Total War: WARHAMMER III

Total War: WARHAMMER III

Nat's Endgame Crisis Factions Declare War On Everyone
79 Comments
Owen Sep 12 @ 12:37pm 
I am dumb. It's been working this whole time - I had the wrong turn marked down for when the crisis was suppose to fire. Thanks gang!
Scaredy Nat  [author] Sep 12 @ 12:23pm 
try again with literally no other mods. if any mod has a script break it can break others too. glad it worked fine for you after doing that goka, hopefully owen can do the same and then start figuring out which one is doing it.
goka9696 Sep 12 @ 12:03pm 
I have it as well. My list of mods is:

Variant Selector

Remove character trait limit

Dynamic World

Trade Any Settlement

All Diplomatic Options - Vassalize, Liberate, Confederate

Reflect - Start with your own defeat trait

Legendary Lord Defeat Traits for Reinforcing Generals

Nat's Endgame Crisis (obviously)

Fudging Vassals

Recruit Defeated Legendary Lords
Owen Sep 12 @ 11:48am 
I have a few other mods but nothing that should be editing the crisis. Possibly Recruit Defeated Legendary Lords, as I know that mod has some weird dependencies. If I get the chance to try it again I'll update here.
goka9696 Sep 12 @ 10:49am 
Tested with ultimate crisis and diplomacy, every single crisis enabled, they're all at war with each other and the entire world at large. Mod seems to work perfectly fine so I guess Owen is having some mod conflict.
goka9696 Sep 12 @ 10:11am 
Hey, just tested it myself, did a quick early crisis, had each one set but not ultimate, it ended up being Dwarfs, after the freeze I checked and Dwarfs were at war with everyone. I did not enable ultimate crisis and diplomacy options though. I'll try again and see if I have same issue as Owen.
Scaredy Nat  [author] Sep 12 @ 9:27am 
did you test it when only running this mod?
Owen Sep 12 @ 9:24am 
Confirmed this is not working 9/12/25, with ultimate crisis and the diplomacy options enabled - It may work with that option disabled though,
MomTrustYou Aug 15 @ 4:43pm 
This mod is currently working fine on version 6.2.2, at least for me.
Ōkami Kira Aug 7 @ 2:03pm 
Yeah, we tested it. We changed the option so the end game crysis can spawn as soon as possible. We had terrible freeze for like 3-5 minutes, but after that? Everything worked fine.
Scaredy Nat  [author] Aug 7 @ 6:54am 
even on mp? that's great to hear, a lot of mods have stuff that struggles with mp, especially script.
Ōkami Kira Aug 7 @ 6:44am 
@Scaredy Nat just to be clear - everything works fine on my side. It evens works on MP, of course the lag is huge but the mod works fine like it should.
Scaredy Nat  [author] Aug 7 @ 12:35am 
yeah it's hidden, lots of people were saying it wasnt working so i hid it till I could test it. it's been 8 months and I still haven't tested it...

but as I said then, most of those comments were probably from people running incompatible mods
Realhollow Aug 6 @ 6:42pm 
this is an awesome mod is it hidden or something? even typeing the name in didnt bring it up
Ōkami Kira Aug 1 @ 8:33am 
Ok nvm. Can confirm it still works.
Ōkami Kira Aug 1 @ 7:31am 
Does it still work?
Hamilcar Jan 6 @ 1:40pm 
i think this is the way it should have always been and not what it is. i am very thankful of this mod.
Scaredy Nat  [author] Dec 31, 2024 @ 4:22am 
that's intended Ravensblood. as I said in my previous comment they will declare war on everyone of a different race or culture, unless someone of their own culture owns their starting settlement - in that case they will declare war on that faction too, but still not other members of their own race.
Ravensblood95 Dec 30, 2024 @ 10:52pm 
Mod isn't working for me. Had a grudge to far and all the dwarves were still allied/non-hostile to each other
Scaredy Nat  [author] Dec 25, 2024 @ 7:59am 
the exception is if a faction died, and a different faction of their same race owns the first faction's starting province (if the 1st faction was confederated instead of killed, then it wont reappear at all). in this case the 1st faction will declare war on whoever owns their starting settlement, regardless of what race the new owner is.
드로우달스 Dec 25, 2024 @ 6:21am 
The mod description says that the same races don't fight each other, but when the Greenskin and Vampire Counts' later crisis is triggered, they are fighting a civil war.
But dwarves don't normally engage in civil wars among races.
Scaredy Nat  [author] Dec 20, 2024 @ 4:37pm 
CA have done nothing to touch the script, so probably.

The last few months there's been more comments saying it doesn't work, so I've hidden it till I can test it - and I've been lacking the time, motivation, and energy to do that :/
But I am almost certain those comments are from people using this with incompatible mods.

So let me know if it does for you?
Bambino Dec 20, 2024 @ 2:20pm 
This still working on new update?
TANKSAVE Oct 19, 2024 @ 1:24am 
I've tested a couple campaigns with the crisis set to appear on turn 20-30 and while turn passing is slow it has worked so far. I imagine turn passing is not as bad if it activates on turn 100+ when there isn't 150 active factions.
Scaredy Nat  [author] Aug 26, 2024 @ 2:17pm 
It happens on the same turn the event pop ups saying they're spawning. Which is the first turn yeah.
And it doesn't interfere with the setting to enable diplomacy with crisis factions.

It has been a long time since I tested it though, and the mentions of script errors make me worry that something has happened since then.
Suppenkoch Aug 26, 2024 @ 10:42am 
Interesting cool mod. Does it happen only on turn one of "spawning" endgame crisis? Because there is the game option to make peace with endgame factions, as well as to vassalize them possibly. Does it interfere?
Sage Aug 26, 2024 @ 2:31am 
Does this work?
Lickher_ish Jun 29, 2024 @ 11:31am 
getting failed to load script in lua log
Quickpawmaud Jun 11, 2024 @ 7:09pm 
Would be pretty epic once every race has an endgame crisis and declare war on everyone who isn't them.
Quickpawmaud Jun 11, 2024 @ 7:08pm 
Is there a way to make my own faction not declare war on me? I want to play Grombrindal and have the endgame crisis start at like turn 50 with ultimate crisis all factions. With diplomacy turned on I can make peace with the other Dawi pretty quickly but it is just immersion breaking. I want a chaotic battle to settle every grudge while all our enemies go crazy.
goka9696 Jun 7, 2024 @ 4:11am 
On ultimate crisis it takes a very long time to process everything. You have to let the game go and not do anything for like 5 minutes or so.
Errantem Jun 6, 2024 @ 4:42pm 
Unfortunately on ultimate crisis mode for me, this mod causes the game to permanently hang :(
Scaredy Nat  [author] Jun 5, 2024 @ 6:24am 
That's quite a good idea yeah, my lua knowledge is almost non existent though so I might struggle a lot 😅
Jolc3r Jun 5, 2024 @ 5:16am 
From a brief look, it seems the main crisis script stores a endgame.triggered boolean, so you could access that and if true do the check I mentioned below on players end turn to grab a subset of any alive crisis factions and declare war on neighbors.

Not entirely sure how to check whether a faction is a crisis faction, presumably those are stored somewhere since you have to check that option during new game creation, but I couldn't find it when I did a brief search
Stoneforge Jun 5, 2024 @ 4:54am 
@Jolc3r I love this idea, and second it wholeheartedly!
Jolc3r Jun 5, 2024 @ 4:41am 
Maybe a better solution would be to check who their neighbors are and declare war on them if they havent already every 5 or 10 turns. You could also spread the war declarations over this interval in different turns for different factions so all the war declarations are not done on the same turn and cause a big slow slow down.

This would help keep the AI to a manageable amount of active wars so it doesnt put extra burden on the AI logic, but still keep the crisis actively fighting others.
Scaredy Nat  [author] Jun 4, 2024 @ 4:27am 
ahh. right, yeah. I've noticed that too, my assumption is that it is is due to both the crisis faction(s) taking longer to move their armies, and trying to pick a focus from their 200+ war targets, plus those war targets doing the same in return.

since making this mod I've realised why CA did it the way they did, as much as I don't like the default, it slows the game down a lot less than me forcing diplomacy between several hundred factions.
sam Jun 4, 2024 @ 3:10am 
hey Nat - sorry i should have been clearer. It slows the turn time for the rest of the campaign. I understand it takes a while for the war declarations, but every turn afterwards is taking AGES
Scaredy Nat  [author] May 28, 2024 @ 1:53pm 
the very first turn? or the first turn of the crisises?
if the first i have never had that happen to me and think it's a mod conflict.
if the 2nd I know why, and have that as a warning in the mod description. on my computer it takes around 10 minutes (most recent test was 12m. with no other mods at all) to get through every crisis faction's war declaration on around 200-300 factions
sam May 28, 2024 @ 12:16pm 
(this is after waiting for it to load the first turn)
sam May 28, 2024 @ 12:15pm 
hey - love the mod but it seems to have seriously killed the turn time! any idea why?
Scaredy Nat  [author] May 17, 2024 @ 2:47pm 
Oh, huh. Its good they had a check for it, but woops.
goka9696 May 17, 2024 @ 2:34pm 
Hey, we've finally managed to track down and fix the issue, and now both mods seem to work fine together. It didn't work at first, but it was because Omlette had an old version of your mod. I'll leave their quote here:

"@goka9696 it's not you, the problem is that I had an outdated version of Nat's mod. I didn't realize when they updated they changed the name of the script file, so the method of detecting the mod (core:is_mod_loaded) didn't work.

I just updated again using the correct filename, so please use force download and try again. This time it'll definitely work, but it'll stop working if they change the filename again."

So it seems as long as filenames don't change this mod should now be compatible with Fudging Vassals. I'll do some more testing on my own, but so far it all seems to work well. Thanks again for your help yesterday.
goka9696 May 16, 2024 @ 8:01am 
After disabling Fudging Vassals it worked properly (game was even stuck for a few minutes lmao).

Thanks for the help. I'll ask on the Fudging Vassals page to see if anything can be done about it not working properly with this mod anymore.
Scaredy Nat  [author] May 16, 2024 @ 7:31am 
I've done a "fake update" (update where all i did differently to the previous version is add a txt file and keysmash in it) through the launcher, that should stop CA's launcher complaining even though the update already worked a few hours before now.

beyond that i dont know what to say, it's working for me. you just need to not use mods that touch the script or function i mentioned, and it's possible that other mods in that list you shared are doing that, not just fudging vassals.
goka9696 May 16, 2024 @ 6:58am 
Also, despite the recent update the mod still has an exclamation mark indicating that it's not updated for the newest patch in the mod launcher. I resubscribed to it 3 times in a row before playing.
goka9696 May 16, 2024 @ 6:55am 
Laurelorn only attacked enemies close to them (Skaeling, Black Pit Tribe, Nordland, Warherd of the One-Eye, and me), Kraka Drak only has 3 enemies (Me, Malakai and Throgg), Wydrioth of the wood elves don't have ANY enemies other than me. I skipped a turn to see if maybe they would declare war on everyone else after one turn passed, but this didn't happen. It would seem that with Fudging Vassals (assuming that mod is indeed the issue) they only declare war on the enemies around them. That still doesn't explain how crisis factions declaring on each other works (Chaos Dwarfs declared war on the Barrow Legion, but Vlad's faction is not at war with them, wood elves or a few others).

I'll try disabling Fudging Vassals and testing again, I'll let you know how it goes.
goka9696 May 16, 2024 @ 6:54am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3247691015

All the same mods, they still don't declare war on everyone. Overlords here declared war on me and a few other factions, some seeming outright random (Clar Karond? I'm near them, maybe that's why? Barrow Legion however is nowhere near them unless Kemmler just bumrushed over there for no reason)
Scaredy Nat  [author] May 16, 2024 @ 5:43am 
when i updated this i added a few exclamation marks to the start, which will increase it's priority over fudging vassals. and might cause issues with others...
goka9696 May 16, 2024 @ 5:32am 
That's surprising, I've been using these mods together ever since your mod came out and it worked fine. I'll resubscribe to your mod and start a new game with early crisis to check, thanks