Total War: WARHAMMER III

Total War: WARHAMMER III

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Immortal Empires Expanded and Old World Rites Compatibility Submod
   
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Tags: mod
File Size
Posted
Updated
161.167 KB
11 Oct, 2023 @ 10:55pm
26 May @ 11:53pm
5 Change Notes ( view )

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Immortal Empires Expanded and Old World Rites Compatibility Submod

Description
FIRST AND FOREMOST

The people who made all these beautiful mechanics and maps are not me. I just stitched the mechanics to the new factions on the map. If you want to give credit where credit's due for these great things, let them know; the relevant mods are listed in the required section.

Features

When playing as any of the following:
  • Empire Secessonists (a little bonus)
  • Leofric's Fellowship
  • Po-Hai
  • The Scourgeborn
  • Firebeard's Excavators
  • Guests of the Raja
  • Snakebiter Tribe
  • Speaking Trees
  • The Chosen
  • Okumoto Clan
  • Tokmars
  • Nag Rippers
  • Sanyo Clan
  • Avags

You will have access to their respective faction's rites added by Old World Rites.

This will make the strategic layer easier, in theory.

This mod will most likely crash if you do not have both IEE and OWR installed.

Known Issues

Criteria to unlock rites may not appear correctly.

Rites may show as locked after being unlocked; this can be fixed by exiting out of the menu and re-entering it.

Thanks to:

  • Da Modding Den, who spent valuable time helping me ascend from monke to data entry monke. 🐒🍌

If you like this:

Consider subscribing to the sequel to this mod, where I add rites to the SCM's Marienburg factions, including the ones in IEE!

Miscellaneous

Do you know how hard it is to find an isolated image of a right turn signal? Get it? Rights? Rites? Tried some new blending techniques to make the image not suck.
12 Comments
Gluttony589 24 May @ 5:12pm 
does it even need one?
KaiserIX 20 May @ 7:24am 
Update ?
sigmars_disciple 7 Jan @ 9:38pm 
And "supporting" means that when playing as that faction, the extra panel shows up on the right side and when clicked, there's 4 rites to choose from - usually tied to some requirements, like having a certain amount of gold, a certain rank of LL, owning 2 coastal settlements or whatever.

If this was correct, then I think people get it and it's not misleading.
Thanks so mnuch for those mods, @standardheadache! Good looking out

<3 <3 <3
sigmars_disciple 7 Jan @ 9:37pm 
Well, casually reading I did not understand what either of you is talking about, however I think per mod title and the first sentence of the description(s) it was pretty clear what these mods do:

- The IEE one supports various IEE factions that are introduced via the mod
- The LCCP one supports specifically those 17 IEE factions added by the LCCP mod
(not necessarily all of them, but the ones listed as bullet points)
GenezisO 5 Jan @ 8:47am 
Now I am even more confused but whatever :D
𓆚 standardheadache 𓆚  [author] 4 Jan @ 11:23pm 
Compare the factions in the "Features" section of this mod with this one to see why this is the submod for IEE and not LCCP. This is not only for any factions that overlap with LCCP, but also for generic factions who do not have LLs. If you're still not sure, open up IEE and this mod in RPFM and see what factions in IEE's faction_tables this refers to in its campaign_group_member_criteria_factions_tables.
GenezisO 4 Jan @ 6:51am 
Your mod name says "Immortal Empires Expanded and Old World Rites Compatibility Submod"

but from your description, it should be "SCM LCCP new factions for IEE and Old World Rites Compatibility Submod"
GenezisO 4 Jan @ 6:49am 
I think you're misleading the players here. This mod from description is clearly for those who use
https://steamproxy.net/workshop/filedetails/?id=3113531421
&
https://steamproxy.net/workshop/filedetails/?id=2984034634

There is no need for your mod to require IEE, as the first mod already requires it.
Tingu 30 Dec, 2023 @ 9:38am 
update
𓆚 standardheadache 𓆚  [author] 12 Oct, 2023 @ 12:07pm 
Both of the original mods have scripts, but this submod is purely db.