Total War: WARHAMMER III

Total War: WARHAMMER III

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Outremer: Faction Overhaul
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Tags: mod
File Size
Posted
Updated
171.476 MB
28 May, 2023 @ 5:15pm
12 Dec, 2024 @ 8:48pm
32 Change Notes ( view )

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Outremer: Faction Overhaul

Description
"The King of Bretonnia, Louis the Righteous, raised a huge army of Knights of the Realm to free Estalia and punish Jaffar for the atrocities the Arabyans under his rule had committed. Glory-hungry knights from all across Bretonnia joined the king's banners in what would become the first of a series of crusades eventually launched all across the Known World."

This minor faction overhaul converts the Thegan Crusaders faction into the dukedom of Outremer, that is heavily influenced by the real life Kingdom of Jerusalem.

FEATURES
  • Poulain Crusaders – 1 new Faction, 1 Legendary Lord, 1 Legendary Hero, New Generic Hero, 1 new RoR, and 9 new units (Full Details here)
  • 1 new landmark and 1 new building chain
  • Custom look for all Peasant units
  • Custom Mechanics
    • Crusader Reinforcements - Similar to Wulfhart's mechanic, defeat the heathens and increase the support of the Dukedoms in your crusades in Araby. Gain reinforcements from the dukedoms of Bretonnia and as the people's support grows so does the quality of the reinforcements. Be wary though as your exploits grow, the locals will come to face you.
    • Balduin Leads - Balduin is crucial to the unity of Outremer. The faction will receive a buff if he is alive, but when he is wounded, you will receive a debuff, and there is a chance that a rebellion will spawn in one of your regions.

PLEASE READ - IT WILL LIKELY ANSWER YOUR CONCERNS
  • (Should be) Compatible with Lily's Overhaul.
  • This mod is balanced for vanilla gameplay. It aims to insert itself into vanilla campaigns as seamlessly as possible.
  • Unlock the Crusader's Keep landmark by completing the "The Crusader Dukes" mission, issued at turn 1
  • Tier 3 stables and up are locked until you reach a higher support level
  • At Hostility level 5, and if you have more than 20 and less than 80 support, there is a 25% chance for a Crusader army to spawn at one of your port regions.
  • Siege units are unlocked by the "Siege Engineering" technology. Research to unlock them. (Except for Outremer)
  • Upgrade Units is highly recommended, but not required. I've elected to use this mod as it still works perfectly, and while I've made a Warband upgrade system, I've deemed it too prone to compatibility issues and elected to not use it.

RECOMMENDED

SUBMODS

CREDITS
  • Mixu - for the unlocker, the faction, the frontend script, which serves as the base of this mod
  • HN - Outremer's banner is based from his wonderful Banner Overhaul.
  • Rhox/OVN Team - Allowing me to reuse their edited Imperial Reinforcements mechanic here
  • freakpear - His scriptwork is essential to ensuring the mechanics work
  • Dead Baron - Allowed me to reuse most of his units from his WH2 Bretonnian unit pack
  • Khamar - Custom unit cards for some of Dead Baron's units
  • h3ro - His amazing Asset Editor is what made this mod possible. Big thanks to him for all the possibilities!

Comment any potential balance changes and check the change notes for update details.

[www.patreon.com] [ko-fi.com]
327 Comments
CHAOStheory1220 29 Dec, 2024 @ 5:55am 
@[]Herz[] the thing with warhammer fantasy is that all the races are in the same era but some are more advanced than others in certain areas like the empire still uses swords and shields while also using gunpowder and literal tanks, same with dwarves but they got flying machines, brettonia dosent advance that much because their entire culture is around chivalry and their knights, and also Norsca is not in the stone age they use metal working and other tech they are literally just vikings which werent from the stone age. But i do think a mod the restricts certain units until you research some tech to unlock them like in Civ would be fun tho
Erwonathan 21 Dec, 2024 @ 12:38pm 
Except knights did encounter musketeers irl
[]Herz[] 15 Dec, 2024 @ 7:25am 
It would be great if Warhammer had a choice of which era you wanted to play in when you started the campaign. This at least looks like the early Middle Ages. But there's no need for gunpowder, you should either be able to put out such factions or limit the units. No one has come up with that idea yet, have they? Norsca is in the Stone Age, Bertonnia in the early Middle Ages and the Empire in the late Middle Ages.
I never enjoyed having my knights suddenly encounter musketeers. It ruins the depth and credibility of the game.
graetor  [author] 27 Nov, 2024 @ 8:44pm 
@Hecleas - i dont experience that fps loss but ill see what i can do
@Fitzgerald - did you enable the setting in mct?
Fitzgerald 27 Nov, 2024 @ 6:08pm 
Hi m8, great mod, really enjoying it. There is only one problem: i cannot recruit the dismounted varant of the Knights of the Outremer. I've built the building and can recruit the mounted ones but the dismounted are just grayed out and it says "cannot recruit unit".

Any ideas what the problem could be?
Hecleas 27 Nov, 2024 @ 11:16am 
Yes clearly, all faction mods or custom units without lod (low poly..etc) cause a huge loss of fps in battles.
The best solution is to manage to take LODs that already exist on a vanilla unit and which approximate the shape of your unit in the distance.
And there it is really optimized. the example of a mod that does this is TEB Southern Realms.
Others do it, but it's to give you an example.
If you could do that for your mods that would be great!
Because they really have flavor!
graetor  [author] 27 Nov, 2024 @ 4:31am 
And is it causing any problems? Thats on purpose, the game’s own variant tables does that too
Hecleas 26 Nov, 2024 @ 2:52pm 
There are missing LODs in the variant_tables :/
Piotrek 7 Nov, 2024 @ 6:06am 
GJ
AdamTheWolf#550 1 Nov, 2024 @ 4:48am 
Mod needs an update my friend ^_^