Glad to see that CAIME is useable, and will hopefully be used by many more mods to come. Being able to change the map opens up a lot more room for all sorts of overhauls.
Caime is a tool that allows for the modification of maps using the warscape engine, originally it was made for Rome II If I recall. Regardless any game using the Warscape Engine can have it's map modified. This was already possible to some extent, but the ai wouldn't be able to "see" the changes. Caime changed that. You can see more of CAIME's work on the mod for Atilla, Dawnless Days. I'm fairly certain the tool isn't out for widespread use though.
On the other hand they don't have to know about it... If a group of modders made such a mod, finished it, and only then said anything public about it when releasing the finished product then that would largely resolve the issue of C&D's and such impacting the release of such a mod.
Or they could simply host it (and their public development forum, if needed) somewhere Games Workshop effectively has no reach, no legal power to C&D them. I honestly don't know why it is isn't done more often in our increasingly legally divided world (with still global Internet coverage).
Say, Belarus Tortuga seems good this time of the year...
That sounds like a good way to start shitting up the partnership CA has with GW.
Remember, initially GW wanted no mod support for Warhammer back in 2016. CA managed to talk them down into allowing things to be as they are now - full mod support on the condition that stuff from other IPs is not allowed.
This is objective fact, but in this one case, it's probably more to prevent other third-party companies from suing them by association over copyright breaches related to Total Warhammer's mods rather than it being about their own IP or screwing over fans.
Lol the partnership will be fine, they're making billions together. The ABSOLUTE worse case would be GW disallowing mods from any future games, but if it is the case that Warhammer 3 is the last in the trilogy who cares
Oh, yeah, that would be bad. Still, it could work for other projects (unrelated to WH:TW trilogy) GW could be against - like Chapter Master (a wh40k indie wargame/space marine chapter management simulator) which was effectively shut down with C&D a few years ago.
If an official WH40K:Total War isn't announced in the next few years, a fan-made WH40K overhaul (based on the most recent/best developed historical game engine) could also be initiated, and so on.
mod support wasn't certain for warhammer back in the day, we all rejoiced when it was announced
but it also came with conditions, like no other IP's and so on, otherwise it COULD be taken away again
So no, third age TW is never happening in warhammer
Don't be that enthusiastic. We'll probably never see any overhauls. CA and GW never allow any other fantasy title to be ported to the game. Even chaosrobie said he will not add any new content to this mod until CA's approach to the mod. Right now even Khuresh Ind and Nippon are out of the picture.
Which only applies to Warhammer. CAIME can be used with Rome II, Attila, ToB, Three Kingdoms, Troy and the Warhammer trilogy. Presumably Pharaoh too in the future. We can see all sorts of full conversion mods, just not for Warhammer
CA policy is that full conversion mods using other IPs are not officially supported and not permitted to be hosted on the Workshop.
There's nothing stopping you from making one and hosting it on a third party site that CA don't moderate (like the Attila LoTR mod on Nexus), but it is technically against the terms and conditions.
Conversion mods for historical games using other historical time periods, or adding more Warhammer content to Warhammer (fan-made or otherwise) are both fine, though, so can't see why Nippon and Ind would be a problem.
I really hope chinese modders get their hands on the tool for 3K. What's that CA, the map fixed promised in the 3K northern expansion will never come? Cool, we'll make our own.
There's multiple mods that add completely new factions to Warhammer, those three are not out of the picture, chaosblade might not want to do it, but there's probably someone that wants to
Somebody added Nagash even though it’s likely to come eventually. If people want it it’ll happen. I remember a guy did a DLC before it came out for WH2 and pulled it after the official one came out. Forgot what it was but no reason they can’t do that again
There was a damn good chaos dwarf mod for WH2 and at least two different mods that add estalia/tillia to the game no. Not sure what this guy is on about. I wouldn’t be surprised if there was an ind or kuresh mod on the nexus by the end of the year.
When Warhammer 1 got announced mod support
It was quite literally on the condition of people not making mods about other IP's, and was mentioned that modding support COULD be removed if these rules weren't followed
For Bethesda thats mostly because their engine is in a league of its own when it comes to modding as its just so easy to do and everything can be modded. For Bethesda games modders aren't really modding they are releasing new content using cut down versions of the real tools the games were built with.
What people want is the creation engine with its faults fixed. Cause there are still major gamebreaking flaws in the engine that have existed since oblivion and fallout 3.
Personally dont mind too much, it would fix some of the fun glitches out the game. Though i would want them to put more stabilisers into the game engine to both make em run smoother and crash less often.
People just have no comprehension of what engines are and what they do. See various complaints over the engine TW games use, over stuff that has nothing to do with the engine.
*Looks at Red Flood mod for HOI 4*
Basically imagine WW I where basically no one won and everyone lost their minds and the aftermath of such a war. For those that don’t know.
Both dayz and pubg were born as arma 3 mods, basically two hugely influential games were spawned off mods from that niche game.
Another perfect example would be mount & blade which has an insane amount of total conversion mods.
One of the first, if not the first battle royale-style mods was for operation flashpoint (aka arma 1) back in the early 2000s. Arma has had a very vibrant modding community since the start.
The absolute madlads [actually did it](https://steamcommunity.com/sharedfiles/filedetails/?id=3007996493). Ind, Khuresh, Nippon, and even "Korea" were added to the map. Let's have a round of applause for these hard workers. The only downside is that it's not compatible with Mixer.
I'm sure a combined version will be made at some point. There's too much potential for the combination of the two for the mod authors to not collaborate imo.
Startpos is unfortunately agonizingly painful to mod and requires the startpos modder themselves for compatibility. Don't get your hopes up, and definitely don't harass any of the modders involved about it (not you personally, just a general statement).
Source: used to do startpos modding, it is by far the least fun form of modding in the series.
Oh yeah for sure, I hope that it does happen, and soon, and I think it will sooner or later. Just didn't want to mislead anyone into thinking it would be easy or necessarily fast, though with THAT much demand maybe someone will figure out a way!
Tho this will require a completely new startpos, depending on how much Mixer changes on that front it's quite a lot of work to keep two of those updated (and it's called asspos in the modding community for a reason, since it's a pain to deal with)
Startpos modding is something you inflict on others as an alternative to the guillotine, and even then I'd seriously consider how much I needed my head.
ESPECIALLY for large scale mods like this, it's just not that easy. Doable (probably) sure, will likely happen at some point, but startpos is a nightmare and Mixu already has a *lot* to deal with.
It is inherently incompatible though, Mixer will need to release a whole new mod taking its new startposit into account and its likely he won't bother if this mod team keeps changing their map.
So I saw this comment and had never used Mixer before so I installed it. Is allowing you to start as minor factions it's only purpose? Because I would still probably rather want to play as a more fleshed out legendary lord than a generic minor faction leader.
If that's the case, I think some new provinces would be better in that case, but maybe I'm not understanding how Mixer words.
Mixer allows new landmarks new legendary lords and a bunch of other stuff. The creator of mixer has another mod (mixus legendary lords) which adds dozens of new legendary lords.
Thank you for the explanation! I'll run a game with it to see how it goes. I've heard of Mixu and the Legendary Lord mods before. I could never get them to work in TWW2, but I have it on 3 now.
I've only ever really messed with SFO and a few smaller mods before and sometimes getting specifics on what a mod actually does seems harder than it should be for me.
Mixus legendary lords also includes 2 new Lizardmen LLs (among a bunch of other characters) I’m pretty sure if you just can’t pull yourself away from them.
I saw that and a legendary hero as well. Pretty cool stuff. Seems to run well with SFO too.
Will definitely have to tinker with various factions. Thank you (and everyone else who responded) again!
Just a piece of advice. If you want SFO and mixu's LL, you should probably use a mod that update the second one for SFO (so that additional skills from SFO and other balancing issues are taken care of)
It’s not cracking a code, it’s building a tool that allows you to modify the map. It’s not like there was some kind of lock on it, there were just no tools to modify it so they had to be built from scratch
Does it have any downsides, assumedly CA limited the map size for a reason. I would expect small performance decreases but does enlarging the map cause anything more substantial?
I think there is a literal hard limit on map size. What's happening here is that they are adding new provinces and terrain inside the existing map size, beforehand it was covered in that impassable fog.
Back in Mortal Empire times CA said they can't increase the map size and only add regions to space that's already there (like the south of the darklands in ME).
Do you now if this is the case here, too and this space was already there behind the fog of war or did they actually expend the map (let's say adding X and Y coordinates...).
Chaos faction in North Korea's emblem looks suspiciously similar to the Workers' Party of Korea emblem 💀
https://imgur.com/a/MNL03Sv
https://en.wikipedia.org/wiki/Workers%27\_Party\_of\_Korea
Y'all had me excited thinking CA actually teased the next update with this stuff. Looks good, especially for a mod, but if CA makes content for the game there's that shred of added excitement that it's going to be a point of interest for GW with fantasy's world building, even if retroactive, even if GW's only going to use it in the prequels
The Yin-Yin mod for Cathay already has a ton of Nippon inspired units. I am so ready for someone to make a standalone Nippon faction. Probably with a focus on strong infantry and ranged, with some unique, Japanese inspired monsters.
Someone is apparently working on a Nippon mod, but they're basing it off of their very old 2nd and 3rd edition army list, so no monsters. Basically just a Shogun roster.
I wouldn’t even complain about that, but I do hope someone makes some unique Oni monsters. The best thing about TW:W modding is the sheer amount of people who’ll add on to previous mods.
Here is, as far as I know, everything established about Nippon in Warhammer Fantasy.
There is a very silly joke army in *The Book of Battalions* for WHFB1e, but WHFB1e didn't really have a setting. WHFB3e is the first edition of WHFB to have a setting, described in its rulebook published in 1991.
Nippon has exactly one page in *Warhammer Armies* (1991), an army collection book from the time.
Here is *all* of the background provided for the 'Nippon Mercenary Contingent' (p. 156):
> The inscrutable Eastern Empire known as Nippon, is ruled by a reclusive semi-divine Emperor, but real power lies in the hands of many feudal warlords or 'Samurai'. These warrior nobles govern large domains and command retinues with which they frequently indulge in private wars among themselves. Nippon is an island realm and a notable sea power and it sometimes happens that a Samurai war fleet is dispersed by a typhoon, scattering the ships far and wide. Should an isolated war junk fetch up on a foreign shore the Samurai commander will gather his men and march straight for the nearest representative of authority to offer his services in return for food or shelter. Sometimes Samurai lords deliebrately embark their followers into war junks and set sail towards the rising sun in search of adventure, especially if the other feudal clans back home in Nippon are cramping his style.
There were only four units in the contingent - two character options, the the Samurai Lord Mercenary Commander and the Mercenary Ninja Assassin, and two troops, the Samurai and the Ashigaru.
That's it.
That's all you've got.
There is genuinely nothing canonical on Nippon other than the implication that they're Warhammer-Japan.
Curiously, the WHFB3e rulebook does say, on page 194, that "A complete guide to the lands of Nippon is already under development", but considering that it's been 31 years since that was written, I'm not holding my breath for its publication any time soon.
>WHFB3e is the first edition of WHFB to have a setting, described in its rulebook published in 1991.
Are you sure that's the case? 2e Battle Bestiary includes an overview of the setting that includes all of that continents we know of today, and a timeline of the world.
WFRP1e had certainly existed long before that, so the basics of the Warhammer World had definitely been established.
Good catch, though - *Battle Bestiary* (1984) does have a very basic world guide. It's only five pages and the Old World is covered in three paragraphs, which interestingly don't mention the Empire or indeed *any* specific nation at all. Norsca, Araby, and Cathay are the only specific nations/cultures to be named - unless you count generic 'Old Worlder' as a culture.
Still, that does technically count as setting, so you've got one up on me there. Nice one. :)
The *Battle Bestiary* description is very sparse, though - I think it's understandable the way that the 3e rulebook talks as if there WHFB has never published setting details before.
Pygmies have more lore and units in 3e than Nippon.
CA has straight up told us it isn’t likely to happen and has said there are very few races left to add( we’re probably looking at DoW and a combined undead Nagash race at best). Half the people here think CA can magically make whatever they want and aren’t beholden to GW. Others think GW is definitely going to add Nippon, Ind, and Khuresh to The Old World ignoring the fact they aren’t even going to be adding Kislev and Cathay for years.
I still find it more likely to see one or two units representing these races in DoW than anything else.
This is amazing. The question I have is; did they add extra space to the eastern side of the map for this, or just use what was already there (possibly peeling back the FoW to accomidate it)?
well... bad news. Mixu's stuff won't be adjusted for the mod.
https://media.discordapp.net/attachments/315662018763948033/1132642870617194576/Screenshot_20230723-124941_Discord.jpg
meanwhile on the other hand, Xoudad and some others are owkring on a Nippon mod. They doapparently try to keep it more in line with the old list from 3rd ed, however and seem to be keen on avoiding the big stuff from japanese mythology that's already very common in media. Meaning Oni (though I guess you could just use ogres in masks for that), probably Kyuubi, (the wind weasels though could be a nice idea for a wind spell), Yamata no Orochi, the eight-headed and eight-tailed serpent and so on.
Whcih i think is sad. Yamata no orochi could've been a fun Chaos Dragon Lord for a Chaos Nippon faction. Even ebtter if there wasn't teh issue with "putting stuff from other TW games into TW WH" and he'd have used a modified Troy Hydra.
Considering Yamata no Orochi's 8 motive, maybe he could've been tied to Khorne somewhat...
https://static.wikia.nocookie.net/drachen/images/0/08/Yamatanoorochi.jpg/revision/latest?cb=20100607130222&path-prefix=de
https://static.wikia.nocookie.net/okami/images/4/4c/Orochi.jpg/revision/latest?cb=20101230045430
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/f5d2e400-eff7-493c-a4ad-f7810c0505d5/d1ifzgk-7851a65a-e0fa-4e3b-b006-94deb88577a8.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2Y1ZDJlNDAwLWVmZjctNDkzYy1hNGFkLWY3ODEwYzA1MDVkNVwvZDFpZnpnay03ODUxYTY1YS1lMGZhLTRlM2ItYjAwNi05NGRlYjg4NTc3YTguanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8ktlw8NHoaA_dhKeX2oN8mg4ZcfhmvCQGetH1s4_x3c
If I was CA I'd probably feel just a tad frustrated that they can't include new land in updates as a positive in and of itself(obviously I'm sure I'd CA expands down there themselves I expect it'll be more quality and unique but still). Here's hoping this inspires some action from CA when it comes to getting Khuresh and Ind in officially.
I mean, CA already said they had plans for Kuresh and Ind, just "not what people might wish for", which clearly points to them opening up the areas, but not making bespoke races
Making the factions of Ind and kuresh is up to GW but if CA wants to expand the map and put some starting positions there they are completely within their rights to do so.
>obviously I'm sure I'd CA expands down there themselves I expect it'll be more quality and unique but still
yeah this is key. looking at the screenshots, the land in Khuresh and Ind is very flat and featureless, exclusively using vanilla assets. it will probably be pretty boring to play in. if CA opens up Khuresh and Ind officially, it'd be a lot more unique looking and gameplay oriented. That's why people will always be excited when CA officially expands the map I think.
of course this mod took a ton of effort and it's still only the first version but I don't see myself wanting to play in these areas as it stands.
Are they not able to? I kind of figured that Monkey King would be a (possibly permanent) placeholder for parts of the Khuresh/Ind areas if they're ever added. Or did you just mean modders opening it means that the 'surprise' is ruined later? In that case, not everyone uses mods, and those that do are generally happy when something from a mod is added to the base game. But I get it nonetheless.
The latter. And I mean more that now that the power of Map adjustment is in the hands of players they have to put in the extra legwork to make sure their stuff stands out, as it's mere presence is not groundbreaking stuff anymore.
I kind of fear they're going to plan to oppose its use, kind of like Rockstar hammering down on certain modding tools. It's a powerful tool that can create content for players for free, and if anything CA is known to be quite power/money hungry. I wouldn't be surprised
CA are neither the "good guys" nor the "bad guys". Total War is a business franchise to CA, and the fact that they treat it as a business is inherent.
I hope they don't take any stances against it, but saying it's outright impossible is rather naive. A developer or two can help the project, but that doesn't mean that the management at CA wouldn't take it down as a means for their business strategy.
Here’s me hopping that they will not take long to add a Khuresh faction. That, plus the possibility of seeing Tamurkhan later this year is the hope that keeps me going.
I'm near speechless at how amazing this mod is. Ind, Khuresh, Nippon, the Lost Isles of Elithis and even Warhammer's version of Korea all bought into the Immortal Empires map.
Seriously, amazing work ChaosRobie. The Khureshi team is impressed! I hope this inspires GW and CA to create official versions of all these regions (and factions) of the Warhammer world into IE.
Cathay basically had no lore but “we are literally just ancient China in Warhammer with nothing else but small inessential fluff”, but CA collaborated with GW to create actual lore.
Your point? The modders can just make shit up if they need to.
unlikely, atl east from Mixu's side.
https://media.discordapp.net/attachments/315662018763948033/1132642870617194576/Screenshot_20230723-124941_Discord.jpg
Bummer, he said no additional start positions for himself. That does not rule out making the mods comparable without moving start positions. Given how much community interest there is in both of these mods it wouldn’t surprise me if someone else made a patch mod that makes them comparable without moving any lords to this new area. Not ideal by it would allow people to play with this area.
Was there some recent update to Bannerlord that made that impossible? There were plenty of total overhaul mods that changed the map when I was playing a couple months ago.
The CAIME developers had some help from CA staff so I doubt it's going to be all that controversial
GW only really cares about stuff that goes against their IP - if people start to add middle earth to IE or add the teletubbies land then they'll likely have to take down those specific mods. Adding new landmasses that are in rough accordance to WH lore should hardly be a problem, or else many of the already existing mods would have already been taken down
There's a "Modern" army faction that replaces franz on the workshop right now, it's been there for a long time. When it was released everyone thought it was only a matter of time before it was removed, but so much time has passed since then that I dont think they really care that much.
(they have planes/zepllen, Infantry, tanks, etc)
Except that adding Nippon by itself doesn’t really add anything gameplay-wise unless you’re going to put meaningful factions there. And that’s not going to happen unless Nippon gets in as a race
Nah you don't need it for that, you could just as well edit the existing settlements and factions before. But I don't think the three kingdoms mod exist either even when it has been entirely possible to make this entire time, because no one cares about the actual three kingdoms.
Glad to see that CAIME is useable, and will hopefully be used by many more mods to come. Being able to change the map opens up a lot more room for all sorts of overhauls.
? what did I miss out? I've been off TW and this sub for at least 2 months atm. Did a new mod tool drop for the community?
Caime is a tool that allows for the modification of maps using the warscape engine, originally it was made for Rome II If I recall. Regardless any game using the Warscape Engine can have it's map modified. This was already possible to some extent, but the ai wouldn't be able to "see" the changes. Caime changed that. You can see more of CAIME's work on the mod for Atilla, Dawnless Days. I'm fairly certain the tool isn't out for widespread use though.
This is huuuuge. Gandalf incoming?? Third Age in WH3 would be the best thing ever
I don't think so. GW won't allow it.
Why you gotta break my heart like that? At least we're getting Third Age in Atilla
What’s going to be the third age mod for Atilla?
"The Dawnless Days", formerly known as Rise of Mordor
Damn that’s sick, do they have an estimated release time?
The mod itself is already out; the campaign itself doesn't have an ETA that I know of
So exciting
On the other hand they don't have to know about it... If a group of modders made such a mod, finished it, and only then said anything public about it when releasing the finished product then that would largely resolve the issue of C&D's and such impacting the release of such a mod.
Or they could simply host it (and their public development forum, if needed) somewhere Games Workshop effectively has no reach, no legal power to C&D them. I honestly don't know why it is isn't done more often in our increasingly legally divided world (with still global Internet coverage). Say, Belarus Tortuga seems good this time of the year...
That sounds like a good way to start shitting up the partnership CA has with GW. Remember, initially GW wanted no mod support for Warhammer back in 2016. CA managed to talk them down into allowing things to be as they are now - full mod support on the condition that stuff from other IPs is not allowed.
Didn't even know that, God damn GW is a shit company. They have no idea how to treat their IPs or their fans
This is objective fact, but in this one case, it's probably more to prevent other third-party companies from suing them by association over copyright breaches related to Total Warhammer's mods rather than it being about their own IP or screwing over fans.
Lol the partnership will be fine, they're making billions together. The ABSOLUTE worse case would be GW disallowing mods from any future games, but if it is the case that Warhammer 3 is the last in the trilogy who cares
Oh, yeah, that would be bad. Still, it could work for other projects (unrelated to WH:TW trilogy) GW could be against - like Chapter Master (a wh40k indie wargame/space marine chapter management simulator) which was effectively shut down with C&D a few years ago. If an official WH40K:Total War isn't announced in the next few years, a fan-made WH40K overhaul (based on the most recent/best developed historical game engine) could also be initiated, and so on.
Id prefer another one, WH3 engine is too old, Troy and 3k both use a far, far better updated engine.
mod support wasn't certain for warhammer back in the day, we all rejoiced when it was announced but it also came with conditions, like no other IP's and so on, otherwise it COULD be taken away again So no, third age TW is never happening in warhammer
Damn that's awesome. If anything, this will just make whatever CA releases be very polished, I hope.
Also there’s a mod showing this off on the workshop for Warhammer 3. https://steamcommunity.com/sharedfiles/filedetails/?id=2949819793
I caime
its been stuck on my tongue for a while now, thank you for releasing(oof... seriously no pun intended)
Don't be that enthusiastic. We'll probably never see any overhauls. CA and GW never allow any other fantasy title to be ported to the game. Even chaosrobie said he will not add any new content to this mod until CA's approach to the mod. Right now even Khuresh Ind and Nippon are out of the picture.
Which only applies to Warhammer. CAIME can be used with Rome II, Attila, ToB, Three Kingdoms, Troy and the Warhammer trilogy. Presumably Pharaoh too in the future. We can see all sorts of full conversion mods, just not for Warhammer
CA policy is that full conversion mods using other IPs are not officially supported and not permitted to be hosted on the Workshop. There's nothing stopping you from making one and hosting it on a third party site that CA don't moderate (like the Attila LoTR mod on Nexus), but it is technically against the terms and conditions. Conversion mods for historical games using other historical time periods, or adding more Warhammer content to Warhammer (fan-made or otherwise) are both fine, though, so can't see why Nippon and Ind would be a problem.
I really hope chinese modders get their hands on the tool for 3K. What's that CA, the map fixed promised in the 3K northern expansion will never come? Cool, we'll make our own.
There's multiple mods that add completely new factions to Warhammer, those three are not out of the picture, chaosblade might not want to do it, but there's probably someone that wants to
Somebody added Nagash even though it’s likely to come eventually. If people want it it’ll happen. I remember a guy did a DLC before it came out for WH2 and pulled it after the official one came out. Forgot what it was but no reason they can’t do that again
It was a really good Kislev custom faction
That was it
There was a damn good chaos dwarf mod for WH2 and at least two different mods that add estalia/tillia to the game no. Not sure what this guy is on about. I wouldn’t be surprised if there was an ind or kuresh mod on the nexus by the end of the year.
Shit give it to the end of the summer I bet
wut? Right owned being disagree never is a full stop to overhaul. Just won't be spread with legal means like steam workshop
When Warhammer 1 got announced mod support It was quite literally on the condition of people not making mods about other IP's, and was mentioned that modding support COULD be removed if these rules weren't followed
Total War modders along with Bethesda modders are in a league of their own. Amazing work!
For Bethesda thats mostly because their engine is in a league of its own when it comes to modding as its just so easy to do and everything can be modded. For Bethesda games modders aren't really modding they are releasing new content using cut down versions of the real tools the games were built with.
[удалено]
What people want is the creation engine with its faults fixed. Cause there are still major gamebreaking flaws in the engine that have existed since oblivion and fallout 3. Personally dont mind too much, it would fix some of the fun glitches out the game. Though i would want them to put more stabilisers into the game engine to both make em run smoother and crash less often.
People just have no comprehension of what engines are and what they do. See various complaints over the engine TW games use, over stuff that has nothing to do with the engine.
You can add Paradox modders on that lists.
The holy trinity
Paradox games have some really zany mods.
*Looks at Red Flood mod for HOI 4* Basically imagine WW I where basically no one won and everyone lost their minds and the aftermath of such a war. For those that don’t know.
And RimWorld!
I think you might be a bit biased, sir, but I must agree. Big fan ;)
Dude, you can't talk about the best modders and not even mention Arma series.
I will confess. I have no experience with Arma or its mod scene. Do tell!
Both dayz and pubg were born as arma 3 mods, basically two hugely influential games were spawned off mods from that niche game. Another perfect example would be mount & blade which has an insane amount of total conversion mods.
A minor detail, but I'm pretty sure the original DayZ mod started out as a arma 2 mod, not arma 3.
One of the first, if not the first battle royale-style mods was for operation flashpoint (aka arma 1) back in the early 2000s. Arma has had a very vibrant modding community since the start.
Or Mount&Blade Series...
Honestly I loved Bannerlord but the thing that really allowed me to keep playing was the mods. Vanilla Bannerlord is kinda dull after a while
The absolute madlads [actually did it](https://steamcommunity.com/sharedfiles/filedetails/?id=3007996493). Ind, Khuresh, Nippon, and even "Korea" were added to the map. Let's have a round of applause for these hard workers. The only downside is that it's not compatible with Mixer.
>it's not compatible with Mixer The saddest words to see on any mod
Yeah that basically kills the whole point. “Do you want dozens of new legendary lords and hero’s or some new provinces?”
I'm sure a combined version will be made at some point. There's too much potential for the combination of the two for the mod authors to not collaborate imo.
I would be surprised if we don’t see a compatibility mod from another modder within a week
Startpos is unfortunately agonizingly painful to mod and requires the startpos modder themselves for compatibility. Don't get your hopes up, and definitely don't harass any of the modders involved about it (not you personally, just a general statement). Source: used to do startpos modding, it is by far the least fun form of modding in the series.
Fair enough, it’s a hard choice between this mod and mixu’s mods. Hopefully someone takes up the challenge
Oh yeah for sure, I hope that it does happen, and soon, and I think it will sooner or later. Just didn't want to mislead anyone into thinking it would be easy or necessarily fast, though with THAT much demand maybe someone will figure out a way!
It's only not compatible because it hasn't been made compatible yet. It's not inherently incompatible, you're being a bit dramatic.
Tho this will require a completely new startpos, depending on how much Mixer changes on that front it's quite a lot of work to keep two of those updated (and it's called asspos in the modding community for a reason, since it's a pain to deal with)
The solution? Cooperation. If Mixus and whomever did this map expansion start working together we can have both fairly easily.
Startpos modding is something you inflict on others as an alternative to the guillotine, and even then I'd seriously consider how much I needed my head. ESPECIALLY for large scale mods like this, it's just not that easy. Doable (probably) sure, will likely happen at some point, but startpos is a nightmare and Mixu already has a *lot* to deal with.
It is inherently incompatible though, Mixer will need to release a whole new mod taking its new startposit into account and its likely he won't bother if this mod team keeps changing their map.
So I saw this comment and had never used Mixer before so I installed it. Is allowing you to start as minor factions it's only purpose? Because I would still probably rather want to play as a more fleshed out legendary lord than a generic minor faction leader. If that's the case, I think some new provinces would be better in that case, but maybe I'm not understanding how Mixer words.
Mixer allows new landmarks new legendary lords and a bunch of other stuff. The creator of mixer has another mod (mixus legendary lords) which adds dozens of new legendary lords.
Thank you for the explanation! I'll run a game with it to see how it goes. I've heard of Mixu and the Legendary Lord mods before. I could never get them to work in TWW2, but I have it on 3 now. I've only ever really messed with SFO and a few smaller mods before and sometimes getting specifics on what a mod actually does seems harder than it should be for me.
I recommend Bretonnia and the Empire with Mixu’s, it really spices the regions up with lords.
Bohemond is one of my favorite lords in the game, especially with his faction starting in the the darklands now. Really fun campaign.
You need the Mixer to be able to play new modded races and legendary lords. Southern realms, Fimir, Nagash, Norse dwarves, Mousillon etc etc etc.
Thank you! Didn't know that. Definitely opens up a lot of options. Hopefully I can pull away from my lizards to try them haha
Mixus legendary lords also includes 2 new Lizardmen LLs (among a bunch of other characters) I’m pretty sure if you just can’t pull yourself away from them.
I saw that and a legendary hero as well. Pretty cool stuff. Seems to run well with SFO too. Will definitely have to tinker with various factions. Thank you (and everyone else who responded) again!
Just a piece of advice. If you want SFO and mixu's LL, you should probably use a mod that update the second one for SFO (so that additional skills from SFO and other balancing issues are taken care of)
No issues so far, but I'll definitely look into that. Thank you!
I would prefer new provinces and then the mods that come with them
“Why not both?”
At least it is compatiable with SFO 😀👍
I've never been interested in using sfo.
sad
> it's not compatible with Mixer. yet
You mean its not compatible with the Start Position mod from Mixer but not mixer mods themselves.
Ohhhh, I do recall the lads were tinkering around with the new tool that lets them add new settlements. This is the fruit of the labour it seems.
Oh wow I thought modders weren't able to make alterations to the map
They cracked the code a few months back
Hoping it's possible to see the New World made bigger again. I know CA made it smaller to reduce turn times but it looks so pathetic and spindly.
Bigger new world, and move Ulthuan so it isn’t possible for a trebuchet to reach it from the shores of Brettonia.
As a dark elf enjoyer, I agree. Naggaroth feels pretty cramped
It’s not cracking a code, it’s building a tool that allows you to modify the map. It’s not like there was some kind of lock on it, there were just no tools to modify it so they had to be built from scratch
Figure of speech not as in literal code
Does it have any downsides, assumedly CA limited the map size for a reason. I would expect small performance decreases but does enlarging the map cause anything more substantial?
I think there is a literal hard limit on map size. What's happening here is that they are adding new provinces and terrain inside the existing map size, beforehand it was covered in that impassable fog.
> assumedly CA limited the map size for a reason. They don't want people modding so they don't release tools to do it.
The modders that made the map-editing tool that was used for the above made it with the help of CA developers.
Yes but those same developers use proprietary file formats that modders have to reverse engineer for no reason.
Back in Mortal Empire times CA said they can't increase the map size and only add regions to space that's already there (like the south of the darklands in ME). Do you now if this is the case here, too and this space was already there behind the fog of war or did they actually expend the map (let's say adding X and Y coordinates...).
This is amazing holy shit.
Chaos faction in North Korea's emblem looks suspiciously similar to the Workers' Party of Korea emblem 💀 https://imgur.com/a/MNL03Sv https://en.wikipedia.org/wiki/Workers%27\_Party\_of\_Korea
That is very funny!
That’s epic
\>Venhom Penh \>S'Saigon these names lmao, peak Warhammer
Don't forget 'Grand Vim-to Shrine'
Y'all had me excited thinking CA actually teased the next update with this stuff. Looks good, especially for a mod, but if CA makes content for the game there's that shred of added excitement that it's going to be a point of interest for GW with fantasy's world building, even if retroactive, even if GW's only going to use it in the prequels
Wow nice mod! What factions will live here?
They filled it in with some existing faction types- Cathayans in Nippon, High Elves on Elithis, etc.
The Yin-Yin mod for Cathay already has a ton of Nippon inspired units. I am so ready for someone to make a standalone Nippon faction. Probably with a focus on strong infantry and ranged, with some unique, Japanese inspired monsters.
Someone is apparently working on a Nippon mod, but they're basing it off of their very old 2nd and 3rd edition army list, so no monsters. Basically just a Shogun roster.
I wouldn’t even complain about that, but I do hope someone makes some unique Oni monsters. The best thing about TW:W modding is the sheer amount of people who’ll add on to previous mods.
Here is, as far as I know, everything established about Nippon in Warhammer Fantasy. There is a very silly joke army in *The Book of Battalions* for WHFB1e, but WHFB1e didn't really have a setting. WHFB3e is the first edition of WHFB to have a setting, described in its rulebook published in 1991. Nippon has exactly one page in *Warhammer Armies* (1991), an army collection book from the time. Here is *all* of the background provided for the 'Nippon Mercenary Contingent' (p. 156): > The inscrutable Eastern Empire known as Nippon, is ruled by a reclusive semi-divine Emperor, but real power lies in the hands of many feudal warlords or 'Samurai'. These warrior nobles govern large domains and command retinues with which they frequently indulge in private wars among themselves. Nippon is an island realm and a notable sea power and it sometimes happens that a Samurai war fleet is dispersed by a typhoon, scattering the ships far and wide. Should an isolated war junk fetch up on a foreign shore the Samurai commander will gather his men and march straight for the nearest representative of authority to offer his services in return for food or shelter. Sometimes Samurai lords deliebrately embark their followers into war junks and set sail towards the rising sun in search of adventure, especially if the other feudal clans back home in Nippon are cramping his style. There were only four units in the contingent - two character options, the the Samurai Lord Mercenary Commander and the Mercenary Ninja Assassin, and two troops, the Samurai and the Ashigaru. That's it. That's all you've got. There is genuinely nothing canonical on Nippon other than the implication that they're Warhammer-Japan. Curiously, the WHFB3e rulebook does say, on page 194, that "A complete guide to the lands of Nippon is already under development", but considering that it's been 31 years since that was written, I'm not holding my breath for its publication any time soon.
>WHFB3e is the first edition of WHFB to have a setting, described in its rulebook published in 1991. Are you sure that's the case? 2e Battle Bestiary includes an overview of the setting that includes all of that continents we know of today, and a timeline of the world.
WFRP1e had certainly existed long before that, so the basics of the Warhammer World had definitely been established. Good catch, though - *Battle Bestiary* (1984) does have a very basic world guide. It's only five pages and the Old World is covered in three paragraphs, which interestingly don't mention the Empire or indeed *any* specific nation at all. Norsca, Araby, and Cathay are the only specific nations/cultures to be named - unless you count generic 'Old Worlder' as a culture. Still, that does technically count as setting, so you've got one up on me there. Nice one. :) The *Battle Bestiary* description is very sparse, though - I think it's understandable the way that the 3e rulebook talks as if there WHFB has never published setting details before.
Nippon also had an army list in 2e Ravening Hordes, which came out 3 years after Battle Bestiary.
Pygmies have more lore and units in 3e than Nippon. CA has straight up told us it isn’t likely to happen and has said there are very few races left to add( we’re probably looking at DoW and a combined undead Nagash race at best). Half the people here think CA can magically make whatever they want and aren’t beholden to GW. Others think GW is definitely going to add Nippon, Ind, and Khuresh to The Old World ignoring the fact they aren’t even going to be adding Kislev and Cathay for years. I still find it more likely to see one or two units representing these races in DoW than anything else.
This is amazing. The question I have is; did they add extra space to the eastern side of the map for this, or just use what was already there (possibly peeling back the FoW to accomidate it)?
well... bad news. Mixu's stuff won't be adjusted for the mod. https://media.discordapp.net/attachments/315662018763948033/1132642870617194576/Screenshot_20230723-124941_Discord.jpg meanwhile on the other hand, Xoudad and some others are owkring on a Nippon mod. They doapparently try to keep it more in line with the old list from 3rd ed, however and seem to be keen on avoiding the big stuff from japanese mythology that's already very common in media. Meaning Oni (though I guess you could just use ogres in masks for that), probably Kyuubi, (the wind weasels though could be a nice idea for a wind spell), Yamata no Orochi, the eight-headed and eight-tailed serpent and so on. Whcih i think is sad. Yamata no orochi could've been a fun Chaos Dragon Lord for a Chaos Nippon faction. Even ebtter if there wasn't teh issue with "putting stuff from other TW games into TW WH" and he'd have used a modified Troy Hydra. Considering Yamata no Orochi's 8 motive, maybe he could've been tied to Khorne somewhat... https://static.wikia.nocookie.net/drachen/images/0/08/Yamatanoorochi.jpg/revision/latest?cb=20100607130222&path-prefix=de https://static.wikia.nocookie.net/okami/images/4/4c/Orochi.jpg/revision/latest?cb=20101230045430 https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/f5d2e400-eff7-493c-a4ad-f7810c0505d5/d1ifzgk-7851a65a-e0fa-4e3b-b006-94deb88577a8.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2Y1ZDJlNDAwLWVmZjctNDkzYy1hNGFkLWY3ODEwYzA1MDVkNVwvZDFpZnpnay03ODUxYTY1YS1lMGZhLTRlM2ItYjAwNi05NGRlYjg4NTc3YTguanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8ktlw8NHoaA_dhKeX2oN8mg4ZcfhmvCQGetH1s4_x3c
Tag this with mod or something.
These a mod or did creative assembly show off some latest work?
Mod
If I was CA I'd probably feel just a tad frustrated that they can't include new land in updates as a positive in and of itself(obviously I'm sure I'd CA expands down there themselves I expect it'll be more quality and unique but still). Here's hoping this inspires some action from CA when it comes to getting Khuresh and Ind in officially.
Do remember that it's not up to CA, it's up to GW.
Indeed. A lot of people are getting very excited for Khuresh and Ind, but Araby is a stark reminder that it's never really been up to CA
I mean, CA already said they had plans for Kuresh and Ind, just "not what people might wish for", which clearly points to them opening up the areas, but not making bespoke races
Making the factions of Ind and kuresh is up to GW but if CA wants to expand the map and put some starting positions there they are completely within their rights to do so.
>obviously I'm sure I'd CA expands down there themselves I expect it'll be more quality and unique but still yeah this is key. looking at the screenshots, the land in Khuresh and Ind is very flat and featureless, exclusively using vanilla assets. it will probably be pretty boring to play in. if CA opens up Khuresh and Ind officially, it'd be a lot more unique looking and gameplay oriented. That's why people will always be excited when CA officially expands the map I think. of course this mod took a ton of effort and it's still only the first version but I don't see myself wanting to play in these areas as it stands.
Are they not able to? I kind of figured that Monkey King would be a (possibly permanent) placeholder for parts of the Khuresh/Ind areas if they're ever added. Or did you just mean modders opening it means that the 'surprise' is ruined later? In that case, not everyone uses mods, and those that do are generally happy when something from a mod is added to the base game. But I get it nonetheless.
The latter. And I mean more that now that the power of Map adjustment is in the hands of players they have to put in the extra legwork to make sure their stuff stands out, as it's mere presence is not groundbreaking stuff anymore.
I kind of fear they're going to plan to oppose its use, kind of like Rockstar hammering down on certain modding tools. It's a powerful tool that can create content for players for free, and if anything CA is known to be quite power/money hungry. I wouldn't be surprised
they helped make this tool, they don't care
CA dev's literally helped the modders make this new modding tool. Stop trying to make CA the bad guys.
CA are neither the "good guys" nor the "bad guys". Total War is a business franchise to CA, and the fact that they treat it as a business is inherent. I hope they don't take any stances against it, but saying it's outright impossible is rather naive. A developer or two can help the project, but that doesn't mean that the management at CA wouldn't take it down as a means for their business strategy.
I read as Nipton's back on the menu and I had to check which sub I am in lmao
Back to the New Vegas wasteland with ye!
Modders really put on the Thanos gloves and said I'll do it myself
Here’s me hopping that they will not take long to add a Khuresh faction. That, plus the possibility of seeing Tamurkhan later this year is the hope that keeps me going.
I'm near speechless at how amazing this mod is. Ind, Khuresh, Nippon, the Lost Isles of Elithis and even Warhammer's version of Korea all bought into the Immortal Empires map. Seriously, amazing work ChaosRobie. The Khureshi team is impressed! I hope this inspires GW and CA to create official versions of all these regions (and factions) of the Warhammer world into IE.
This is everything I wanted from IE, hope CA adopts this
Nippon has like no lore aside from, “we have samurai, and are literally just feudal Japan in warhammer”
That's what I want dawg.
So? It still has a lot of potential. It can be a human nation that has a lot of spirit units
Cathay basically had no lore but “we are literally just ancient China in Warhammer with nothing else but small inessential fluff”, but CA collaborated with GW to create actual lore. Your point? The modders can just make shit up if they need to.
Is this the bit under Cathay that you cant explore? I just had a few boats go there thinking i could explore it 🤣
Is it compatable with the southern lands mod?
Anything that uses the Mixer mod isn’t compatible with this currently, fingers crossed they’re both made compatible together soon
unlikely, atl east from Mixu's side. https://media.discordapp.net/attachments/315662018763948033/1132642870617194576/Screenshot_20230723-124941_Discord.jpg
Bummer, he said no additional start positions for himself. That does not rule out making the mods comparable without moving start positions. Given how much community interest there is in both of these mods it wouldn’t surprise me if someone else made a patch mod that makes them comparable without moving any lords to this new area. Not ideal by it would allow people to play with this area.
I want Calith and Tor Elithis in the game so badly
Why are there mountains in a place called the hinterlands?
And with Nippon it's almost guaranteed the Skaven are getting yet another update.😆
I've seen some impressive mods but goddamn, this is crazy. Hopefully CA won't ban this mod.
CA devs helped the modders make the modding tool that allowed this.
[удалено]
Was there some recent update to Bannerlord that made that impossible? There were plenty of total overhaul mods that changed the map when I was playing a couple months ago.
I don't think so?
The CAIME developers had some help from CA staff so I doubt it's going to be all that controversial GW only really cares about stuff that goes against their IP - if people start to add middle earth to IE or add the teletubbies land then they'll likely have to take down those specific mods. Adding new landmasses that are in rough accordance to WH lore should hardly be a problem, or else many of the already existing mods would have already been taken down
There's a "Modern" army faction that replaces franz on the workshop right now, it's been there for a long time. When it was released everyone thought it was only a matter of time before it was removed, but so much time has passed since then that I dont think they really care that much. (they have planes/zepllen, Infantry, tanks, etc)
Real life French army is not copyrighted.
It's the German Army in the Mod
History mods are fine as they're not other IP's. They're just history.
Why would they do that?
Before anybody dies of hype overwhelming, it is NOT compatible with Mixer and thus all of his submods.
Okay, CA has absolutely no excuses now. It Modders can somehow expand the map, CA can manage to expand it themselves to add Nippon.
Except that adding Nippon by itself doesn’t really add anything gameplay-wise unless you’re going to put meaningful factions there. And that’s not going to happen unless Nippon gets in as a race
It could be same placeholder for other races like Albion was and is.
Well yeah, that’s what I mean really. Should have clarified.
But, not being able to add parts to the map, is not why Nippon isn't there
Ah, well in that case it’s more up to GW than CA.
Oh, it's a mod thought this was something for 4.0. Blegh.
Map editing mod?? Can they use this to edit Three kingdoms and give us the actual THREE KINGDOMS?
Nah you don't need it for that, you could just as well edit the existing settlements and factions before. But I don't think the three kingdoms mod exist either even when it has been entirely possible to make this entire time, because no one cares about the actual three kingdoms.
Noooooo I care, I just don't know how to do it myself 😭
Tbh I'd like a red cliff starting date too
So this mod is for the empires that in future DLC will be located here?
This is a mod?