Total War: WARHAMMER III

Total War: WARHAMMER III

Mortals, Mercs and Management
1,928 Comments
_Zevon  [author] Sep 8 @ 5:03pm 
@Cadete. I haven't been able to figure that one out. Sorry!
_Zevon  [author] Sep 8 @ 12:23pm 
@Raiken. I think you'd have to populate the regions from Old World. I haven't looked into it, but I assumed the checks would need to be run on the base mod, and then run some scripting checks for all the new regions in the Old World, and not on all the regions from IEE and vanilla.
Cadete Espinete Sep 8 @ 12:19pm 
Hi, you know why the mod eliminate some of vanilla regiments of renown, just dissappear.
Raiken Sep 8 @ 11:05am 
This is a really fun mod. Got a laugh at how many skaven were coming in after I kicked out the undead. Do you know how much effort it would be for me to get this working with the old world campaign map and working in tandem with Recruit Rework? I imagine using your population as a metric for its pool of recruitable and replenishable troops could be feasible for me to make a submod for if you have any thoughts on it.
Elindos Phar & Family Sep 8 @ 7:18am 
I will try it with a new campaign, but this looks like exactly what I am looking for.

I could not find this on workshop, I had to ask redditors. To make it easier to find, I suggest several keywords such as "manpower", and why not "grand strategy" etc. This is not to boast about the mod, but to make it more easily found - I have been looking for a manpower kind of mod for some time!

And thank you very much for having updated it for 6.3!
zane0 Sep 4 @ 3:25pm 
Additional issue:

It looks like your mod doesn't account for Ostankya to count Beasts as subjests. Beasts are all considered only as refugees, so I can't even replenish my spiders in my own territory.

I'm checking your mod myself to change that, but consider it for the next fix you make for the mod.
_Zevon  [author] Sep 4 @ 10:10am 
Updated for 6.3!

May still be a little buggy, but it should work! I'm hunting down a couple crashes, but they don't have error logs.
_Zevon  [author] Sep 2 @ 2:43pm 
Sorry! Haven't updated this for the new patch. I will update this weekend if possible!
ДЕД МАКСИМ Sep 2 @ 2:01pm 
Installed this mod today. Started new game, but it crashed on the first turn. Made few tests with this mod turned only. Always crashes on 250+ faction turns during first turn.
This is very interesting modification. I will be glad to play it. Fix please.
Pfleger Von Yggdrasill Sep 1 @ 1:42am 
The first round of course, I've never encounter the case that this mod gradually become malfunctioning as the campaign goes.
_Zevon  [author] Aug 31 @ 8:14pm 
@Pfleger. Thank you! That's enough to start!

Do you happen to know what faction's turn this was on when it happened?
Aiva Aug 31 @ 9:29am 
I've encountered a bug with this mod. Tested with just this mod enabled of course. It seems that dwarfs lose most of their regiments of renown. I can only see the three latest Dwarf DLC (Malakai's) but all the rest are not present.
Pfleger Von Yggdrasill Aug 31 @ 12:19am 
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
Pfleger Von Yggdrasill Aug 31 @ 12:19am 
[out] <47.3s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:18: in function <[string "script\_lib\mod\pj_error_wrapping.lua"]:12>
[C]: in function 'pcall'
[string "script\_lib\mod\pj_error_wrapping.lua"]:51: in function '?'
[string "script\_lib\lib_campaign_manager.lua"]:2036: in function 'call_each'
[string "script\_lib\lib_campaign_manager.lua"]:2431: in function 'orig_pftc'
[string "script\_lib\mod\pj_error_wrapping.lua"]:78: in function 'process_first_tick_callbacks'
[string "script\_lib\lib_campaign_manager.lua"]:2396: in function 'first_tick'
[string "script\_lib\lib_campaign_manager.lua"]:487: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
Pfleger Von Yggdrasill Aug 31 @ 12:18am 
[out] <47.3s> [string "script\campaign\mod\kiki_pop.lua"]:4055: attempt to perform arithmetic on field '?' (a nil value)
Pfleger Von Yggdrasill Aug 30 @ 11:46pm 
The error log reminder would appear at top left once you start a new campagin, "SCRIPT ERROR: string\ campagin\ mod\ kiki_pop.lua:4055 attempt to perform..." Where can I extract it for more infomation?
_Zevon  [author] Aug 30 @ 4:37pm 
Did you catch watch script the error was from?
Pfleger Von Yggdrasill Aug 30 @ 1:16pm 
May I ask what may cause the 4055 script error? Had checked Dynasty of the Damned faction mod, no error warning from rpfm, removed script but futile, must be something within db cause it.
McBeetle Aug 29 @ 9:17am 
I'm currently playing as The Empire (Karl Franz)
{LINK REMOVED}
_Zevon  [author] Aug 29 @ 6:59am 
@McBeetle. Which factions have the continuing malfunction?
McBeetle Aug 29 @ 5:32am 
@_Zevon. After ending the turn, the error was resolved for some provinces. The problem is that some provinces remain malfunctioning even after ending the turn, while others are working correctly.
_Zevon  [author] Aug 28 @ 2:14pm 
@McBeetle. It should clear up on the next end turn. I'm trying to figure out how to fix this and some other elusive bugs.
Chienfou Aug 28 @ 12:49pm 
Pious, it's what i said. I don't have the dlc. In my logic, if you have all dlc = no problems.
McBeetle Aug 28 @ 12:18pm 
Hello! Thank you for your great mod. I've encountered an issue/bug. In some provinces, the population mechanics are broken. All population types have identical icons and show the maximum allowed number, but I cannot recruit units there to replenish losses, and construction times are at their maximum. However, in neighbouring provinces, everything works normally. Could you please advise how to fix it?
_Zevon  [author] Aug 26 @ 4:02pm 
I'm genuinely at a loss here. Normally, when something crashes, I can replicate it and get a crasg log. But this isn't leaving a traceable log.
alcoholic seman thrower Aug 26 @ 2:27pm 
i have tried unsubbing and subbing but not unsubbing starting and sub again so will try
Pious Skeleton Aug 26 @ 11:13am 
@Chienfou I have all the DLC so that's likely not it
Chienfou Aug 26 @ 10:04am 
I crashed when recruting gnoblar as grimgor. The problem is (i think) i didn't have the dlc for man eaters.Their is something to do if i don't have the dlc?
_Zevon  [author] Aug 26 @ 6:51am 
I don't know how it would effect the morale system because that's just an effect bundle applied to the army. I'll look it over!

Are you using the new Hung mod? Or is this straight vanilla + M3
_Zevon  [author] Aug 26 @ 6:49am 
Hhmmmhh. Can you send me another crashlog on discord where it lists the error? Maybe I can piece it together with the other one you sent me.
Pious Skeleton Aug 25 @ 6:27pm 
@_Zevon I tried that and ran multiple new campaigns as different factions (Ikit, Karl, & Drazhoath) and the issue persists.

There is a crash that occurs during the end turn phase that is not limited to a particular race or faction. Judging by the multiple logs, it seems to always occur when there are battles between AI factions, but I don't know what it would be specifically as most of those battles function normally. Maybe something to do with post battle options or how the battle affects the morale system.
_Zevon  [author] Aug 25 @ 2:16pm 
@Alcoholic. Have you tried unsubscribing, starting warhammer, closing warhammer, resubscribing and playing?

It's also possible the old save game might be corrupted by my recent changes. A new game might fix that.
_Zevon  [author] Aug 25 @ 2:15pm 
@Siren. I don't think it's possible to see off the top of my head.
alcoholic seman thrower Aug 25 @ 12:16pm 
this mod keeps crashing the game anyone who knows what to do?
Siren System Aug 25 @ 12:01pm 
also, how does one check the base way your faction deals with everyone? Especially in semi-special factions/ones related to the modded factions submod? But also just in general.
Siren System Aug 25 @ 11:15am 
Is there any reason NOT to set every race you don't make units out of into a labour force?
Pious Skeleton Aug 22 @ 12:15am 
I have the file but I don't see any link to your discord in your profile and I can't find you in the modding den
_Zevon  [author] Aug 21 @ 10:16pm 
@Pious Skeleton. Do you have the Script Debugger enabled from the Steam Workshop? If you do, it will output a log into your Warhammer 3 folder. If you send that to me on discord when it crashes I'll be able to look into things in more detail.

Otherwise I'm just guessing what went wrong.
Pious Skeleton Aug 21 @ 8:38pm 
Crashing occuring during the end turn phase. Not limited to one faction (sometimes it happens on turn 2, sometimes on turn 3 or 4) and I tested redownloading the mod and ofc only running with this to ensure it wasn't mod conflict.
Ropa_Vieja Aug 19 @ 9:56pm 
doesn't work with radius
Môrthē Aug 18 @ 11:34am 
That's fair. Having a lot of fun with the mod!
_Zevon  [author] Aug 18 @ 10:46am 
@Morthe. I don't see that happening at the moment, because I'd have to overhaul every faction which would make them less likely to be compatible with other mods.
Parabellum168 Aug 18 @ 5:40am 
Oh nvm. It work now after I unsub and resub
Parabellum168 Aug 18 @ 2:48am 
:'( freeze when starting campaign with SFO
Oh glorious author, please make a submod for sfo :'( Game feel...shallow without your mod
Môrthē Aug 17 @ 8:15am 
Amazing mod! I wonder, are any plans on implenting something like the Chaos Dwarf raw resources cost for buildings perhaps? Either way, fantastic work!
Mr.Necrophile Aug 17 @ 12:44am 
I am so sick of the one dimensional WH campaigns and I've been craving the playstyles of previous historical titles (but within WH). 2 minutes looking on workshop and BAM, I see this. As soon as I've finished my campaign, I'm giving this a go.
I remember a similar mod for WH2 and had a blast with it, so can't wait.
Thank you for this Zevon/harduwu
ahcwestend Aug 16 @ 3:53pm 
This the depth that CA has lost over the years in the titles. We love the RTS aspect but we need turn based world to be just as complex if not more so!

Thank you for this
_Zevon  [author] Aug 16 @ 12:19pm 
@Onesimo. Yes, that's about normal. I'm trying to make this as quick as possible, without losing depth of gameplay, and I recently added a change that reduced the turn times by ~20 seconds on average. It's something I'm considering.
_Zevon  [author] Aug 16 @ 12:14pm 
@DeltaHost. Correct. I'm trying to make the end turns faster. As this mod gets larger, it gets slower, and end turns get longer. We're already adding two minutes to each end turn. :/
_Zevon  [author] Aug 16 @ 12:13pm 
@Taoist. I'll look into that. Sounds like a bug. :/