Total War: WARHAMMER III

Total War: WARHAMMER III

Encounters at Derp - Double Treasure, Amanar, Etc
81 Comments
LordOmlette  [author] Mar 25 @ 1:02pm 
I didn't get to any of the things I wanted to get to, but the following is still outstanding:

1) making sure it works with VCO without any issues
2) making sure it works with fishmen
3) the basic pieces for incorporating Piratical Encounters are all in, just gotta add the rest
Oh_Man[TFE] Mar 14 @ 7:49pm 
inside script -> battle -> quest_battles folder is the cutscene fix stuff
LordOmlette  [author] Mar 14 @ 9:09am 
@Oh_Man[TFE] @thefightintitan - I don't think I'll be able to take a look this weekend, but thank you very much for tracking this down. Gonna try and take care of this and also fishmen compat next weekend
thefightintitan Mar 14 @ 9:05am 
@LordOmlette, I'd love to see this mod work together with VCO. I like the hunt for the harpoon you've implemented and enjoy the other aspects of this mod like the aggressive Rogue factions!
Oh_Man[TFE] Mar 14 @ 7:43am 
It's inside Victory Conditions Overhaul mod
BasedMemes Jan 7 @ 12:40pm 
No not yet maybe in a month or so
LordOmlette  [author] Jan 7 @ 10:11am 
@BasedMemes - nice, did you upload the fix anywhere?
BasedMemes Jan 7 @ 9:03am 
That cutscene fix was total cancer btw. Absolutely aweful to troubleshoot.
BasedMemes Jan 7 @ 9:02am 
I managed to fix the cutscene some days ago and made new tables for the battles front end. The issue here is the vanilla db references the player army as Luthor for all factions. So like Luthors forces would be a non controllable army that will sit there on the hill top to the players left if they play as any other coast lord.
LordOmlette  [author] Jan 6 @ 8:53pm 
@BasedMemes - aha, I get you. I honestly have no idea, I don't ever use quick battles. What I do know is that the *start* of the quest battle is very weird with the camera pointing to nothing and I can't seem to fix that. But once the quest battle intro finishes, the battle itself works as expectd.
Overall, the cutscenes don't work, that wasn't ever my focus.

What DB issues? What script breaks? I haven't encountered either
BasedMemes Jan 6 @ 4:34pm 
The front end is like the quick battle menu. Does the cutscene work in campaign? I don't see how it can with the way it's set up as is. The DB is also full of issues that will cause script breaks.
LordOmlette  [author] Jan 5 @ 10:39am 
When you say "enabled for the front end", what do you mean? I've been so busy with family problems that I haven't had a chance to play a Vampirates campaign yet, but everything wrt the final battle + Amanar worked fine in 5.3, and none of that changed in 6.0 as far as I can tell
BasedMemes Jan 2 @ 1:45pm 
Hey I'm investigating the Final battle, and I can definitively say it does not work if enabled for the front end. Can anyone verify if it works on the campaign map?
ElyonHU Dec 13, 2024 @ 4:33pm 
pls up
Sly Jul 9, 2024 @ 8:04pm 
Thanks for the Old World update
LordOmlette  [author] Jun 19, 2024 @ 3:52pm 
@sigmars_disciple - Neither mod explicitly mentions the other, but I do not believe they are compatible with each other, but that's fine because they are 2 *very* different experiences. PL goes with any Coast faction but Nanu's is primarily just for Sartosa.

One possibly very relevant difference is that you can leave Nanu's mod enabled while playing non-Coast factions while that isn't necessarily recommended with PL.

To test the main feature for the most recent update of this mod, I did 1 run without either enabled, 1 w/ Pirate Life Enabled, and 3 w/. Sartosa Overhaul. I would recommend doing one campaign with each to see which you like more.
sigmars_disciple Jun 19, 2024 @ 3:17pm 
As you seem to be quite the knowledgeable dude on Coast mods (it's an "offrace" for me despite of thousands of hours ingame) and the author of the cool Pirate Life mod isn't too helpful on that front, recommending "not to run any Coast related mods":

This lovely mod & Pirate Life can be run together, this and Nanu's as well, what about Nanu's x PL? I'm aware that they might have some overlapping changes, but as long as the essentials (added recruiting options) work...

I want to get as many mortal units to Aranessa as I can, incl. the Vampirates vanilla overhaul & Ogre Pirates exp for her. If you have ANY nugget of knowledge whether these mods could run together with yours (which I now MANUALLY MOVED ABOVE MIXER/IEE, as REQUIRED!) that would be <3 <3 <3, @LordOmlette. Either way, I appreciate you and your perfectly 5.0.5 compatible mod!
LordOmlette  [author] Jun 19, 2024 @ 1:57pm 
@sigmars_disciple - thank you for your feedback
sigmars_disciple Jun 19, 2024 @ 1:27pm 
Hey brother, I see. Well, if what I'd predict happening - that a good chunk of your users experiences only "half" of your mod's functionality without knowing they need to manually move it, I guess you'd know about it ;) Maybe your users read more or better than the average user here on the Workshop, even FAR MORE actually <3
LordOmlette  [author] Jun 18, 2024 @ 11:41pm 
@sigmars_disciple - haven't used either Deepwar or Hecleas in recent campaigns because I'm speed-running them to test mods, not to actually play for fun. Both mods are up to date as far as the authors are concerned, I see no reason to disbelieve them.

You are correct, if you want to use this mod with either IEE or The Old War, then load it above both. I have no intention of renaming anything and forcing anyone to resubscribe
sigmars_disciple Jun 18, 2024 @ 9:13pm 
Hey @LordOmlette Do you use either one of the two right now in 5.x campaigns? I'd be careful with DeepWar AI, it hasn't been updated in a while... But I don't know, that's why I haven't tried in a while. It's not the type of mod where I'd find it immediately obvious whether it works 100% as it should... Thanks <3
LordOmlette  [author] Jun 3, 2024 @ 10:34am 
@thefightintitan - this mod only makes rogue pirates attack everyone. Land-based rogue factions are not my concern. If you want more aggression from the AI, use Deepwar or Hecleas.

I'll fix the link later on. In the meantime, there's nothing in Nanu's Sartosa Overhaul that would be incompatible with this mod.
thefightintitan Jun 3, 2024 @ 6:57am 
@LordOmelette a few questions:

1. Does this mod make the Rogue factions more active/aggressive enough to attack settlements like the WH2 mod roguier rogues? (I really loved that mod). https://steamcommunity.com/sharedfiles/filedetails/?id=2565917932

2. The pirate overhaul link you added doesn't work - any idea if this is compatible with Nanu's Saratosa overhaul?
LordOmlette  [author] Apr 30, 2024 @ 12:28pm 
The new current pirate encounter breakdown in patch 5.0 is undead pirates with weight 90, druchii corsairs with weight 10, 123's bonkers hard encounter army with weight 999 if Pirate Life mod is active. Compare to previous version which was undead pirates 100%.

Adding support for other pirate races will have to wait until all my other mods are updated but in theory there's nothing stopping anyone else from doing the same without anyone have to overwrite or conflict with anything. Open to suggestions which will, of course, be considered after all my other mods are updated.
Agent Tower Mar 16, 2024 @ 9:32pm 
That did the trick in an ongoing campaign by the look of it, as soon as I changed it to 5 Rogue Pirates started to immediately percolate into the oceans yet again. Happy days. Thank you for your time. :papyruswacky:
LordOmlette  [author] Mar 16, 2024 @ 8:40am 
@Agent Tower - that's correct, -1 means respawn indefinitely, 15 means turn delay before respawning.
Agent Tower Mar 16, 2024 @ 6:36am 
No worries, and aye, it seems easy. You've left a comment on the command that CA removed, on line 244 it has:

roving_pirate:add_respawn (true, -1, 15);

Is 15 meaning the number of turns do you think? I'll change it and see if they turn up sooner. It didn't seem to work during the WH2 days, but maybe that only applies for an ongoing campaign and it needs to be a fresh one. I can probably make do with an inventive use of propjoe's console commands for now, spice things up. Mixu added a bunch of cool looking pirate fleet admirals in his Legendary Lords mod for instance, one subs in for Gentleman Jenkins which is neat.

And sounds good RE more random encounters, my method was very hacky, being able to kind of 'plug in' scripts without editing the main one the way I did sounds alot better. Thanks for letting me know, looking forward to seeing it potentially when Thrones of Decay turns up, take care.
LordOmlette  [author] Mar 16, 2024 @ 12:22am 
BTW, not pestering at all. The fewer subscribers a mod has, the more receptive I am to feedback
LordOmlette  [author] Mar 16, 2024 @ 12:20am 
@Agent Tower - no intention of changing the cooldown for the Rogue Pirates respawn rate, but you seem pretty handy with modding so you can probably change it for yourself.

I remember working with piercebuster on Pirates of the World. Adding a way for other people (read: not me) to have an easy way to add their own random encounters is still on the TODO list. You can see the start of it when any sea battle that results in a wipe causes a new shipwreck to show up. I'll take another look soon, probably when Thrones of Decay drops
Agent Tower Mar 15, 2024 @ 8:56pm 
Hey Lord Omlette, still loving this mod since WH2 days. Are you open to any suggestions related to it, though? I have two.

Have you thought about intergrating a version of 'Pirates of the World' into the mod? There's a WH3 version called 'Piratical Encounters', but it hasn't been touched since October and hasn't added support for OvN Araby. Because they both edit the same vanilla script, I'd rather use your script because of all the fixes. But I patched it just fine for a recent Old World campaign. It's just an expansion of the vanilla army generator dice RNG with it checking if the Cothique and Araby mods are installed.

The other is to see if it's possible to reduce the respawn time for the Rogue Pirates to like 5 turns, because with fighting the AI they become rare to see indeed lol.

Many thanks, and sorry if this is a pester, no worries if you're not interested in adding them.
LordOmlette  [author] Feb 11, 2024 @ 2:13pm 
@Stale Memes - steam character limitation is the bane of my existence.

I don't think your friend is wrong about 3 buttons vs 1, I believe it was only the most recent shanty that you got that would provide the bonus/effect.

Your friend should've gotten a Modded Campaign Victory message since they got Amanar. Other vampirates + Lokhir should've gotten the Modded Campaign Defeat message. Since you (TK) don't fit either, you *should not* have gotten that message. That's definitely a bug.
Stale Memes Feb 11, 2024 @ 1:31pm 
Either way, thank you very much for your quick work. Got me looking forward to playing Coast again myself. All that's missing is the campaign cinematics now to top it off, but I fully understand if that's not feasible or possible.

...And Steam's shouting at me again for writing more essays! Damn you, character limitation!
Stale Memes Feb 11, 2024 @ 1:30pm 
@LordOmlette: Alright! A little late to the party and we didn't get to try again before the fix, but it did work like a charm! Also, we got to stare at a different wall during the monologue this time, a floor one instead of a ceiling one. Thank you very much! I would like to offer a few suggestions as well if you don't mind.
For one, the "Modded Campaign Defeat" message is a tad strange. I get what it's supposed to say, but "Defeat" at a glance had me wondering if we did something wrong. Perhaps "Vortex Campaign Victory" or "Modded Campaign Completion" or something along those lines might work better. Secondly, I THINK VC used to have three separate buttons for the three Shanty verses in the second game, but according to my friend there's only one. Was that an oversight or a deliberate design choice, or is he just blind?
LordOmlette  [author] Feb 10, 2024 @ 4:09pm 
@Stale Memes - try now please.

If the opening camera is fixable, that's gonna take more research, I'm not sure what the deal is there. Possibly because the WH2 quest battle map is so jank compared to WH3. But the final battle should be winnable now. (I'm not entirely sure how this went wrong, I really thought I fixed it last time, but it should work now.)

For Lokhir, if a vampirate gets the harpoon, he can steal it from them by defeating the faction leader, and that will prevent from gaining control of Amanar. (Vampirates can still try to steal it back from him or from each other.)

At some point I should probably improve Amanar's targetting UI, instead of 4 nearest targets I should let you pick the target like in Middenheim Grand Cannon. Maybe I'll try that after the next update.
Stale Memes Feb 9, 2024 @ 8:34am 
@LordOmlette: Ah, I see. No worries, take your time! I'm sure you'll have to update your mods in the near future anyway for the stuff coming at the end of February. We're planning to try the battle one more time and then continue on without doing the quest if it doesn't work.
We - or at least I - love your mod and look forward to doing something with Amanar as Lokhir once CA finally brings in Elven Colonies for the Dark and Wood Elves again. Does Lokhir get his own quest battle, by the way? ...Or any other specific effects from this mod?
LordOmlette  [author] Feb 9, 2024 @ 8:17am 
@Stale Memes - OK, that's my fault for wording that incorrectly. The final battle if there's more than one vampirate in the campaign. Since it's 1 vampirate + 1 non-vampirate, the final mission is still a quest battle
LordOmlette  [author] Feb 9, 2024 @ 8:16am 
@Stale Memes - I got the email from your friend, I'll take a look this weekend
Stale Memes Feb 9, 2024 @ 4:21am 
@LordOmlette: I'm sure we can do that, just need to know how to get the save file. Never done that before. If you let us know what to do we'll be happy to send you the file and our current list of 28 mods in load order. They're all up to date according to the game's launcher, but there WAS a hotfix during our campaign. Don't know if that affects anything.
...And in the mod description it says that the final battle is a non-quest mission in multiplayer, so I figured it was like one of those random missions that pop up like raid a place or kill a lord or what have you. Hence my surprise when we actually got a final battle to play.
Do you remember where the next army is supposed to pop up? 'Cause when we let the timer run out waiting for a spawn and scouring the map for invisible units, one of the Necrofexes in the middle was spazzing out and trying to re-adjust to get at something in the east-northeast part of the map. Could've also been the terrain, not sure.
LordOmlette  [author] Feb 8, 2024 @ 7:01pm 
@Stale Memes - too many details is better than too few.

* I doubt the broken camera is due to the Better Camera mod. None of the non-WH3 quest battles were updated for WH3.

* Not sure what you mean by the final battle not being a mission. The marker never popped up? If it wasn't a mission, how did you get into the battle?

* Highly doubt Amanar disappearing while he's derping around the background is something I can do anything about but it is funny.

* The enemies not showing up in the final battle is some that this mod is *supposed* to fix so I'm actually very frustrated that this happened to you.

If you have a save file from before the final battle, could you please send it to omlette@gmail.com along with your mod list?
Stale Memes Feb 8, 2024 @ 2:18pm 
My friend is playing Aranessa while I'm Arkhan and I joined his team for the battle. Don't know if that affects anything. If I can provide any more info, let me know! ..And sorry for the essay!
Stale Memes Feb 8, 2024 @ 2:18pm 
...Okay, THIS TIME I've got an actual bug to report! Several, in fact. Specifically regarding the final battle for Amanar in Multiplayer.
First and foremost, the camera seems broken and starts you off staring at low-hanging section of stone ceiling as Lokhir monologues. This might be due to the "Better Camera" mod, but I'm not sure. Secondly, the final battle is not a mission in co-op, but an actual battle. However, after Lokhir's vanguard has been defeated, nothing happens. Lokhir himself also doesn't appear in the pre-battle screen, but that might be intended. We are currently stuck underwater with Amanar circling the arena and no way to finish the quest battle as intended. Oh, and Amanar occasionally pops out of existence mid-roar and while circling instead of smoothly traveling around. Either there's some units stuck in the terrain that we can't seem to spot or the next phase doesn't trigger properly. We're still on defeating the vanguard, but there are no more enemies to fight.
Stale Memes Jan 31, 2024 @ 7:40am 
That thing about load order may have been a false alarm. It seemed my mod data was corrupted and after another verify and restarting my PC it seems to have sorted itself out. I don't know a whole lot about mods, forgive my ignorance.
...And yes, my friend playing Sartosa had built the Peg Street Pawnshop there, but at some point I noticed that it wasn't providing me the trade goods it's supposed to. After demolishing and rebuilding the landmark it worked again. Might be due to a desync, might have happened after loading when we picked our session back up, I sadly don't know. Figured I'd still let you know, maybe you can do something with that information. Also, I was not using a mod manager, I was referring to the game's default launcher. I had your mod in my steamapps common folder, but it wasn't shown in the launcher. Restarting my PC fixed this, it seems.
LordOmlette  [author] Jan 30, 2024 @ 11:25pm 
@Stale Memes - you should only need to mess with the load order if you're using The Old World mod or Immortal Empires Expanded mod. If you're not using either, you shouldn't have to change the load order. If it's still not showing up for you, try quitting steam and prop joe's mod manager, then restart both and re-select the mod pre-set you were using.

So you captured Sartosa from Aranessa and the Peg Street Pawnshop wasn't working right? Or your friend built it and it wasn't working right? Either way is unexpected as I don't change anything for that building beyond adding leadership for sartosan units + maneaters.
Stale Memes Jan 30, 2024 @ 9:59am 
...Not only has this mod shuffled around in the load order, but now it's completely disappeared. Even after subscribing and re-subscribing it won't show up again. Any idea what the issue might be?
Stale Memes Jan 30, 2024 @ 9:26am 
Hey there! I'd like to report one or two issues that might be related to this mod, but I'm not entirely sure. I'm currently playing a multiplayer campaign with a friend playing Sartosa and me being Arkhan. Amanar is definitely out and about and attacking places, but I don't think my friend has unlocked the ability to direct him yet. I don't THINK the effects of his attack are always correctly applied.
What I wanted to report was the Peg Street Pawnshop that either randomly or after a reload - not sure - no longer provided the trade goods it's supposed to and as a result removed them from my collection as Tomb Kings. After rebuilding the landmark, the goods were returned.
Also, your mod shuffled around in my order just now, but that might not be the mod's fault.
John Matrix Jan 25, 2024 @ 4:52pm 
@LordOmlette Oh wow, i had no idea. I always assumed he would appear where he attacks. So is the random doodad still enabled with this mod? I swear have never seen him in game3, and i spent a lot of time modding on the campaign map :D
LordOmlette  [author] Jan 25, 2024 @ 4:38pm 
@John Matrix - dumb story: the massive sea beast randomly surfacing in the water is completely unrelated. He's still there as a random doodad, you just have to be looking in the right place at the right time
John Matrix Jan 25, 2024 @ 2:48pm 
Love this mod! Just a question, does this mod make Amanar also visible on the actual map?
I remember in game 2 you could actually see him on the campaign map, roaming around the seas in the area he just recently attacked.
Cheers!
LordOmlette  [author] Jan 21, 2024 @ 8:38pm 
Mod now works with Immortal Empires Expanded in addition to The Old World.
Bishamonten Jan 8, 2024 @ 1:51am 
Very cute mod! Subbed and liked.