Total War: WARHAMMER III

Total War: WARHAMMER III

Landmarks of Legends sfo temp fix (no longer needed main mod updated as 30 december)
39 Comments
Get Donked On  [author] Dec 29, 2023 @ 4:17pm 
this mod is no longer needed the main author is back i have unlisted it so if you wanna finish your campain with this one and dont want to risk changing mods thats still possible. but switching to the other mod should be fine midgame.
Get Donked On  [author] Dec 28, 2023 @ 9:20pm 
what race if i may ask could help me narrow down what is overwriting what
Nighon Dec 28, 2023 @ 12:15pm 
Now tested - particular there are no garrison from buildings from SFO - it doesn't work indeed
Get Donked On  [author] Dec 25, 2023 @ 10:28pm 
not really sure what causes it it seems to be a VC only issue from what i can tell. cant really solve an issue i cant see the cause of. currently playing dawi and all is fine
Ozmondo Dec 25, 2023 @ 4:17pm 
Apologies if this has already been covered, as i cant find anything on it. Was there ever a fix for some factions missing their garrisons like the VC?
sigmars_disciple Dec 24, 2023 @ 9:57pm 
Run this standalone, without the main LoL mod. Run just this, Mixer, MCT and SFO. Report back whether that works (for others and the author!). Then conduct more tests. Look at the date.... This was just shared and the author "yeeted out" former problems. Why would he share this if it crashes? It makes no sense.

What about the fix mod for unit recruitment that is linked? etc.
Hope those pieces of info help, but please clear this up. I'd be fuming mad if this was my mod, just uploaded, promoted on the rotating Steam "home" and if it takes me 20 sec to get to the main menu with 4 mods on bro while you leave comments suggesting it's a surefire brick <3
sigmars_disciple Dec 24, 2023 @ 9:57pm 
@ Lucius Impossible to help in any way with the info you provided.
You need to run it solo, with required items and I doubt that it will CTD then.

Then you can run it with a short, 100% working, tested version of your SFO modlist. No other landmark mods etc. - I mean, come on man!

The piece of info that your mod list works when you deactivate this means little. (e.g. if you have the conflicting main mod on) To me it sounds like you just left the 2 most frustrating pieces of info and then vanish. You can do that if you've tested properly and it's indeed broken....
Get Donked On  [author] Dec 24, 2023 @ 9:54pm 
im guessing its the models n stuff ye there is a lot of em in there for each faction landmark specific ones so that does sound about right
sigmars_disciple Dec 24, 2023 @ 9:32pm 
Wow, does this say it's 1 GB large? Is that because of all thr unique units?

Thanks <3
Get Donked On  [author] Dec 24, 2023 @ 2:30pm 
well this doesbt work with the old mod active
[XIII] Lucius Vinicius Dec 24, 2023 @ 12:37pm 
Nevermind, without this fix mod it works...*headscratch* Didn't think that might be it, but alright, I guess. :D
[XIII] Lucius Vinicius Dec 24, 2023 @ 12:31pm 
Game still self-terminates, are there any known incompatibilities? Got quite a few other mods enabled, but so far my testing was not conclusive.
Im on Smoko Dec 21, 2023 @ 8:23pm 
maybe? I would guess in existing campaigns that the garrisons needs to be wiped and reset? so if the settlement was captured then recaptured by a vampire faction the new garrison would be correct
Get Donked On  [author] Dec 21, 2023 @ 8:18pm 
might be its scuffed for existing campaigns ye im not sure i also dont see any issues on any other races.
Im on Smoko Dec 21, 2023 @ 8:15pm 
Okay easy thanks. If you were still having problems with vampire garrisons I checked mine and they seem to be working I dont think you need to edit the building_level_armed_citizenry_juctions_tables. I had done that to fix another clash.

I did notice that on turn 1 the garrisons will be incorrect but if you hit end round they update on turn 2. So if you you think your fix is not working when you check on a new campaign hit end round and see if they are correct on round 2
Get Donked On  [author] Dec 21, 2023 @ 8:07pm 
every race has that effect in the building_effects_junction_tables i think except dawi.
Get Donked On  [author] Dec 21, 2023 @ 8:05pm 
building_effects_junction_tables and one of the ancilary tables cant remember specific one just know it all related to this:

winds_of_magic_pooled_resource_change_positive_mod

and a variant of this effect that targets enemies if you wanna give it a go yourself and upload a better version ill set this to obsolete and link yours.
Im on Smoko Dec 21, 2023 @ 7:58pm 
which tables did you edit out of interest?
Get Donked On  [author] Dec 21, 2023 @ 7:50pm 
im not very into modding wh3 and it load order stuff
Get Donked On  [author] Dec 21, 2023 @ 7:50pm 
ngl i just uploaded my small edits but ye didnt touch either of those tables
Im on Smoko Dec 21, 2023 @ 7:45pm 
If you are still having trouble with the garrisons, I think I had fixed it with a patch. id's where being overwritten by sfo in the armed_citizenry_units_to_unit_groups_junctions_tables and building_level_armed_citizenry_juctions_tables. Editing these so they don't clash fixes it.

I had also removed all the unnecessary tables from the original patch keeping only:
land_units_tables
melee_weapons_tables
projectiles_explosions_tables
projectile_tables

This means you need the original land marks of legend as a dependency but also means that no updating was required as these were the only tables the sfo mod touched and none of these needed updating. You didnt need to edit any of the above tables did you?
The Black Kaiser Dec 21, 2023 @ 10:32am 
Awesome work
Get Donked On  [author] Dec 20, 2023 @ 9:22pm 
my only guess would be that it could just be a mixu sfo issue? maybe mixu is making a slightly different campaign map I really dont know hope a better modder than me swings by
Get Donked On  [author] Dec 20, 2023 @ 9:20pm 
fuck my life i have no clue whats going on nothing is overwriting the relevant tables in both mixu and this.
Get Donked On  [author] Dec 20, 2023 @ 8:58pm 
seems that mod wasnt for fixing garrissons idk whats breaking them tho its fairly odd
Ceepo Dec 20, 2023 @ 7:41pm 
Yeah, sorry I made it sound more confusing. Glad it makes sense now lol.
Get Donked On  [author] Dec 20, 2023 @ 7:40pm 
aaah i get it now the garrissons getting overwritten gotcha. kinda late here i tought you meant you couldnt recruit certain units. guess i could just fix the other mod a upload a temp fix for that.
Ceepo Dec 20, 2023 @ 7:34pm 
It's quite a list, I made a google doc with all of them. Never made one before so hopefully the link works.

https://docs.google.com/document/d/16caBfMwUvO4vGy7yYhyZEBNoMQJJ1Qjhn67OC_xEkPw/edit?usp=sharing
Get Donked On  [author] Dec 20, 2023 @ 7:10pm 
could you tell me what units are missing in wich buildings? it appears fine on my end unless im notpaying attention
Ceepo Dec 20, 2023 @ 7:00pm 
FYI it's been an ongoing issue with the original SFO version and not anything you did in this fix.
Ceepo Dec 20, 2023 @ 6:56pm 
I thought maybe it was a load order issue based on comments but even after moving them around it didn't work. There's something in the mod that is overwriting some changes made by SFO I think, not load order. I'm not smart enough to understand RPFM code and stuff so I can't really provide much help.
Ceepo Dec 20, 2023 @ 6:54pm 
That mod is outdated and crashes with the same error message you fixed with this one. However the missing garrison units aren't the ones from the landmark buildings. Those ones work. It's the units from the basic VC buildings like defiled cairn, barrows, spirit carin etc.
Get Donked On  [author] Dec 20, 2023 @ 6:48pm 
easiest one to test with is hovering over the land mark in fort oberstyre that one should have ethereal swordsmen.
Get Donked On  [author] Dec 20, 2023 @ 6:44pm 
im not sure if i understand right but a translation of mixu might be breaking the load order or something idk hope the mod i linked fixes it for ya let me know if it doesnt ill try looking at maybe messing with the load order
Get Donked On  [author] Dec 20, 2023 @ 6:37pm 
seems to be load order related idk how that stuff works but this mod came reccomended on the old page https://steamcommunity.com/sharedfiles/filedetails/?id=2936340302
Ceepo Dec 20, 2023 @ 6:29pm 
Tested with only the required mods (SFO, mixers unlocker, mct) and this mod. Still seems that none of the vampire count garrison units from SFO appear. Haven't noticed any other issues.
Get Donked On  [author] Dec 20, 2023 @ 2:33pm 
no worries hope og author can have a look when he has the time
★Wiz Dec 20, 2023 @ 1:32pm 
Thank you for the temp fix!