Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II
 This topic has been pinned, so it's probably important
Venris  [developer] Jul 5, 2018 @ 2:54am
BUG Thread
Please report bugs here. Remember that context and every detail of your load order and situation in game is very important for us. Thank you!

ALWAYS WRITE WHAT MODS YOU ARE USING BEFORE POSTING!

DO NOT REPORT BUG OR BALANCE ISSUES, UNLESS YOU HAVE TESTED SFO WITH NO OTHER MODS ENABLED - EXCEPT FOR SFO AND IT'S COMPATIBLE SUBMODS! If you are experiencing CTD/crashes, strange unit stats (oh no my RoR, Grail Knights etc are low hp!), improper campaign mechanics, and other oddities, then you are suffering from MODITIS. A lot of people aren't getting the true SFO experience, due to mod incompatibilities and don't know even know it.

PREVIOUS VERSION OF THE MOD IS ALWAYS ON PUBLIC DISCORD CHANNEL

QUESTIONS AND ANSWERS <--- CHECK THIS BEFORE POSTING. IF YOUR QUESTION WILL BE HERE, YOU BUY ME A BEER!

AUTORESOLVE CANT BE ADJUSTED FOR SPECIFIC FACTION OR UNIT. THINGS THAT CAN BE CHANGED AFFECT EVERYONE AT ONCE SO POSTS ABOUT SPECIFIC FACTION ADJUSTMENTS WILL BE IGNORED OR REMOVED!

IF YOU CANT LAUNCH THE MOD

It is recommended to not use dx12, also make sure you didn't opt in to beta versions then forgotten about it and you aren't using incompatible mods. Official SFO Collection is just a list for containing existing submods for this mod and it isn't meant to work, so don't click subscribe to all in that collection!

If you had participated in one of the SFO betas before make sure you have deleted them from your data folder, and keep in mind that Mac and Linux users are having issues with mods since release of Vampire Coast!

~Check other mods

Try to launch SFO mod without any other mods first.

~Resub

Simply unsubscribe from the mod. Launch game without any mods and make sure that SFO is not showing in mod manager anymore. After that subscribe to mod again.

~Clear your launcher folder

Hold windows key + R and type %appdata% this will take you to roaming, from there find The Creative Assembly folder and delete launcher folder located inside.

~Delete your workshop files

Sometimes unsubscribing won't solve things so you can try deleting the existing mod files to force steam to download fresh one!

Just go to the following folder; Steam\steamapps\workshop\content\594570 and search a key word of the mod (in our case, overhaul) right click on the file, select open file location and delete all the files there. If you don't have too many mods (or good internet speed) you can just delete the whole 594570 folder!

~Verify your files

On Steam library right click the game, then go to properties>local files>verify integrity of game files.

~Use Kaedrin's Mod Manager

https://steamcommunity.com/sharedfiles/filedetails/?id=1399787504

~Still not working

If nothing helped from that list please come to our discord server for more help https://discord.gg/9XNRrXu

COMMENTS POSTED BOTH HERE AND ON MAIN PAGE WILL BE REMOVED

COMMENTS POSTED BOTH HERE AND ON MAIN PAGE WILL BE REMOVED

COMMENTS POSTED BOTH HERE AND ON MAIN PAGE WILL BE REMOVED
Last edited by Venris; Aug 23, 2021 @ 4:13am
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Showing 631-645 of 3,509 comments
ThatGingerBastard Dec 21, 2018 @ 11:28am 
Originally posted by Frank:
Having a problem late into a dwarf ME campaign, randomly on turn 101 i can no longer move any lords/heroes and my end turn button is greyed out. I cannot load a previous save as i play on legendary and have tried everything to make it work, as it has ended that campaign. Even tried resetting the advisor to reprompt perhaps a bugged event but nothing.

Anyone have any ideas how to fix?

I’ve had this problem as well with Archaon ME. Venris responded by saying you could fix it by disabling events in the top right faction/records tab but when I filtered out all events it didn’t help and he hasn’t responded to my query regarding wether that’s what he even meant or if it’s something else I’m overlooking.

It might be a vanilla problem too though so I’d recommend reporting it at the official bug forums at Warhammer 2 campaign and battle bugs[forums.totalwar.com].
EP Dec 21, 2018 @ 2:55pm 
@Vernis: I think Syreen need to be buffed a bit. If I tested via custom battle 1 vs 1, Syreen costs 850 but it cannot even win decisively against a high elf spearman (which costs 600), given that both are considered as tanking units.

If you considered Syreen as a hidden ambush unit, then its dps is way too low to be effective.

Yes, Syreen can be strong with high defense (no armor and high physical resistant may cancel out each other), but it cannot do any good damage due to its minimal attack and weapon strength, can't even hurt or take forever to win against a T1 spearman.

Comparing to all other unique and useful SFO units, Syreen seems to be overpriced or underbuffed.
Darkstar113 Dec 21, 2018 @ 3:04pm 
@EP Syreens are not meant to go toe to toe against other units. They are meant to compliment your own units with their strong debuff. The best way to use them is to flank the unit you are attack while its engaged with another. Syreens also are really tanky except against magic damage so they are a really good tarpit. Mix them with Morghul Haunters and see what I mean. They don't need any buffs.
Last edited by Darkstar113; Dec 21, 2018 @ 3:05pm
Twiggymc Dec 21, 2018 @ 7:31pm 
I was playing a co-op multiplayer game, with a friend and i got attacked as throgg by the narfaling (w/e the faction that starts right beside throgg is called), i beat them wich was there main army, when my turn rolled around it gave me the option to confederate wich i chose but it did not confederate them
EP Dec 21, 2018 @ 11:39pm 
@Darkstar113 What you suggest is a good use of Syreens but it doesn't mean that Syreens is justified with its cost. The combo you suggested (Syreens + Mournguls) costs 850 + 1000 = 1850, however, this special combo can't even beat a cheaper cost T1 group, such as 3 T1 high elf spearman (600 x 3). If any special unit, performing its best use in group or solo, still cannot win against similar cost T1 units, then I think it is probably overpriced.
Darkstar113 Dec 22, 2018 @ 1:40am 
@EP In Vanilla Tier 1 units are made obsolete once you pick up Tier 2, but in SFO Tier 1 units are made to be viable for every army composition in MP and throughtout the whole singleplayer campaign. Also High Elves Spearmen are the best Tier 1 Spearmen unit in all the rosters. They are extremely durable and cost effective, and after an extremely long while they will wittle away unit with lesser stats because of how long they are in combat. Syreens are meant to tarpit and hold Vampire Coasts line while their gunpowder units do their work, while Mournghuls flank and ambush skirmishers, missile units, and iinfantry that are already commited to the battle lines.
Darkstar113 Dec 22, 2018 @ 2:07am 
@EP Syreens give more survivability and longer staying power for the units they support. So if you drop a Terrorgheist or Animated Hulks or any damage dealer unit with them they will fight longer and the longer they fight the more kills will wrack up. So Syreens are good for damage support and also tarpitting units with chaff or even a tanky monsters like Leviathan and Prometheans.

EDIT: I tested them with the unit test mod and they traded well and beat Spearmen. I also forgot they apply Terror which is also a huge plus in there favor. Maybe you have a mod affecting their stats?
Last edited by Darkstar113; Dec 22, 2018 @ 2:22am
EP Dec 22, 2018 @ 3:02am 
@Darkstar113 We are talking different aspects of the game. You keep repeating the use of Syreens, while I am talking about the balance and cost justification.

Just like you said, high elf t1 spearman is one of best T1 units, but its cost 600 is much higher than human spearman 475, but this extra cost is well justified with its superiority.

We already know Syreens works as tanking units. But it is overpriced comparing to other similar tanking units! Even for 475, a human spearman or dawrf warrior are way better tanks than Syreens. Also, Syreen's debuff is good but it's relatively weak comparing to other debuff like poison.

BTW, I don't like to use Syreens to hold the line because they can be died easily from wind magic aoe. I usually use mutiple heros and lord to group up enemies, use summons (Vampire) to defend/cover my heros/lord, so I can bring more missile units/ artileries; and Syreens is used for defending my missile untis or intercepting cavalry.
EP Dec 22, 2018 @ 3:18am 
Originally posted by Darkstar113:
@EP Syreens give more survivability and longer staying power for the units they support....

Again! Cost justification! If we need an unit who can tank, give more surviability support, and give debuff to enemies, is it worth 850? pls think about a fanatic night goblin. It has much better debuff of poison, strong aoe from spinning loons, expandable with 220 units to tank longer... and it only cost 475! Syreens cost almost 180% more, with weaker debuff, no special dps skills, with mutiple serious weakness (magic dmg/ missile attack/ suffering dmg from negative leadership). Is its extra cost justified?
Last edited by EP; Dec 22, 2018 @ 3:30am
Darkstar113 Dec 22, 2018 @ 6:02am 
@EP Still Night Goblins are glass cannon fodder so they are damage dealers. The longer they are not dealt with they can be a problem but a wind spell and concentrated missile fire can wipe them in seconds. Not to mention they rout. Syreens can cause terror routs. And I'm pretty sure they are the cheapest terror unit money can buy. The Terror and all there really good abilities add to that 850 cost, especially if they are supported by a nearby Lord/Hero (Mourghul Haunter if you're ambushing with them), there Leadership will take a long while to dip.They also have 45% missile resistance and you need about 3 - 4 wind spells to start disnintergrating. Also your opponent will have to commit +20 WOM to drop and AOE spell on them, and most likely the Syreens will be already attacking, because he didn't see them first hand due to their Stalk ability. Due to their Strider, Perfect Vigor abilities, and fast speed, you can also pull them out of combat from any magic dealers and commit them elsewhere. Perfect Vigor also makes them fight and run at full strength and speed so if you actually micro them, your opponents exhausted units will be easy prey to them. So I say due to its ability to cause Terror, decent mobility, better than average armor-piercing, magic damage, and durability that is a good reason for the cost. But I digress.
Scheissdrauf Dec 22, 2018 @ 7:04am 
Mortal Empires; Dwarfs; Battle against the Silver Host; They brought 3 Mortis Engines, I killed them with focus-fire, but their damage effect remained and wrecked my whole army.
Mods: Mostly graphical ones like cultural settelment reskin;
GCCM; no local populace corruption; Faster End turn (Faster Camera); Modding Framework; community bugfix mod(these mods don´t affect units, do they?);
SFO of course
I can´t try to reproduce the bug with custom battles, because I don´t own the DLC
sakisaki Dec 22, 2018 @ 8:18am 
Hey Venris, I have been trying the SFO mod with my Mac,and I realize that no faction leaders will get EXP, and there are also quest problem. Is there a way to fix it? Thank you for your hard work.
SuperCiuper Dec 22, 2018 @ 9:05am 
Originally posted by ThatGingerBastard:
Originally posted by Frank:
Having a problem late into a dwarf ME campaign, randomly on turn 101 i can no longer move any lords/heroes and my end turn button is greyed out. I cannot load a previous save as i play on legendary and have tried everything to make it work, as it has ended that campaign. Even tried resetting the advisor to reprompt perhaps a bugged event but nothing.

Anyone have any ideas how to fix?

I’ve had this problem as well with Archaon ME. Venris responded by saying you could fix it by disabling events in the top right faction/records tab but when I filtered out all events it didn’t help and he hasn’t responded to my query regarding wether that’s what he even meant or if it’s something else I’m overlooking.

It might be a vanilla problem too though so I’d recommend reporting it at the official bug forums at Warhammer 2 campaign and battle bugs[forums.totalwar.com].

It can happen when you have quest for legendary item and it is done in the same turn as it pops up. If you can take a fight for any legendary item do it and you can play normally after battle (use teleport opion)
EP Dec 22, 2018 @ 11:45am 
Originally posted by Darkstar113:
@EP Still Night Goblins are glass cannon fodder so they are damage dealers....

@Darkstar113 Please do your test with a friend in custom battle. Just line up Syreens then put a strong wind spell like Vangheist's revenge, or group up Syreens then cast Kraken's Pull or other Vortex spell, then you can see Syreens are true glass canon against magic dmg.

And try it again by replacing Syreens with night globlins or any other tanking units, then you know what I am talking about. In my test, I can kill 4+ Syreens with only 1 spell, while other units suffers around 40-60% dmg.

Anyway, SFO new update already confirmed to buff Syreens 10% health to make it stronger. I guess SFO testers will do more unit tests than us.
[SIN7] jacojarek56 Dec 22, 2018 @ 10:29pm 
Unable to Confederate Zhufbar as Dwarves (Thorgrim's main Dwarves faction), no option exists in diplomacy screen and no Grudge exists that enables confederation of Zhufbar upon accomplishment. In fact, no other Dwarf Faction can be confederated that isn't Barak Varr, Angrund, Kadrin, Karak Azul, and no option exists to make such things possible such as accomplishing Grudges.

Mods enabled for this run are Force Confederation (no, I don't want to blow up my diplomatic reliability by just conquering possibly buggy allies or wait the 10+ turns necessary to break treaties with them to avoid the world refusing to do business with me), SFO Overhaul's main mod, Darok's Brettonia Crusaders SFO-enabled, 2x Skill points for SFO (green and grudge). That's it.

EDIT: Interestingly, the AI when playing as Dwarves are able to freely confederate all Minor Dwarf factions, save for Barak Varr and Karak Azul which appear to still be restricted to needing certain Grudges being settled first.
Last edited by [SIN7] jacojarek56; Dec 23, 2018 @ 1:53am
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