Total War: WARHAMMER III

Total War: WARHAMMER III

Eviltide Trading - Diplomacy & Resources
135 Comments
TToKKang 14 hours ago 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
창조의신 Mar 25 @ 11:25pm 
update pl ㅠㅠ
Felekis Jan 14 @ 9:59am 
@Ragnarok I am glad the stack trace helped you.
Thank you for your time
RagnaroK  [author] Jan 13 @ 5:35am 
Ah so its 'Old World Rites' mod that does not like my mod granting military access it seems. I never used that mod, so would never have known.
Felekis Jan 13 @ 12:12am 
@Ragnarok

"script\campaign\mod\diplomacy_all.lua"]:11>
(tail call): ?
[C]: in function 'pcall'
[string "script\campaign\mod\oldworldritesmod.lua"]:37: in function 'safeCall'
[string "script\campaign\mod\oldworldritesmod.lua"]:61: in function <[string "script\campaign\mod\oldworldritesmod.lua"]:55>
[C]: in function 'pcall'
[string "script\_lib\mod\pj_error_wrapping.lua"]:100: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[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>
Felekis Jan 13 @ 12:12am 
@Ragnarok it boots fine I just get script break errors in game, example log:

SCRIPT ERROR, timestamp <58.3s>
WARNING: generate_diplomacy_bitmask() was given a string [military access] containing unrecognised token [military access], ignoring

stack traceback:
[string "script\_lib\lib_campaign_manager.lua"]:15003: in function 'generated_diplomacy_bitmask'
[string "script\_lib\lib_campaign_manager.lua"]:14942: in function 'force_diplomacy'
[string "script\campaign\mod\diplomacy_all.lua"]:17: in function <[string
RagnaroK  [author] Jan 12 @ 5:11am 
I am not quite sure what is breaking on your end, works for me. Is your game unable to boot up?
Felekis Jan 12 @ 4:40am 
@RagnaroK I can provide complete modlist and/or script logs if you want
Felekis Jan 11 @ 4:27am 
Got some script break errors with your mod. Found it using the powershell command based on the script logs
RagnaroK  [author] Dec 25, 2024 @ 5:50am 
I can make Golg able to ally and make vassals like others, but it will render his merc contract mechanic unusable sadly.

I tried dabbling with the vanilla script to make it all work, but no luck sadly, so for now its an either or situation. :retreatordie:
EducatedDEAD Dec 24, 2024 @ 9:48pm 
>Does this work with Golg's mercenary contracts? Yes, but he won't be able to make alliances nor vassals, which kinda suits his mercenary style.

Is there any chance of you making it an option/submod? Love this mod, thank you.
Wolfie Dec 16, 2024 @ 3:51pm 
Legend!
darowhouse Dec 16, 2024 @ 8:39am 
@Ragnarok - thank uuuuuuuuuu
👁 Dec 15, 2024 @ 9:49am 
Freaking legendary modder man
Rstan Dec 15, 2024 @ 7:01am 
Hell yeah!
RagnaroK  [author] Dec 15, 2024 @ 6:33am 
Golg contract mechanic works now. So many hours I never get back. :steamlaughcry:

Happy gaming fellas! :pitiless:
RagnaroK  [author] Dec 14, 2024 @ 11:32am 
That would be massively useful if they did :steamlaughcry:
👁 Dec 14, 2024 @ 11:31am 
They really need a way to batch add Golgfag as an exception don't they?
RagnaroK  [author] Dec 14, 2024 @ 11:06am 
Hey fellas, yeah I was looking over a multitude of options for a few hours yesterday without luck.

It is because I scripted all diplomacy options for all factions, that golg merc mechanic breaks for sure.

I am trying to exclude him from alliances and vassals, but no luck so far and I really don't wan't to manually add 500+ factions manually in an attempt to exclude him. :steamfacepalm::steamsad:

But I am working on it and hoping to find a solution.
Wolfie Dec 14, 2024 @ 11:01am 
Is it possible to disable this for goldfag, vassals automatically declare war as well as the contract buttons not working, cheers!
Markliuz Da Jesterly Dec 13, 2024 @ 10:31am 
Yeah, can confirm. this mod deactivates Golgfags mercenary contracts.
darowhouse Dec 13, 2024 @ 5:29am 
@Ragnarok. The game mechanic for Golgfags faction i mean. The button for contracts is "grey" with this mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=3383555147
드로우달스 Dec 13, 2024 @ 3:49am 
I started with Uzzag and it seems to be working fine. Thank you.
RagnaroK  [author] Dec 13, 2024 @ 3:36am 
That was some leftover MCT stuff I was testing a while back, but I generally don't like how MCT 'works' most of the time, so I decided against it.

I have removed those files and updated, it will be gone with your next load in and it had no effect on the game. :steamthumbsup:
드로우달스 Dec 13, 2024 @ 2:59am 
It seems like the Mod Configuration Tool option is broken. I get the following warning message:
"eviltidetrade" has been disabled due to an error while loading it. Report this issue to the mod author.
Filepath is script/mct/settings/resource_buildings.lua
Error: [string "script\mct\settings\resource_buildings.lua"]:22: attempt to index global 'wh_main_bst_resource_iron_3_option' (a nil value)
stack traceback:
[string "script\groovy\modules\mct\main.lua"]:289: in function 'fail_func'
[string "script\_lib\mod\!glib_init.lua"]:325: in function 'load_modules'
[string "script\groovy\modules\mct\main.lua"]:280: in function 'load_mods'
[string "script\groovy\modules\mct\main.lua"]:48: in function <[string "script\groovy\modules\mct\main.lua"]:46>
RagnaroK  [author] Dec 13, 2024 @ 1:50am 
Glad to hear it! But what is broken exactly? What is his mech?
darowhouse Dec 13, 2024 @ 1:22am 
i love this mod. thank u! golfags mech dont work 4 now.... can u fix this?
RagnaroK  [author] Dec 12, 2024 @ 9:28am 
:steamthis:Update:steamthis:

:sealdeal: All diplomacy options has been added to all factions.
RagnaroK  [author] Dec 11, 2024 @ 12:13pm 
Yes all options will be available for all factions once I update this mod tomorrow with the DLC update. :steamthumbsup:

I could look into the different aspects and see if there would be any doable parametres to tweak.

For a short team solution, you could probably gift gold to gain some quick approval albeit expensive. I haven't had the time to play the demons as of yet, but I assume they probably have some aversion towards Bel'Akor, but I'll see if I can tweak something. :ranald:
Elemental Israelite Dec 10, 2024 @ 8:00pm 
Oh, so we wouldn't need the separate mod allowing all diplomacy for all factions? Nice. Hey something I noticed is that if I don't have trade agreements with daemon factions I am unable to upgrade my daemon units. Both Skarbrand and N'Kari are my vassals but because I'm Be'Lakor they hate me and canceled their trade agreements. Is there a mod out there that forces vassals to trade with you? I can't upgrade my bloodletters while Skarbrand is at -150 approval for some reason!
RagnaroK  [author] Nov 30, 2024 @ 11:45pm 
Small tidbit :parts:

When 6.0 drops on december 12th, this mod will allow all diplomacy options for all factions, which includes trade, non-aggression pacts, peace, vassals, def/alliance treaties etc.

I know a lot of factions had individual diplomacy options, but applying it to all factions is saving me a ton of work compared to do entries for 24+ factions or however many there is. :_wrench_:
RagnaroK  [author] Sep 15, 2024 @ 2:06am 
Glad to hear it and enjoy! :steamsunny:

Just in case, you need to have a capital and that capital needs to have access to those factions you wish to trade with either via land or sea, if they are blocked, you won't be able to trade. (vanilla mechanic). :steamthumbsup:
Legend Slayer Sep 14, 2024 @ 5:41pm 
It works!! And thanks for the quick response.

When I first installed and activated I couldn't trade, but I think after letting it "bake in" for a couple of turns it started working. Because now I can trade all of the things.

+1 and thanks again =)
RagnaroK  [author] Sep 14, 2024 @ 1:54pm 
SFO also fiddles with resources, so I just made sure my mod would supercede their stuff, as plenty of people has asked me before.

So if you wish to fully utilize WoC and Welf resources to tier 3, then yes you have to use 'Forests & Fortresses' or a another mod granting those needed settlement tiers.

Beastmen you would most likely need a building slot mod like BSE or Mixus Mixer in order to just have room.

Hope that helps clarifying a bit, otherwise let me know. :steamsunny:
RagnaroK  [author] Sep 14, 2024 @ 1:52pm 
I can see how its confusing, the way it is worded.

WoC and Daemon Prince is mentioned as being able to do 'trade agreements' with other factions, which they can't in vanilla.

The part where both are not included, is the custom resource buildings/chains producing resources, like the others on that specific list.

In vanilla they can usually only make a resource building tier 1 without resources or no buildings at all, which I give them with this mod on equal terms with other factions.

The reason WoC and Welf is left out, is because their settlements only go to tier 1 in vanilla and it felt wrong to give them building tiers via this mod for what it does, so I moved those to 'forest & fortresses' as you mention.
Legend Slayer Sep 14, 2024 @ 12:30pm 
I'm confused about how these mods should be used. Any help? I love the idea and would love to use it!

This mod page states that Warriors of Chaos are not included, but further down in the "Trade Via Diplomacy" list of factions, both Warriors of Chaos and Daemon Prince are included.

Do I need to use this mod, the Frontier Forests & Fortresses mod, or both?

I am running SFO but Eviltide Trading & Resourceful Benefits are higher on the load order so they should supercede anything SFO is setting. I do NOT currently have any of these other trading or minor settlement infrastructure mods, as I've got some different mod that is doing that already (I forget which atm).

Anyways, thanks for a great mod idea! I'll fiddle and see if I can't get it working with my list
RagnaroK  [author] Sep 9, 2024 @ 2:25am 
Thanks for letting me know, glad this little trick worked out. Also thank you for being persistent, as I now consider this mod compatable with the big overhaul mods. :coolstar2022:
Lachlain Sep 8, 2024 @ 10:09pm 
You are my hero, I force resubbed and tried both Tomb Kings and Chaos Dwarfs both I had issues with previously. They function with the starting resource buildings like they are supposed to. Thank you a bunch.

I very much understand why you don't make the submods, I appreciate what you do.
RagnaroK  [author] Sep 8, 2024 @ 3:30am 
I just did an old trick, maybe it will be enough to make it work.

Make sure you force resub this mod and then do a test to see if it worked. It will be the best I can do with a mod catalogue nearing a 100 and 15+ mods more in the pipeline.

Which means I prefer to not make to many submods like SFO etc. as it is to much to maintain. But as I always say, people are more than welcome to make submods for my mods etc. and I would happily link them in description too.

But give it a whirl, hopefully this fix is enough to sort it out. :ranald:
Lachlain Sep 7, 2024 @ 11:10pm 
@RagnaroK are you able to create a fix at all or is the problem too large/too annoying to fix? I love this mod and I would prefer not to get rid of it.
RagnaroK  [author] Sep 6, 2024 @ 11:47pm 
@Lachlain - Thanks for the feedback :WH3_clasp:, I thought as much with that overhaul, since people reported the same issue with SFO.

I'll put it in the description.
Lachlain Sep 6, 2024 @ 8:46pm 
Hello Author! I would like to report a mod conflict between Eviltide and Radious mods. Radious changes some of the resource buildings for some of the factions, I found issues with Chaos Dwarfs, Tomb Kings, and Wood Elves at the moment. Radious takes the Tiers 1-3 that you/base game have and created a single Tier 3. This causes the UI to bug out making construction impossible. I don't know if you can or are willing to make a fix but I just wanted to post this so people know about it.
RagnaroK  [author] Aug 27, 2024 @ 2:22am 
Just noticed that this mod got to 5-stars. :empirecross:

Thank you everyone for enjoying and using it. :Dominated:
RagnaroK  [author] Aug 17, 2024 @ 12:21am 
@Bhelliom - to my knowledge and testing they work fine together :steamthumbsup:

Only issues are SFO because it fiddles with resources etc.
Bhelliom Aug 16, 2024 @ 1:29pm 
Hello to both Mod Author and the Commentators. Anyone run into any issues playing with any of the Landmark Mods and/or mods adding custom factions? Sounds like there could be mod conflicts if this mod adds actual resource producing buildings.
RagnaroK  [author] Jul 12, 2024 @ 1:59pm 
:steamthis:Flash Update:steamthis:

:sealdeal: Changed all gold bar icons on the map into golden idols icons. This is to help people better locate where to produce golden idols available to all via this mod, as not all have played the game for an eternity knowing how the whole golden idols stuff works.
RagnaroK  [author] Jul 7, 2024 @ 11:43am 
Booted up a fresh Norsca campaign just now to make sure and I upgraded iron from 1 to 3 just fine.

Don't suppose you run an overhaul mod like SFO or something?

I feel like it has to be some sort of overhaul to break Norsca for you and TK's for the other fella.
Dooku dubbelmur Jul 7, 2024 @ 10:14am 
I have the same problem when playing as norsca but i guess it must be a mod conflict
RagnaroK  [author] Jun 8, 2024 @ 4:13am 
I just booted up a couple of different TK campaigns and was able to build resource buildings from tier 1-3 as intended and worked for the Mortuary cult as well.

Try the old sub/resub, loading order putting these on top (although never really needed for my mods)

Do you by chance have any other mods that does something with resource buildings?

Was it a particular resource not working for you?