Total War: WARHAMMER III

Total War: WARHAMMER III

Victory Conditions Overhaul
1,660 Comments
sarumanthecursed Nov 4 @ 11:34am 
Yes, but it states that it wont stop multi lord quest battle crashes…
Mushroomancer Nov 4 @ 11:11am 
@Sarumanthecrused I believe there's a submod for SFO.
sarumanthecursed Nov 4 @ 10:53am 
Wish this was included in SFO 😭
Mushroomancer Nov 4 @ 10:25am 
I assume all the victory routes are planned and being slowly implemented. ;P
not-not skaven Nov 4 @ 3:53am 
Looks like Lokhir routes leaked with last updates. Is it planned? :WH3_psycology:
Dahorsh Nov 4 @ 3:36am 
You're the best.
MainSails Nov 4 @ 2:17am 
My favorite mod continues to deliver. :medicon:
Oh_Man[TFE]  [author] Nov 3 @ 5:51pm 
Hotfix:

* Adjusted the Taurox final battle script so the prisoners attack from both sides - as was the case in WH2.
* The Final Battle of Itza will now recognise if Markus has Hertwig or Kalara in his army (Kalara will drop the Old Ones shields with an arrow and Hertwig brings in reinforcements) - as was the case in WH2.
* Fixed a bug where loading a save would stop Drill of Hashut from working.

Thank you jbbj96 for providing save file.

Make sure you delete victory_conditions_overhaul.pack file to force Steam to update. You will know if it worked if you see "Defeat the Grey Mountain Dwarfs" in top left during quest battle. If you don't see that it means you are still on the old version.
Beans Nov 3 @ 6:30am 
This mod is such an incredible addition to the game! Especially for multiplayer campaigns.

Just wanted to let you know that your work is very much appreciated. The way to encorporated some of the lost quest battles at the end of the Routes is awesome!
jbbj96 Nov 2 @ 11:33pm 
Send you a friend request for a DM with the savegame :)
Waveshaper Nov 2 @ 8:13am 
Unfortunately I deleted the save by the time I saw your message.
Oh_Man[TFE]  [author] Nov 1 @ 8:42pm 
I need a save file to figure out why because it works for me
Dahorsh Nov 1 @ 4:19pm 
Final Chaos Dwarf battle, maintaining control of the Drill battle is bugged. It won't spawn anything after checkmark of Wave 1. Like someone already posted, probably a base-game bug but who knows. Love your mod. Just adding my experience to the rest in confirming 'something' isn't triggering or progressing.
Waveshaper Oct 31 @ 5:15am 
Hi. Just a little feedback: I am playing Ostankya and none of the VCO paths offer me to actually win the campaign if I travelled back to Kislev. Unsure what is causing it but none of my campaign Hexes unlock despite spending the required Spirit Essence to unlock them, which leaves me with the dark elf and the lizardmen goals, and I'm just... fighting Archeaon. Would be nice to make a path for clearing out the chaos threat north of Kislev, which is one of her main thematic goals (Aarbal start is a forest area after all, the rest are neighbouring chaos wastes).
jbbj96 Oct 31 @ 4:44am 
Hi!
The Final Chaos Dwarf Battle is bugged for me - after Wave 1 the enemies will not spawn.
It seems to be a base-game issue, as the battle seems to be extremely buggy in general.

Love the mod, could not play this game without it anymore! <3
hsj_crow Oct 29 @ 6:59pm 
I like this mod, but it has some problems, when i accomplished one of goals some lords and heroes doesn't move. like high elf and vampire count lords and heroes who use magic winds. they can move again, when I disable this mod.
Mr Moogle Oct 25 @ 10:20pm 
@TheforbiddenCornBread not even faction is supported... Literally the first thing it says at the top my dude
TheForbiddenCornBread Oct 25 @ 10:15pm 
Did you really need to permanently slap VCO on EVERY single legendary lord portrait when booting up a new game... I think we get it.
Kriega1 Oct 25 @ 8:31am 
@Krakenous, you'll have to make a submod or just not use the mod when playing those factions
Krakenous Oct 25 @ 6:37am 
Not sure why, but this seems to overriding some custom race VC that use the NONE VCO system, for example,crustation nations VC vanish when using this mod with it. Not sure why it would delete them but I guess it must be something to do with this mod removing the old vanilla VC makeup.
rapero109 Oct 23 @ 12:30pm 
confirmado es por la ultima actualizacion de mixu
Delythful Oct 23 @ 7:52am 
@Boodjer : same here, maybe it's related to Mixu's Unlocker latest update ?
Boodjer Oct 23 @ 12:25am 
Having an issue loading in where there's no victory conditions present at all. Loaded into Elspeth, which is the one I actually want to play, then tried Karl Franz to see if it was isolated, and same issue. Anyone come across this and know a fix?
nsgallup Oct 20 @ 1:35am 
God tier mod. Can't imagine playing without it now, to the point where I have no interest in playing factions that aren't yet supported.
Nebnii Oct 19 @ 7:17pm 
Hey man i really appreciate the detailed patch notes, you are one of the few and golden from doing it
TheOneBearded Oct 19 @ 9:23am 
Damn. This comes out right after I finish my Drazhoath campaign. Awesome to see the Drill stuff in IE.
warriorandtoaster Oct 19 @ 5:15am 
Damn, that Itza final battle for Markus Wulfhart sucks. Getting a massive Gor-rok Saurus army plus fliers spawning right behind your army (which you cannot even set up in formation) is ludicrous. One of those battles where you have to know what's gonna happen so you can plan ahead, which always feels cheesy.

That said apparently there was supposed to be reinforcements for me, though they never showed up. Maybe it was just a script failure or something, I dunno
Dahorsh Oct 19 @ 5:12am 
Best. Best. Best Mod for Total warhammer 3.
Krakenous Oct 18 @ 11:54pm 
What an absolute GOAT idea because this will now enable loads of great modded factions to have more flexibility with there own VC!
Oh_Man[TFE]  [author] Oct 18 @ 11:49pm 
I have released a guide for how to make your own victory conditions for your custom factions:

https://steamcommunity.com/sharedfiles/filedetails/?id=3589678765
J-Cool Oct 18 @ 6:57pm 
Thank you. I love you.
MainSails Oct 18 @ 3:12pm 
Continues to be the Gold standard, keep it up, amazing work.
Krakenous Oct 18 @ 12:34pm 
Brilliant update! Many thanks!
Salv Oct 16 @ 9:32pm 
@oh Oh_Man[TFE], sounds good!

@sarumanthecursed, drycha can confederate and be confederated by durthu (IIRC), who is not as extreme as her and will coexist with the the elves. She can also ally and trade other races through diplomacy. The idea that she will destroy all non-spirits and humanoids is already not true in game. The game already bends and contradicts the 'official' lore in many many places from what i've heard so this QoL change is far better than sticking to that hard line thinking
Oh_Man[TFE]  [author] Oct 16 @ 8:44pm 
Didn't realise that. I will code a custom confederation mission to proc when she reaches, say, level 10?
sarumanthecursed Oct 16 @ 8:42pm 
I would not say drycha is trying to “help all the spirits” she will destroy any spirits who are not as fanatically devoted to destroying all non-spirits and humanoids.
Salv Oct 16 @ 5:29pm 
for drycha, one of her conditions revolves around helping out the spirits of shanlin faction. Yet drycha has no way to confederate them but you must control their forest to build the monument meaning you must attack them or hope someone else takes the tree. That is a strange oversight from GW considering drycha is trying to help all the spirits
GhostDragonz2000 Oct 16 @ 11:13am 
Hi, I was just wondering if the RoC cinematics could be added to IE, I thinking in a separate mod. Don't know if off hand the VCO objectives or quest battles would make sense, but I think at least having some sort of cinematic closure would be nice to have in IE, maybe with their RoC final battle quest battle. It probably isn't easy or anything, but maybe with both the cinematics and quest battles already in the game it could help? I know at least Elspeth already has both of hers with this mod, but I was just wondering for the other cinematics?
[BRE] Tancred / Homer Oct 15 @ 11:24am 
which LL has strongest modifiers from victory conditions?
LIBIDO20000131 Oct 14 @ 7:37pm 
can it be for mixu?
COREEENAVIRUS Oct 14 @ 11:39am 
I agree with @DeezRobotNuts. After looking at the placeholders they don't really do anything
DeezRobotNuts Oct 14 @ 11:23am 
I think the placeholder objectives for the remaining factions are worse than the vanilla objectives, at least from looking at Kroq-gar and Kholek, who actually had alright short victory objectives, and Kroq-gar even had a pretty nice long victory one.

I would actually ask if those could be reverted till they get their proper objectives one day.
Mushroomancer Oct 14 @ 7:47am 
@Nakavian That's so strange, I played with that mod before and it never gave me issues. Very strange.
nakavian Oct 13 @ 5:00pm 
@Dax Glad you found the offender. On my side, it was Recruit Defeated Legendary Lords for whatever reason.
Dax Oct 13 @ 4:42am 
FYI - my issue was a symptom with other mods conflicting - which would kill VCO.
The problematic mod in question was "Living World Expanded: Total Map Overhaul" if any other users find that helpful.
Dax Oct 13 @ 4:08am 
@nakavian - I don't think its VCO at this point but a mod conflict breaking VCO during campaign load.
I'm getting an error with sm0_recruit_defeated.lua, which then must be causing the vco.lua script to break.

Its unusual you're getting it with no mods though. Have you looked into your script logs?
Pfizz Oct 13 @ 3:19am 
Hello! I love this mod! I am a little confused for Goldf@g Maneaster's second route victory conditions. It says to build 3 each of "hunting grounds", "treasure vaults", and "ale hoards", but I have no idea what those buildings are, where they are located, or even any information about them online. Can anyone help?
nakavian Oct 13 @ 1:27am 
@Dax I just loaded up Grimgor and had the same issue. The routes are showing, but the "reward" is just Victory, nothing else. I checked everything, and disabled every other mod, and still had this. Then I tried Karl, and his was fine, both with no other mods, and also fine with over 100 mods enabled. So, yeah.
Dax Oct 12 @ 11:29am 
Unsure if this is VCO related but my victory conditions no longer appear for Ikit Claw. Not finding any mod errors in my script logs either which is making it a little harder to debug.
Anyone else have similar behavior? I'll try testing some other factions shortly.
Pol Oct 12 @ 10:19am 
Anyone tried Skarsniks route where he takes over the norhtern worlds edge mountains? It has a secondary objective to construct 3 dung piles but I cant get them anywhere. I know its a vandalisation building but ive sacked a few settlements with no luck. Any help appreciated !:WH3_greasus_rofl: