Total War: WARHAMMER III

Total War: WARHAMMER III

2,971 ratings
Cataph's Southern Realms (TEB)
147
25
22
15
27
12
39
17
15
23
5
13
6
8
4
3
3
3
2
2
   
Award
Favorite
Favorited
Unfavorite
overhaul
Tags: mod
File Size
Posted
Updated
822.689 MB
Feb 2, 2023 @ 6:55am
Sep 3 @ 4:19am
152 Change Notes ( view )

Subscribe to download
Cataph's Southern Realms (TEB)

In 1 collection by Cataph
Cataph's WH3 base collection: so it begins
47 items
Description
LATEST UPDATE-RELATED BLOG POSTS:
ON CAMPS[www.patreon.com] ----- ON PIGS AND LIONS[www.patreon.com] ----- ON BALANCE[www.patreon.com]

LADIES WITH VOLUMINOUS ASSETS now that I have your attention,
read the zogging description and don't be in that majority of people who don't and cause problems to themselves.

WHO TEB?
TEB stands for Tilea+Estalia+Border Princes, from their subculture in database and from when I didn't yet work on New World Colonies too. Anyway, TEB is a mod that has been overhauling these factions since what, 2016? Damn. The entire group is made of complete placeholders in the vanilla game, and here we flesh them out. With what? Here:

KEY FEATURES
- Tilea, Estalia, Border Princes and New World Colonies made into a new culture with 4 subgroups and a total of 8 new factions, and as many starting locations, with their own new flags.
- 10 Legendary Lords and 1 Legendary Hero, from Borgio the Besieger to Gashnag the Black Prince to Piggolo II. 4 of these LLs being OC who developed their own personas through player campaigns. Most of them are starting LLs whether in IME or TOW (the modded campaign map).

- 5 generic Lords, 3 Heroes.
- More than 30 new units, spread and divided across the four rosters, only some units being shared.
- A bunch of Regiments of Renown, from the Alcatani Fellowship to Birdmen of Catrazza to Asarnil the Dragonlord.
- Another bunch of Regiments of Community, shaped from my players' campaign stories akin to some LLs.
- New name lists for Estalia and mixed Tilean+Estalian for NWC.
- New tech tree built from scratch, with variations for each subgroup.
- New building trees, with recruitment trees differing between subgroups, and some landmarks.
- Plutocracy mechanic.
- Mercenary camps.

Uhh, probably more stuff. I think it's important to know that as old as this mod is, a lot of it I had to completely redo during the past months, both because they didn't work anymore and both because I had new tools at hand. SO MUCH has changed. You can read quite a few design notes in the blog.[www.patreon.com]

It must be noted that this is not supposed to be a Dogs of War package. Many of those regiments happen to be in here because they fit, and not because they're in charge. The four rosters have some differences, but all of them do rely on units that are, lorewise, mostly mercs and with strong features favouring high-xp units.

And since the lore on these groups is fairly limited and never really updated, I had to add a healthy dose of OC, either to completely make up stuff or to expand on what little was there.

Oh, one more thing. At the moment, all units are in the same page in Skirmish for technical reasons. This does not reflect specific campaign rosters and does not train you for those, IE, many of those units are Tilea/Estalia/BP-specific.
Go here for a list. Not the best, I know.

USE AND COMPATIBILITY
- Always enable Mixer in any campaign with this. Mixer not needed for skirmishes.
- Not for Realms of Chaos. Works with The Old World and TOW classic.
- MP is fine if you don't overload the list. Try it and see.
- BEFORE you report issues, follow the troubleshooting guide[tw-modding.com]. Who am I kidding, you're not even reading this.

- Don't use with overhauls without submods, and don't ask me to make them[tw-modding.com]. If you are using an overhaul's submod, don't report balance issues to me. Look in here for some known submods.
- Supports TTC and Variant Selector.
- Supported by Alshua's Favoured Regiments and Smokin's Recruit Defeated LLs.
- Currently usable with Less Red more Art ONLY IF YOU DISABLE THIS[cdn.discordapp.com].
- All Diplomatic Options within IME/IMEE will offer the chance to liberate vanilla placeholder TEB, don't do it and if the AI does it don't tell me :(.
- Dead Baron's texture project is good, but NOT its version with models!
- Don't use with stuff that manhandles garrisons too much.

CREDITS (link)


KNOWN ISSUES
- Since 5.0, campaign effects will show units you don’t have access to (e.g., Black Watch as Border Princes). I can’t fix this, CA would need to roll back the change.
- Campaign selection model viewer: a couple of LL have black cloth because of an issues with colour masks there.
- Those two red line skills lock each other with a couple CA-side bugs. Yes, you’re supposed to be able to spend 3 points over those 4.
- Allied outposts deploy more units than they should: CA-side bug.
- Rebels and Liberation are an open issue due to startpos. Don't liberate TEB factions outside of TOW campaign.
- LL unique items may be given again on respec/confed. Hopefully will be fixed by CA but no practical effects whatsoever.
- Gotrek&Felix don't work for TEB.
- Merchant Prince on Bear has a couple animation things to fix.
- Officers weren't reintroduced for the RORs because frankly they are too buggy.


FAQ
- Don't ask me about post-confederation recruitment of the other factions' units. It's a technical/balance mess and not a thing for vanilla factions with unique features/units. If you want to make a submod, knock yourself out.
- I'm not interested in fan-made stuff like bull knights or whatever, because I don't want to turn Estalia into yet another flanderized nation of stereotypes à la Kislev, or like a wise man put it, of flamenco y toros.
- I'm aware of the possibility of stuff like caravans or harmony mechanics, I have a drawer full of back-up features that I'm currently not going to implement because they would be add too much power, or not fit, or be too much work for the result, or all of the above.
- Is it normal to have only a mortar in garris- No, it's not, use your noggin. You have overhauls messing it up.

Don’t forget to provide feedback and rate!

FOLLOW VIA PATREON BLOG[www.patreon.com] for dev posts, detailed patch notes, updates and stuff!
Before commenting, follow the TROUBLESHOOTING GUIDE[tw-modding.com].
Also, JOIN THE MODDING DEN DISCORD SERVER[discord.gg], designated lurking place for me and other modders.
Popular Discussions View All (14)
25
Aug 5 @ 12:11pm
PINNED: KNOWN SUBMODS
Cataph
7
Feb 17 @ 1:21pm
Border Princes Campaign Thoughts
carlon89
5
Feb 14 @ 12:58pm
Quite a few questions/musings regarding this mod I enjoy a lot.
Oooops
1,609 Comments
luthurram 32 minutes ago 
In case anyone is having issues with bugged out spear and pike models with missing heads, etc., I have finally found the conflicting culprit: GunKing's Vermintide 2 Cosmetics Reskin. Changing load order does not solve the problem.
SirCamo 13 hours ago 
@Priss Literally did a multiplayer campaign playing as Sartosa and ally was playing a southern realm. We had 0 issues with their AI performing. Please do not put down an active creator of the community because you're misinformed about a mod's functionality. I research for hours on my own as a mod user so mod creators can have more of a break while we can spread good tips / advice to others. Accusing an author of AI issues like this seems unnecessary and just adds unneeded stress to these awesome creators.

Just remember what you say is seen by the modding community as a whole; respect goes a long ways with networking! :WH3_greasus_rofl:
Cataph  [author] Sep 2 @ 3:16pm 
no way I'm doing that.
Priss Sep 2 @ 12:50pm 
For some reason this mod completely breaks Ikit Claw's and Sartosa's AI. Sartosa freezes and doesn't do anything, Ikit claw recruits a lot but never leaves skavenblight. Such a shame.
Cataph  [author] Aug 30 @ 8:37am 
@larcon
re: techs. No. I think you and others really need to re-evaluate how universal most of those effects are, and that on average they do wrap 15 turns of vanilla techs in one button, for what it's worth since vanilla is uber inconsistent at best, but I did comparisons multiple times.

Also, you can lower that time to 8 turns in my direct experience, you don't need merchant prince blue skills. Get Art workshops, get the high elf bundle in plutocracy, ancillaries and whatever else I'm actually forgetting. Myrmidian temples iirc. If I can do it without cheesing or painting the map you can do it too.

And get the wizard contract on cooldown. You have the advantage of not having to build anything at all for them.
MERPHY Aug 30 @ 2:30am 
I think I need an update. Thanks for the amazing work!
StimbI4 Aug 27 @ 9:21am 
Why summoned Wizards have no pegasus mounts?
Larcon Aug 25 @ 12:24pm 
I really want to like this mod. At this point I played more of it than any of the new wh3 races

Please do something to the tech tree. 15 turns is diabolical, since you can't consistently increase your research rate . Some feel extremely underwhelming for a 15 turn investment. The techs locked behind researching 2 from same row could also give a bit more oomf.

If you don't have access to merchant princes (you are not a tielan faction) you're screwed in terms of research rate and wizard cap.

I miss just being able to recruit at least an organ gun. Tanks are very inconvenient to recruit unless you enjoy turtling and gallopers\light cannons are rather weak. Mortars are just bad in wh3, you have to work too hard to make them worth it.

Was handgunner range nerf warranted in any way? The used to be my go to unit in wh2 for Catrazza, now I just never recruit them. Also, I wish I could start as him in Tilea :( He used to be my favorite.
ᛣ Munin ᛉ Aug 22 @ 1:55am 
Is there a true unit 2x sfo submod for this?
Oz Aug 21 @ 8:30pm 
This looks sick as fuck big dog, going to give it a whirl.