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is this a troll post?
no ones gonna check for you, never mind for 65 mods you cant tell me if they're enabled or not,
most mods have the load order in the naming convention so you wont need to change it.
Not a troll post, for real, its working smoothly and the only issue I have is some things aren't there which should be. Probably some things are overwritten, and I understand that, just want to optimize it further if possible but my knowledge ends here regarding that.
I just posted in hopes maybe somebody uses the same mods or similar mods and would drop an advice.
For example?
i believe, mods lower on the list are loaded first so stuff like mixu should be loaded earlier as they do whole table swaps. That being said there are a few reports of CA's mod manager's load order not working and reverting to the file name for priority. so you may want to try a 3rd party mod manager
if you get into trouble you can reset load order at the bottom of the window
Yeah, most of the mods I have have those, and I have avoided the mods which they stated they are maybe incompatible with. Some mods dont have those so its then when it could be a problem.
Yeah I got prop joes mod manager but it also seems like it doesn't do a great job at sorting things and whenever I want to go into the check compatability function, the MM freezes and crashes... It only once went through to the files so I can check for myself what is getting overwritten but I had to leave soon then from the PC so lol...
So basically, when you say lower on the load order, to you mean by the # of load order or lower as in you need to scroll the load order to the bottom and the last # of mod gets loaded first?
What the hell is prop joes mod manager???? LOL! I don't want to know.
FYI the only mod manager you should ever use, is shazbots mod manager, google it and download from his github.
And given what you've shoved in that list of mods you attempted to use, you should never ever toucher the load order, not only does it work backwards in this game (mods loaded first overwrite the ones loaded after) the mods are already named to load in the correct order when its relevant (using a proper mod manager).
In your case I would recommend simply using an overhal with official submods and not touching any other mods except recruit defeated legendary lords and that legendary with pause one. That way you get an equivalent of a few dozen mods that do actually work together properly without having to understand what they do and how and what they should or should not be used with.
Yeah, I understand that these will not show in the Old World Campaign. But I still keep them in the load order as I guessed that it can work side by side in the sense that if i go and play Old World i will play that and these mods will not even read in. And why I go to play IE extended, then they will work and show. Or do you want to tell me that I should keep landmark mods and IE extended OFF while wanting to play only the Old World campaign, and vice versa? The convoy mods work on the Old World campaign i.e. This makes sense if you want to tell me that I should keep them off when mutually exclusive. I just didn't think it worked like that.
This made me giggle :D Yeah this is the mod manager I used https://steamcommunity.com/sharedfiles/filedetails/?id=2845454582.
Yeah, i did some modding on skyrim and fallout 4 before, and that is what confused me. It was the "right" way in those games and they have a more developed modding community and tools in the sense that it was easier to get things working.
Which overhaul do you suggest, if I could bother you with that? I really like the landmark mods and convoy mods. The submods for SFO are they necessary? I can understand that SFO changes a lot of things and targets the base game, and I guess the submods usually make adjustments between other mods and SFO
Edit: I see that the MM you recommended is basically the same thing as the Prop Joe one i mentioned.
The mod manager thats linked in that workshop is the same one I was recommending so that's good.
What I would recommend is Radious overhaul as that one is just vanilla done right with good pacing, SFO is different and some prefer that but SFO dev is also the guy that ransoms (or used to) his mod's users for cash and doesn't release updates for over 6 months sometimes to people who do not pay, so its essentially a paid mod, unless he stopped doing that at some point. Still its a type of guy that does that and worse and he has a really bad reputation. Kinda like reading stephen kings books. They might be good but the author is not.
Radious has official submods for various mods like legendary characters and ovn lost world, combine that with recruit defeated legendary lords, immortal empires expanded and warband upgrades ultimate (with radious submod) and you're going to have a good time. I would advise against landmark mods completely as most of them are extremely unbalanced and OP and change the balance of power on the map dramatically with their huge faction wide buffs. Radious already adds landmarks and ovn does too which are more reasonable with the Radious submod for them. Other QoL mods are good too, caravans should work as well. Thats about all you need in terms of content and gameplay. If you don't like Radious that much after playing at least a full campaign then maybe SFO is for you. One big downside of SFO which is the same in vanilla is also that there is artificial slog and slowdown of the game, making it take hundreds of turns to do a world conquest while in Radious (only if you are good enough at the game or play on easy) you can do it in a much more reasonable amount of time. Even though AI on high difficulty has much more armies than you in Radious, you also have enough armies to fight on every front you have so you can expand exponentially in every direction if you can win every battle against superior forces. In vanilla or SFO you just play whack a mole with your 1 and a half army for a very long time trying to defend and chase around AI armies like its some kind of circle jerk. In radious trying to chase around and catch AI armies is not an issue since if you play right you should be able to meet every AI army head on with your own army instead of chasing 3 armies around your territory back and forth. Obviously on high difficulty this might mean you will need to defeat 3 or more ai armies with a single army but at least you can fight on multiple fronts with at least 1 army per front avoiding the whack a mole of vanilla.
There is a full list of radious tweaks and changes and added content, its somewhere on their page or discord or something (google docs link). Its like 20 pages of changes though.
Wow, I had no idea about that with SFO and yes I have noticed a really low quality of SFO in last several updates... I have played with Radious before, if my memory serves me well, I started with Radious in WH2 and then switched to SFO, and stuck with SFO till now. Now I will give it a try for Radious and I see that there a bunch of new stuff regarding Radious's overhaul.
Yeah you are right, it was stupid to think things would work the way I imagined, maybe it was just to tell myself what I wanted to hear as it was the easier route. Just a fyi, but I did do a mad mod play prior to 6.0 update of WH3. I had like around 120 mods installed lol, and i had no crashes and played the campaing till turn 160 :D.
I unsubscribed a bunch of mods I had on that list, well almost all except the ones you wrote about, maybe Ill keep a few more, will see what happens with the game but yeah, definately going back to keeping it simple. My best campaings were when I had only several mods on.
Thanks a bunch for your time and effort to write all this!