Total War: WARHAMMER III

Total War: WARHAMMER III

Waaagh! Movement Fix (6.3 fix)
51 Comments
Khazukan Kazakit-ha! 22 hours ago 
ah okay, thanks for the help friend!:steamthumbsup:
VoRt-lol  [author] 22 hours ago 
@ Khazukan Kazakit-ha! , not currently. This mod is no longer necessary, but I've left it up on the workshop as insurance if something breaks with the Waaagh! movement in any future patches.
Khazukan Kazakit-ha! 23 hours ago 
does this fix something in particular?
VoRt-lol  [author] Sep 3 @ 11:11pm 
@ EzUNreal , according to CA this problem has been fixed. However the mod will remain online in case CA's fix either doesn't work, or it breaks in the future.
EzUNreal Sep 3 @ 10:33pm 
is this still needed
VoRt-lol  [author] Aug 30 @ 11:13pm 
@ XIII07 , I'm hopeful too. However, I will keep my expectations to a minimum until CA actually resolves the issue. At the bare minimum the mod will remain here in case they either fail to fix the problem in the next patch, or break it in a future update somehow.
XIII07 Aug 30 @ 5:52am 
So they said this is fixed in 6.3. Hope that's true
大能牛逼闪亮亮 Aug 3 @ 9:42am 
Cheers mate! I've crafted my own Lord Swapper MOD with turbo-charged WAAAGH! mechanics.
VoRt-lol  [author] Aug 2 @ 7:22pm 
@ 大能牛逼闪亮亮 , unlikely that it will return. It was always kinda scuffed and was duplicating entries to overwrite the original Waaagh! supporting army with its own version of it in the first place. The current version fixes the problem with essentially no side effects unless some serious planet alignment happens so unless CA somehow manages to break this later down the track, it will remain as is.
大能牛逼闪亮亮 Aug 1 @ 2:58am 
While understanding the technical reasons for removing the old lord replacement system, its intuitive solution to movement lock was truly impressive. Could it potentially return as an optional module or experimental feature?
VoRt-lol  [author] Mar 26 @ 8:30pm 
@ telahntel , it was broken and causing crashes prior to finding that capital letters were causing the crash in 6.1. I had to fix that and remove the old replacing lords system. Everything should be good from now on.
telahntel Mar 26 @ 5:50am 
It works :) I always subscribe your great mod
ty
VoRt-lol  [author] Mar 25 @ 9:13pm 
@ telahntel , game did just get updated to 6.1. Nine times out of ten, you can just tell the launcher to use out of date mods and they work just fine. I need to check to see if there's anything major going on with table changes and then update the mod if necessary. I will be removing the old replacement for lords with the update shortly.
telahntel Mar 25 @ 1:07pm 
Is this mod need to update?
I try to apply in mod manger just now, but it doesn't work
VoRt-lol  [author] Jan 10 @ 11:03pm 
@ Ephemeer , all it was doing since either 6.0 or one of the patches onwards was adding +1 to supply lines every time you replaced a lord in the Waaagh! army. So every other army got more expensive, the Waaagh! was still free, but despite not showing another supply line in the effect at the top of the UI, it certainly was adding to the costs.

New version fixes that by making replacing the lord unnecessary, however it will potentially cause compatibility problems with any other mod that touches stats of units (if those units are ones that show up in Waaagh! armies). Basically if you're playing close to vanilla but want Waaagh! armies to not gimp your movement on the campaign map, it should be free from any issues.
Ephemeer Jan 10 @ 8:46am 
I'll honestly rather have waaagh-armies that have upkeep costs, if it means they don't slow my Lords down.
VoRt-lol  [author] Jan 8 @ 8:53pm 
@ Ephemeer & Karsten flÆGært , did some testing and yeah seems like some changes somewhere have been made in the game to ignore the upkeep_increase_exempt tag for the general of the support army. So what's happening is that when you replace the non-existent general with a new one, it adds to the supply lines (despite not showing that it is adding to supply lines). There is essentially no way for me to fix this within the confines of what this mod does.

Prior to 6.0 this was never an issue, but whatever changes have been made by CA in 6.0 is causing this problem. I'll add a disclaimer to the description.

There is another, much more simplistic workaround for fixing the Waaagh! movement penalty, but there are a lot of potential compatibility problems due to the tables it targets, I'll consider it in the future though.

Very frustrating to see that this is now bugged, but thanks for bringing it to my attention.
VoRt-lol  [author] Jan 8 @ 7:47pm 
@ Ephemeer , I'll take a look at it again, but I've never had this problem before, and the testing I've done has never shown this bug. The only important thing is that you activate this mod BEFORE a Waaagh! is declared, since it changes the type of support army which allows a general to be replaced in the support army.
Ephemeer Jan 8 @ 7:33am 
I'm seeing the same thing, with increased upkeep costs, after adding the mod to an ongoing campaign. The games doesn't recalculate the upkeep costs until after a new Lord is recruited during the Waaagh!, though.
VoRt-lol  [author] Jan 2 @ 5:09pm 
@ Karsten flÆGært , that definitely sounds like something else is doing it. I just quickly tested it and the Waaagh! armies still have the upkeep exempt tags through this mod and they do not modify current upkeep. My only guess is that another mod is causing some kind of conflict.
Karsten flÆGært Jan 2 @ 7:41am 
I added this mod to a ongoing campaign and now the Waaagh! armies affect upkeep. From +3000 income to -5000 income next turn. deleting the Waaagh! units reduces the upkeep.
Any fix for this?
VoRt-lol  [author] Dec 20, 2024 @ 8:37pm 
@ 서폿만 합니다. , glad to hear that. I only opened it in RPFM to see if there were any table changes when 6.0 dropped. There weren't, so I never bothered updating/testing it. I assumed it was all good and functional, but thank you for confirming it.
드로우달스 Dec 20, 2024 @ 8:19pm 
As of 6.02 this mod still seems to work fine.
VoRt-lol  [author] Mar 25, 2024 @ 11:34pm 
@ Emo_Rock , Glad to hear it works. Waaagh! on.
Emo_Rock Mar 25, 2024 @ 9:32am 
yeah that was it just came back to delete my comment
VoRt-lol  [author] Mar 24, 2024 @ 11:20pm 
@ Emo_Rock , I just tested it again and it works.

You must have this mod activated before you declare a Waaagh!, it cannot be activated after a Waaagh! is declared because it changes the support army to a base game copy without a specific tag which prevents the replacing lord option.

And obviously there might be issues with other mods you have, that part is more complicated.
Emo_Rock Mar 24, 2024 @ 11:19am 
doesnt work as of 4.2.2
VoRt-lol  [author] Sep 20, 2023 @ 10:11pm 
@ Flying Katz, the Waaagh! absolutely does (or at the very least did) have the same issue in WH2. You can find a multitude of threads and bug reports on it specifically during 2020 when the Greenskins got their update. Whether it got fixed or not in later stages of WH2 I don't know, since I would need to load that up and test it.

All this mod does is change the functionality of the Waaagh! to allow replacement of the 'Lord' unit in the Waaagh! so you can bypass the campaign movement issue. This treats the Waaagh! Supporting Army as identical to the system we had in WH2, since CA added some tags preventing adding a Lord to it.
Flying Katz Sep 20, 2023 @ 4:20am 
Yes, that's what I mean. The Waaagh doesn't have this problem in WH2, but it does in WH3
VoRt-lol  [author] Sep 13, 2023 @ 10:51pm 
@ Flying Katz , are you inferring that the current Waaagh! mechanic is broken in 4.0? Or are you just commenting on the general ineptitude of CA?

I agree with the latter, CA have gotten worse over time with support on the TW:WH franchise. I just want to know if there's something else I have to muck about with in this mod if it somehow broke in 4.0. Last I checked it still functioned, but hotfixes came and I'm not sure what happened after that.
Flying Katz Sep 13, 2023 @ 6:11am 
F**k CA, they screwed up the Waaagh
X Jul 7, 2023 @ 4:28pm 
I literally delete my waaagh as soon as it starts... (too slow) The old early WH2 waaagh that was a separate commendable army was way better IMO.
VoRt-lol  [author] Feb 17, 2023 @ 2:56pm 
@ Eye tyrant , I've added a compatibility mod in the description. Should be working fine now.
Eye tyrant Feb 13, 2023 @ 10:27am 
@VoRt-lol thanks for your reply. I think SFO messes up a lot of things for orcs so If you don't feel like adding a patch for that, no problem at all
VoRt-lol  [author] Feb 12, 2023 @ 10:26pm 
@ Eye tyrant , If it's SFO causing it, I'll need to download it and take a look to see what's causing the issue. No real ETA on that unfortunately, but I'll try to take a solid look at it over the following few days.
Eye tyrant Feb 12, 2023 @ 10:52am 
@vort-lol I have just restarted the campaign and the new waagh still does not give me the option to change the lord. The button is still grayed out. I am using SFO if that matters
VoRt-lol  [author] Feb 11, 2023 @ 6:21pm 
@ Eye tyrant , the mod still works fine. If you have the greyed out Replace Lord button, you may have activated the mod AFTER declaring a Waaagh!. This mod must be active prior to declaring a Waaagh! in order for the tag that prevents this to be removed.
Eye tyrant Feb 11, 2023 @ 8:17am 
As of 11Feb2023, this mod does not work. The button to change the lord is still grayed out.
VoRt-lol  [author] Dec 29, 2022 @ 5:20pm 
@ Aquinsky , In theory, kind of. The only other solutions I ever came up with was duplicating the roster and granting increased action points to those units and then linking the existing Supporting Army pool to that instead of the default one. Or a script that attaches a buff to the Supporting Army granting it increased campaign movement range. Sadly, both of these could potentially cause other issues (replenishment, or mucking up the parent army movement), so I went with what I knew would work from the workaround in Warhammer 2.

Obviously if someone else wants to try that, more power to you.
Aquinsky Dec 29, 2022 @ 3:32am 
Aquinsky Dec 29, 2022 @ 2:54am 
Isn't it possible to make a mod that just adds a huge amount of movement points to all Waaagh armies? In such a case, the actual restriction of movement would be equal to the restriction of the main army.

In my opinion, this would be an elegant solution.
VoRt-lol  [author] Dec 22, 2022 @ 9:15pm 
@ drazan , when the Waaagh! ends, the entire support army is killed off immediately (this is the normal mechanic of the Waaagh! supporting army). If you replace that lord before the Waaagh! ends, you should keep the lord in the recruit pool. I'm not sure if replacing has the same effect as disbanding in this instance however.
drazan Dec 22, 2022 @ 7:34am 
Does it only kill the lord, or does it kill the entire army when the waagh ends?


The reducec movement sucks, especially when the a.i likes to abuse force march. Playing cat and mouse is not fun
VoRt-lol  [author] Dec 18, 2022 @ 9:31pm 
@ Sin , there might be, but this is simply a fix (albeit with duct tape and glue) which mimics the workaround from WH2.
Sin Dec 18, 2022 @ 3:56pm 
Is there no other way to handle this movement issue?
VoRt-lol  [author] Sep 12, 2022 @ 12:32am 
@ sverxangel , glad to hear it. :steamthumbsup:
sverxangel Sep 11, 2022 @ 10:27pm 
I did like you said, turn on before waagh, with all my mods it works. Thank you. Good mod.
VoRt-lol  [author] Sep 11, 2022 @ 1:38am 
@ sverxangel , Another thing to keep in mind is that if you start a Waaagh! prior to installing this mod, then it most likely won't work (save game compatibility is often sketchy with mods). The Support Army spawned under the default game has a feature of "General is Irreplaceable". The mod changes the Waaagh! army to spawn under a new category where that feature is no longer present.
sverxangel Sep 11, 2022 @ 1:18am 
may be it is a camp for orks, i will test later. Thanks
VoRt-lol  [author] Sep 11, 2022 @ 12:08am 
@ sverxangel , tested again real quick. The mod still works fine. I would need more information, such as if you have any other mods that might be conflicting with this one. Also if it's a new game or a saved game prior to having this mod enabled.