Total War: WARHAMMER III

Total War: WARHAMMER III

Permanent Summons
191 Comments
Commisar Jon Fuklaw  [author] Nov 1 @ 3:35pm 
Unusual, considering the tooltip itself has no bearing on whether or not unbinding occurs. The effect itself is governed by the effect tables and the effect phases are zeroed out by this. To me it sounds like the other mod has its own unbinding effects and load priority has changed either on the table level or the mod level.
WarmongerPhoenix Nov 1 @ 3:30pm 
I think I figured out the issue. Since the Double Unit Sizes mod had bigger units they had bigger health pools, so when it came time for summoned units to die their unbinding tooltip had to be increased to make up for their health increase. When your mod still had the tooltip it would overwrite the DUS mod because your mod had a higher priority. When you removed that tooltip entries for unbinding that was no longer overwriting the DUS unbinding allowing it free reign to kill off the summoned units
WarmongerPhoenix Nov 1 @ 3:21pm 
Just booted up the game to test it. Mods Enabled: Skip Intro, Double Unit Sizes, and your mod.
I also booted up the game with just Skip Into, and your mod. Without Double Unit Sizes your mod worked fine. With DUS the Unbinding Passive Ability was there (32s of Stable Binding, 30s of Weak Binding, and 5s of Critical Binding after which the unit is dead). I don't know what deleting the tooltip entries for unbinding did to make it no longer compatible with with Double Unit Sizes but it did break it.
WarmongerPhoenix Nov 1 @ 3:07pm 
Don't know what to tell you. I know it's a conflict between your mod and theirs. I spent an hour tearing apart my load order to find out what was breaking the summons, and that's what it was. I've used these two mods together for over a year and didn't have an issue until your update on the 6th (they last updated the Double Unit Sizes back in April). I don't know any where near enough about coding to tell you what broke what, but I have narrowed down the breaking of your mod to be an incompatibility (that didn't used to exist before the Oct 6th update) with the Double Unit Sizes mod.
Commisar Jon Fuklaw  [author] Nov 1 @ 3:00pm 
The only thing the update did was to completely delete tooltip entries for unbinding for vanilla units.
WarmongerPhoenix Nov 1 @ 2:58pm 
I use the 2x unit size mod and this mod USED to not have any issues with it. After you updated this mod they are no longer compatible and summon units die now.
Commisar Jon Fuklaw  [author] Oct 29 @ 1:26pm 
Because of a mod conflict, no doubt.
zakaria Oct 28 @ 11:21am 
summons die, why ?
Commisar Jon Fuklaw  [author] Oct 6 @ 2:37pm 
There are none. If you are having issues, it's because I updated it and one (or more) person didn't get the updated version, which throws the checksum. Restart steam or unsubscribe and resubscribe, as usual.
Lone Wolf Oct 6 @ 2:35pm 
Is there any way around multiplayer compatibility issues related to this mod?
Commisar Jon Fuklaw  [author] Oct 6 @ 12:28pm 
Nothing that will affect you.
REITERPALLASCH Oct 6 @ 12:15pm 
What did the last update do? Didn't say anything in the change notes.
Antagonistes Oct 3 @ 3:04am 
https://filebin.net/xxkj23j36zzrr0xg
I'ts the only way I found to remove the tooltip without having some UI leftovers like the red arrow icon with no text. Feel free if you have a better solution.
Commisar Jon Fuklaw  [author] Oct 2 @ 5:06pm 
Admittedly, I could've done that before they added that table, but I am lazy. Coincidentally, that's a lazy option, so ♥♥♥♥ it, why not?
Antagonistes Oct 2 @ 12:19pm 
Hey! since CA added a new table to allow modders to delete DB entries, I thought it would be cool to have an even cleaner UI by removing the redundant tooltips like the "Summons degrade over time" one under unit cards. I already did that for my modlist, I could just send you the pack file if you want.
Commisar Jon Fuklaw  [author] Jun 5 @ 5:26pm 
I could, but I won't. It's not within the scope of the mod.
Louie04k Jun 4 @ 7:37pm 
are you able to add debuffs to spawned units to make them more balanced similar to MB's Permanent Summons? youres is supported way better
Óðinn Alföðr May 22 @ 8:54am 
Ugh... pervert. You get erect about the old Vatican fart))):WH3_greasus_rofl::WH3_greasus_rofl::WH3_greasus_rofl:
Commisar Jon Fuklaw  [author] May 22 @ 8:42am 
Sarcasm only makes me more erect.
Óðinn Alföðr May 22 @ 8:38am 
Seriously??? I thought it was the pope's fault.))):WH3_greasus_rofl::WH3_greasus_rofl::WH3_greasus_rofl:
Commisar Jon Fuklaw  [author] May 22 @ 7:20am 
That's a mod conflict. Not my problem.
Óðinn Alföðr May 22 @ 4:23am 
And when I connected about 40 modifications and this particular mod, the crashes started. Without it, the aforementioned mods work without crashes.
Óðinn Alföðr May 22 @ 4:22am 
Maybe that's the way it is. I have not tested this in IE campaign. I'm currently sorting mods that can cause crashes.
Commisar Jon Fuklaw  [author] May 22 @ 4:16am 
Extremely unlikely. Zero errors and the tables used would cause a crash in all campaigns if there were a fault.
Óðinn Alföðr May 22 @ 2:09am 
This particular mod crashes in the Realm of Chaos campaign (I personally checked)
Captain Hater Apr 8 @ 10:57am 
Alright buddy! and thanks for the good work ^^
Commisar Jon Fuklaw  [author] Apr 8 @ 10:23am 
Doesn't bother me none. Have fun.
Captain Hater Apr 8 @ 10:22am 
Hi Commisar I made a version of your mod making the summons decay over time, if u want me to remove it from the workshop just say it that's why I tried to add you to ask first.
Commisar Jon Fuklaw  [author] Apr 3 @ 11:39pm 
Can now guarantee it is a conflict or similar issue, as expected.
Commisar Jon Fuklaw  [author] Apr 3 @ 11:31pm 
Almost certainly a conflict, then. All vanilla summon effects are completely disabled by this. I would look first at major overhauls like SFO or Radious, as they use their own unbinding effects.
Cactopus Apr 3 @ 11:27pm 
I'm using the external mod manager. I'm curious that there is no passive countdown timer showing for summons, but they still die after a couple of minutes (tried a couple of summons from different sources). Could be mod conflicts, but it was working fine for me before.
Commisar Jon Fuklaw  [author] Apr 3 @ 10:57pm 
You need to re-enable your mods when there is a patch.
optimusrhyme Feb 16 @ 1:22pm 
keep up the good work :)
☠✠endtimesmate✠☠ Feb 15 @ 2:52am 
du u use RPFM (Rusted PackFile Manager) ? when yes, which stats i must edit for the menace below clanrats? cause i want that other magically summoned units like bloodletters stay untouched.
marc.on.pluto514 Nov 17, 2024 @ 7:22pm 
update pls
Commisar Jon Fuklaw  [author] Oct 14, 2024 @ 12:03pm 
For Total War, all mods are, so long as all parties have the same mods.
Realhollow Oct 14, 2024 @ 4:28am 
just checking as you never know with mods :P
Commisar Jon Fuklaw  [author] Oct 13, 2024 @ 10:08pm 
Of course.
Realhollow Oct 13, 2024 @ 8:14pm 
is this mp compatable?
Realhollow Oct 10, 2024 @ 1:05pm 
true haha
Commisar Jon Fuklaw  [author] Oct 10, 2024 @ 8:57am 
People whine just to whine. It's the way of the world.
Realhollow Oct 10, 2024 @ 8:54am 
i dont get why people are whineing about the Spirt it becomes permanent after the 2nd upgrade anyway and the AI gets it around turn 40 ish either way
89055908509 Aug 28, 2024 @ 4:51am 
Please update, thanks for this wonderful mod!!!
artem.rybalko Aug 22, 2024 @ 2:54am 
Please update, thanks for this wonderful mod!!!
Human72 Aug 11, 2024 @ 9:11pm 
or they can be routed off the map for the unit summons. like the skaven clan rats summon etc they route off the map etc.
bing_crosby Jun 16, 2024 @ 3:30pm 
For the folks who want to disable this for Malakai - it's super easy to go into RPFM and just delete the tables for the Spirit of Grungni. There's seven entries across the two tables.

♥♥♥♥'s still op tho haha.
Anvil Jun 11, 2024 @ 8:24pm 
+1 to removing it for Malakai
zanoroun Jun 2, 2024 @ 12:22pm 
i say keep in the spirit of grugni so i have time to shoot that rat bastard's balloon down as many times as i want
PIXY_UNICORN May 29, 2024 @ 8:58am 
+1 to removing spirit of grugni. Just trivialises Malakai's campaign.
Mistersander May 23, 2024 @ 2:09am 
Hi, I'm gonna add my voice to the request to leave the Spirit of Grugni out of this mod, it's simply too OP and forces me to not use this mod. Thanks