 @ 10:23pm 
The Dwarf Events from this seem to be causing a crash on end turn. Not sure exactly what's happening but it involves Karaz A Karak.
gilbertgv_9 Mar 19 @ 3:39pm 
is this compatible with sfo?
Freekill_00 Mar 15 @ 3:59pm 
Can you do this as a standalone with just the units?
jamie_van Jan 27 @ 7:34pm 
Is this working game keeps crashing for me around turn 25 and I want to find the cause.
jjwolowitz Jan 24 @ 6:55pm 
I cannot seem to find the mod. The English Patch appears in my load order, but this, the main mod doesn't show up in my load order. Any insight?
Draktanar Jan 8 @ 9:06am 
is there a way to recruit harkon and noctilius if we refuse the first turn dilemma ?
Sin Jan 2 @ 6:14am 
Update pretty please