Total War: WARHAMMER III

Total War: WARHAMMER III

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(Decky) Tech-Tree Compilation SFO Submod [SFO 1.36 Update]
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File Size
Posted
Updated
216.068 KB
21 May, 2023 @ 11:53pm
26 Apr @ 1:35am
17 Change Notes ( view )

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(Decky) Tech-Tree Compilation SFO Submod [SFO 1.36 Update]

Description
Technologies position adjusments for solving conflicts with such mods as Decky's Tech-Tree Compilation and SFO Grimhammer 3.

Although I've implemented compability for all races, feel free to report possible bugs like some technology has disappeared although it was supposed to be there).

Links:
- SFO 3: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2792731173
- Decky Tech Tree: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3117083206
- Decky (Tomb Kings) + Tomb Kings Extended + Arkhan the Black + SFO Submod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3272864417

Current Compabilities:
Total War Warhammer 3
• Nurgle: No conflicts. No technologies from SFO.
• Khorne: No conflicts. No technologies from SFO.
• Slaanesh: No conflicts. No technologies from SFO.
• Tzeench: Solved conflicts. Moved SFO technologies to prevent tech overlapping each other.
• Daemons of Chaos (Daniel): No conflicts. Does he even has technologies?
• Ogre Kingdoms: No conflicts. Technologies don't conflict with each other.
• Cathay: Conflicts solved. Fixed Yao-Ming SFO technologies positions to prevent conflicts.
• Kislev: Conflicts solved. Fixed Boris SFO technologies positions to prevent conflicts.
• Chaos Dwarfs: No conflicts. No new SFO technologies - No conflicts.

Total War Warhammer 2
• High Elves: Conflicts solved. Moved SFO tech positions to right further.
• Dark Elves: Conflicts solved. Moved SFO tech positions to right further and adjusted Morathi SFO tech positions.
• Skaven: Conflicts solved. Fixed Lord Skrolk SFO technologies positions to prevent conflicts.
• Lizardmen: Conflicts solved. Fixed positions from Decky to be fit with SFO reworked technologies.
• Vampire Coast: Conflicts solved. Moved decky technologies to be compatible with Luthor Harkon unique technologies.
• Tomb Kings: Conflicts solved. Adjusted each Tomb King lord technologies for compability.

Total War Warhammer 1
• Empire: Conflicts solved. Adjusted SFO tech positions + moved some Decky technologies.
• Vampire Counts: Conflicts solved. Rearranged positions for SFO technologies.
• Wood Elves: Conflicts solved.
• Bretonia: Conflicts solved. Technologies were conflicting with each other. Moved decky technologies farther to right for freeing space for SFO techs.
• Dwarves: No conflicts.
• Norsca: Conflicts solved.
• Chaos Warriors: No conflicts. No technologies from SFO.
• Greenskins: Conflicts solved.
• Beastmen: Conflicts solved.
143 Comments
xpangel 7 Jun @ 1:40am 
If this submod doesn't change the original tech tree components like base mod, it causes some tech tree translation mod to be partially invalid.
839097368 18 May @ 5:23am 
I suppose we need an update?Seems there's a crash here
Mikker 5 May @ 11:43pm 
i have try everythink but i can not get a new tech tree ass lizzardmen
kodiak 27 Apr @ 6:22am 
Good afternoon, I have subscribed, re-subscribed and verified files but Kislev still appears to missing all the techs. I haven't touched load order but was wondering if I have conflict? Many thanks.
Sageboba 27 Apr @ 3:19am 
Thanks for the update!
weather with you 26 Apr @ 10:54pm 
cool
bnw82002 26 Apr @ 10:50am 
Thanks for updating!
Roseo 26 Apr @ 4:38am 
@KoKa-KoJla that was it, great! somehow didn't think about dependencies
KoKa-KoJla  [author] 26 Apr @ 4:16am 
@Roseo, probably mod preloads SFO chevrons (due to having most likely increased order), changing mod order (so rank icons mod will be 1st in order) should fix the issue
Roseo 26 Apr @ 3:44am 
Hey, for some reason it reverts the ranks icons after rank 3 back to vanilla chevrons. Checked through rpfm but absolutely nothing should conflict.