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Yeah, at first I was really thinking I messed up the stormvermin part without noticing. But the problem is impossible to fix. Also, one the effect of the problem is that the units spawned don't benefits from any bonuses from technologies or buildings in the region.
That's why you could have unit that should have, idk, +5 armor from TechnologyA, but when you summon it, you don't have that.
Wait, wait, wait. Hold on a second.
Are you talking about "Ruthless Obedience" that spawn stormvermin?
Or one of the 2 spells that are mentionned in the Alert? Vermintide and Deaded 13th spell?
To be clear, the problem you have is, you spawn the Grey Seer but can't use all the spells he has, mainly the 2 invocations? Is it that?
If that's the case, yes. And it will never be possible, because by doing this the unit is no longer "Overhaul compatible" because I will have to manually give stats. So, no racial traits of SFO, large health pool of End Times, abilities of Lucky, nothing.
Basicly, before a battle, units that will be spawned by abilities are stored. But summons from summons are not since the first summon is just stored, not loaded. It's a chain, you can pull the first link but not the rest.
Maybe a work around would be to make those stormvermin from the summon special/unique to your mod? Or that would introduce even more issues, not sure man. But great mod nonetheless as 99.9% of it works otherwise :)
Ok, so "Invalid Target:Ground" is an issue I had (for other reasons) so it's possible. Normally it's to prevent casting on the walls, because ... it crashes most of the time. It's also the reason displayed if you are at 40/40 unit count but if you are at 20 and you can cast the others that means it's ... I have no idea honestly.
The issue is that you can use the rest, so it should be working. I also tested it and it is working for me. Why this "specific" ability has the Invalid??? I just checked again, nothing is different.
One last question? Do you have other mods that add abilities excepting the usual overhaul (SFO/Lucky/ect)? If Yes, just consider it as a random conflict. If No, blame me because I can't figure it out.
P.S. I find it very strange myself because everything else I have said works just fine and I have your other reinforcement mods as I find them essential. Thanks for looking into this.
What? Too close? That's impossible ...
I mean, there are no range limit on my spells so it's not possible to be either too far or too close. And the update definitely won't change that, since I did not touch it since I can summon. Vanilla, SFO and Radious all 3 work.
But it doesn't make any sense either since no mod would modify that ability since I created it. Could you screenshot it, because I can't get it. If you say any other ability works (like the Greey Seer), but just the stormvermin has this "too close", it does not make sense to me. I find it impossible. I can be proved wrong, but they all have the same set up, meaning if 1 fail all should fail.
Last reminder, those abilities can't be used when you have 40 units on the battlefield. And I don't remember the error message, so can be that maybe.
I'll see if the update today changed anything on my end. Thanks for the reply
No issue on stormvermin. I just tested it.
So, the usual questions, which LL, which DLC you have, was it in own territory, is the ability seen on the campaign, is the ability seen in the battle, is it clickable, is the wind up appearing but no unit?
Yeah, I will update everything in a few weeks since there has been 2 DLC since I finished them.
Not really, because this is used for the abilities part. For exemple, in the actual data pack of the game, you can notice the additionnal scorch/Unholy clamor of the screaming bell for grey_seer_XXX_1 while the XXX_0 only have scurry away ...
So no, I don't think this is the right file to modify. And the issue is that apparently, the game already link the summoned units to the summoner pre-battle. As for how I managed to cast Vermintide, maybe because I add clanrats, since I think I did try to cast Thirteen Spell and it failed, even when my grey seer moved (while making it extremely laggy just to cast it).
No, my bad, I retract what I said, my mod is totally at fault. You are right, currently, a summoned unit of my mod (should also apply to other sorcerers) can't summon units itself. In fact, it can but it's more cheesing than anything, if your game is a bit laggy, you can see that the spell is briefly available and castable when you go from the battlefield to the UI surrounding it (for exemple your army). So, when I tested, I had a lot of things opened and I casted vermintide fine. But, now, with all my windows closed, I only can do it with an auto-clicker (not really feasible).
I will change the sorcerer to Ruins to avoid that, until I ask someone competent how it is possible. Still, I would apologize to immediatly say it's your fault (I had to defend my mod). Also, no the unit cap is in fact 40 on the battlefield, or 2 full army stacks. That's why, the abilities won't be casted if 40 units are in the battle but it's fine if there is 1 full army stack.
- Modding FW
- Your other reinforcements mods?
- Mixed Lores (I doubt it however)
- Large units can attack walls submod+miners
- GCCM
- Dryrain Reskin?
- Brutal Battles?
Every other mod only affects the campaign.
P.S. Could it be because of unit cap inside an army being 20?
The issue is on your side, I have 3 abilities to the left with one being the scorch of the screaming bell and the entire lore of plague to the right.
Now, which overhaul/modifier related to units do you use? (would have been better to "A combination of mods is not working" than just "Your mod not working")