Total War: WARHAMMER III

Total War: WARHAMMER III

Bad Legendary Characters - Legendary Lords / Legendary Heroes
827 Comments
jenosite  [author] Nov 29 @ 7:16pm 
@Zeth.exe
Delete my mod and re-sub it.
Zeth.exe Nov 29 @ 5:45pm 
nooooo why you update it crash my campaign :steamsad:
jenosite  [author] Nov 25 @ 9:14am 
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jcyjcy0620 Nov 25 @ 5:16am 
Can i ues some animations into own mod?
jenosite  [author] Nov 24 @ 2:16am 
@Lickher_ish
Thank you for the solution. But if do it your way, Noctilus won't be able to move in campaign map at the first turn. I've tried fixing it my own way, can you check how it is?

@RuDo
Okay. Go ahead.
RuDo Nov 24 @ 1:55am 
Hello , May i connect the "Virion the Grim", "Golengil Drongdorson" and "Ushoran" to access my Horde mod buildings? I will put her agent_subtype Key ID in my mod so that no one need an additional Submod?:cuphead:
Lickher_ish Nov 23 @ 8:44pm 
currently on the version of 11/23
Lickher_ish Nov 23 @ 8:43pm 
if not agent or agent:is_null_interface() then
return
end

local forename = common:get_localised_string("names_name_888888839") or ""
cm:change_character_custom_name(agent, forename, "","","")

cm:embed_agent_in_force(agent, force)

cm:set_saved_value("bad_legend_only_one12", true)
end)

if not ok then
out("bad_legend_agent12_il_potente_granchio ERROR: " .. tostring(err))
cm:set_saved_value("bad_legend_only_one12", true)
end
end

cm:add_first_tick_callback(function()
cm:callback(function()
bad_legend_agent12_il_potente_granchio()
end, 0.5)
end)
Lickher_ish Nov 23 @ 8:42pm 
local settlement = home_region:settlement()
if not settlement or settlement:is_null_interface() then
return
end

local cap_x = settlement:logical_position_x()
local cap_y = settlement:logical_position_y()

local agent_x, agent_y = cm:find_valid_spawn_location_for_character_from_position(
faction_key, cap_x, cap_y, true, 6
)
if not agent_x or not agent_y then
return
end

local agent = cm:create_agent(
faction_key, "champion", bad_agent_key, agent_x, agent_y
)
Lickher_ish Nov 23 @ 8:42pm 
-- Settings safety
if not bad_legend_settings or not bad_legend_settings[bad_agent_key] then
return
end

local leader = faction:faction_leader()
if not leader or leader:is_null_interface() then
return
end

local force = leader:military_force()
if not force or force:is_null_interface() then
return
end

local home_region = faction:home_region()
if not home_region or home_region:is_null_interface() then
return
end
Lickher_ish Nov 23 @ 8:42pm 
Fixed it
local function bad_legend_agent12_il_potente_granchio()

-- If we've already processed this agent, never run again
if cm:get_saved_value("bad_legend_only_one12") then
return
end

local ok, err = pcall(function()
local bad_agent_key = "il_potente_granchio"
local faction_key = "wh2_dlc11_cst_noctilus"

local faction = cm:get_faction(faction_key)

-- Faction missing, null, or dead? Mark as done and exit.
if not faction or faction:is_null_interface() or faction:is_dead() then
cm:set_saved_value("bad_legend_only_one12", true)
return
end
Lickher_ish Nov 23 @ 8:23pm 
Just noticed this script error 30 turns into my campaign. i have other mods too just so you know

SCRIPT ERROR
[out] <74.8s> [string "script\campaign\mod\bad_legend_agent12_il_potente_granchio.lua"]:14: attempt to call method 'settlement' (a nil value)BIG FAT
EzUNreal Nov 23 @ 7:53am 
Well the most recent update magically fixed the issue, now I can continue my vampire campaign!
jenosite  [author] Nov 23 @ 6:49am 
@EzUNreal
Is this the mod you mentioned? -> SCM's LCCP, 16 new factions for IEE!
I've tested it with my mod and I don't see a problem. Maybe you're using Legendary character mod. I think there's a problem with that mod itself right now.
EzUNreal Nov 23 @ 3:00am 
And it's only Drakenhof that crashes. Other vampire settlements like Templehof doesn't crash
EzUNreal Nov 23 @ 2:55am 
After some tests I find the issue very weird. Let me discribe:
I had a lot of activated mods including your mod, game worked fine.
After today's update, with the same mod list, Vlad's Drakenhof hero panel crashes
I disable your mod, no crash
I disable a bunch of other mods that add legendary vampire heroes, for example scm's legendary characters, no crash

I think it's a new compatibility issue, but I'm not sure cuz you say the update is about greenskins
krishkrush Nov 23 @ 2:06am 
@jenosite
I am sorry, the culprit was actually this submod for me: https://steamcommunity.com/workshop/filedetails/?id=3557486669

Maybe its the same for the others. Your mod works.
jenosite  [author] Nov 23 @ 1:33am 
@EzUNreal
I added new mounts for some greenskin characters. I'm very embarrassed because there's no reason to have a game crush. Do you still get issues when only use my mod? Please check after re-sub again.

@krishkrush
Please check again after re-sub my mod. If there is still a problem, please explain exactly what happen.
krishkrush Nov 23 @ 12:12am 
Also have the database error even after reinstalling.
EzUNreal Nov 22 @ 9:34pm 
May I ask what's changed in the new update? I've done re-sub, but after this update, I open the hero recruitment panel in Drakenhof and game crash. Could be a new incompatibility issue
jenosite  [author] Nov 22 @ 9:02pm 
@opuntia
Delete my mod and re-sub it.
opuntia Nov 22 @ 7:13pm 
Huh...
After this last update I am now getting a database error in this mod on game load.
jenosite  [author] Nov 7 @ 8:14pm 
@SgtSAVAGE
What do you mean tiny?
SgtSAVAGE Nov 7 @ 7:44pm 
are the orks still tiny?
Buffalo Nov 5 @ 7:25am 
Need an updated SFO submod someone please :wh::chug:
jenosite  [author] Oct 27 @ 11:20am 
@ArepotenetoperA
That sub mod wasn't made by me. So there's nothing I can do even if you explain it to me. And play the campaign and check it again. Maybe "the hunger" for ghouls doesn't exist.
ArepotenetoperA Oct 27 @ 11:12am 
Hey hey! I loaded up the Ushoran faction and it still has "the hunger" for ghouls and crypt ghouls in his army as an ability listed, even though they have it as a tech. Not a big deal either way, Just wanted to let you know! Is there anywhere I can take a look at their skill trees ?
ChopChop Oct 27 @ 10:56am 
Thank you for the quick fix and updating the mod :WH3_clasp: I have tested now after mod update together with Cataph's Kraka Drak and Porkenstein's Malakain Start position change and i confirm that everything works perfect and as intended. Thank you for your work Jenosite, amazing stuff :TalismanCrown:
jenosite  [author] Oct 27 @ 9:21am 
@ChopChop
I fixed it. Thank you for letting me know. If you have any other issues, please let me know again.
ChopChop Oct 27 @ 12:35am 
Hello Jenosite, a friendly user let me know that they discovered an incompatibility that appeared recently as it wasnt the case before. I already let know Porkenstein, but something happened between the lines that his mod is no longer comaptible with your mod: "Malakai Makaisson in Karak Dum - Start Position Change" https://steamcommunity.com/sharedfiles/filedetails/?id=3236424832 :steamthumbsup:
ArepotenetoperA Oct 26 @ 1:19pm 
Thank you for the quick response!
jenosite  [author] Oct 26 @ 12:35pm 
@ArepotenetoperA
I understand. But that is out of date. So don't worry.
ArepotenetoperA Oct 26 @ 12:00pm 
It says on the submod that lets you start as him that he gives ghouls "The Hunger" as a faction effect. But thats already possible through a Technology, sorry if that info is out of date!
jenosite  [author] Oct 25 @ 3:00am 
@ArepotenetoperA
I don't know what you're talking about. Are you talking about giving himself hunger?
ArepotenetoperA Oct 24 @ 2:43pm 
why does ushoran give the hunger when they have a tech that does it already?
jenosite  [author] Oct 24 @ 12:06pm 
@PAGODA
제 모드 구독 해제했다가 다시 구독한 다음 테스트해보시겠어요? 그리고 혹시 MCT가 같이 켜져있는 건 아니죠? 그렇다면 MCT옵션을 확인해주세요.
PAGODA Oct 24 @ 11:04am 
I’m playing on version 6.3.3, and I only enabled this mod and the Korean translation mod, but there’s no change in the Immortal Empires campaign. Is there another mod that needs to be enabled with it? Why isn’t there any effect from the mod?
Gaz Oct 21 @ 1:17am 
Infanta Leanora Navrre's sail looks a bit clean, is there any way you could give it a dirtier more torn texture to fit in with other vamp coast vibes?
RazorChain Oct 15 @ 5:16pm 
@VORACtheRED You do realize that there is a whole mod called the Skaven Clans that are full of skaven....both lords, heroes and playable factions.
VORACtheRED Oct 13 @ 4:41pm 
@jenosite any chance you're working on one for skaven legendary lords and heroes? this mod is really good but just no skaven
jenosite  [author] Oct 11 @ 2:31am 
@PenisHuman
All right. Keep it up.
PenisHuman Oct 11 @ 1:45am 
@jenosite I'm making/made a Submod that adds the Lord Hero Swap mechanic to your Lords. So Lord Hero Swap and this mod will be requirements.
jenosite  [author] Oct 11 @ 1:09am 
@PenisHuman
As long as your mod has my mod as a required items, that's fine. What mod are you going to make?
PenisHuman Oct 11 @ 12:28am 
@jenosite Hey, is it ok for me to make a Submod for this?
Exarquz Oct 10 @ 7:06am 
@jenosite Looks good to me. I dont get the error when loading my saved game where i got the error before and when i start a new game with noctilus the agent is spawned into his army.
jenosite  [author] Oct 9 @ 11:31am 
@Exarquz
Thank you for your kind explanation. I fixed it as you told me, can you check if the problem has been solved?
Exarquz Oct 9 @ 11:06am 
I think the error message comes if you have elimited noctilus. The script "script/campaign/mod/bad_legend_agent12_il_potente_granchio.lua"
tries to get his current army with the line "local force = faction:faction_leader():military_force()"

If noctilus dosnt exist when the script runs then it fails.

the change i made checks if he dosnt exist or if he dosnt have an army and then just dosnt run the rest of the script instead of failing.

all you have to do is to replace the line "local force = faction:faction_leader():military_force()"

in the "script/campaign/mod/bad_legend_agent12_il_potente_granchio.lua" with this part:

"local leader = faction and faction:faction_leader()

if not leader or leader:is_null_interface() then
return -- Exit early if leader doesn't exist
end

local force = leader:military_force()
if not force or force:is_null_interface() then
return -- Exit early if force doesn't exist
end"
jenosite  [author] Oct 9 @ 9:20am 
@Exarquz
Sorry I don't know scripts very well so please explain more about what I should do. And even now, there should be no problem with gameplay itself. And where do you get the error message?
Exarquz Oct 9 @ 8:12am 
@jenosite im still getting the error that @bstar mentioned.

Maybe this will fix the error from occuring:

local faction = cm:get_faction("wh2_dlc11_cst_noctilus")
local leader = faction and faction:faction_leader()

if not leader or leader:is_null_interface() then
return -- Exit early if leader doesn't exist
end

local force = leader:military_force()
if not force or force:is_null_interface() then
return -- Exit early if force doesn't exist
end
REITERPALLASCH Oct 7 @ 12:52pm 
Thank you bro great work on the mod