Total War: WARHAMMER II

Total War: WARHAMMER II

Fudging Vassals (WH2)
267 Comments
Drednes The Eternal 22 Jul @ 1:06am 
Absolutely great and necesary mod,reawakening kislev,tilea ,estalia and the northern dwarfs in my empire campaign and then getting this mod to vasalise them has been an amazing addition to the campaign,still works and is essential
OompaLoompa 18 Apr, 2024 @ 8:30am 
the vassal still secede... i know its not a priority but what mod did you recommend XIII07?
Assper 14 Oct, 2023 @ 5:54pm 
Booo 3 sucks come back
SkitterLeap 7 Mar, 2023 @ 10:04pm 
This mod is doing what CA can't accomplish in Warhammmer 3.
Jason 28 Dec, 2022 @ 12:45am 
@LordOmlette Thanks for answering
LordOmlette  [author] 27 Dec, 2022 @ 11:49pm 
@Jason - they go hand in hand
Jason 27 Dec, 2022 @ 11:47pm 
im fresh question:this mod or mod《Diplomatic Options - Vassal, Liberate & Confederate》,which is better
LordOmlette  [author] 14 Aug, 2022 @ 9:10am 
@Hand.Of.Bl00d - I will not be adding a toggle for dilemmas. You're welcome to copy the mod and remove the dilemmas
=[NK]= Col. Jack O'Neil 14 Aug, 2022 @ 5:03am 
Can't you just select to choose to keep the region as a dilemma choice?
roco's basilisk 14 Aug, 2022 @ 4:09am 
@LordOmlette please add a submod or a toggle to turn off dilemmas.

I know you already said in the comments that you don't want to add toggle for dillemas, cause they are the main purpose of the mod. But let me argue with that. Dilemmas are actually not very needed, since you already can control your vassal's territory by Region Trading.

Dilemma "confed instead of vassalizing" is also not crucial, cause, again, if you want confederation, you don't even have to mess with vassalizing system.

What really is crucial to this mod, is the fix that no one can declare war on your vassal. And that vassals will auto-war with anyone you are at war with (and the opposite)

Basically I just want a fix for vassals to play Nakai and TK campaign. But in current state I am afraid to use it because of potential campaign-breaking problems caused by dilemmas that people report.

Your mod won't get worse, if you add this toggle. It will only get better. Make it enabled by default, but please add it!
XIII07 12 Jul, 2022 @ 3:51am 
@LordOmlette Yep, worked. And the mod actually took care of it before it was my turn, they were almost instantly blue again after they refused to join in (while i was going through the rest of the endturn). perfect!
:steamthumbsup::grwheart::praisesun:
XIII07 12 Jul, 2022 @ 3:38am 
@LordOmlette Thank you, I will try it out immediately.
SgtNase 12 Jul, 2022 @ 2:44am 
@LordOmlette Thank you a lot for your work here, as well as your debugging. I decided to drop Mighty Campaigns in favor of Fudging vassals, so right now, no problems on my end. I wanna stress the importance of work like you do for the WH community and thank you for your effort in still making WH2 a better game!
LordOmlette  [author] 11 Jul, 2022 @ 8:40pm 
@SgtNase - I could not repeat a crash when running with this mod and "Mighty Campaigns - Endgame Expanded".

@XIII07 - Try now please. Forgebound will still decline to join the in your particular case, but the mod will take care of that when it's your turn again.

@Cinqmongler - It seems like you have a workaround that works for you now, so I'll not prioritize investigating this for now.

@Xherdos @=[NK]= Col. Jack O'Neil - I did alot of testing very recently . This mod couldn't possibly have worked in multiplayer prior to June 19th, but it should work now.
=[NK]= Col. Jack O'Neil 11 Jul, 2022 @ 6:17am 
Most mods that use scripts won't work in MP.
Xherdos 11 Jul, 2022 @ 6:06am 
does it work with multiplayer?
XIII07 10 Jul, 2022 @ 3:11am 
@LordOmlette I sent you the list now. Again: sorry for the delay. Didn't realise you sent me an email right away.
Cinqmongler 7 Jul, 2022 @ 4:02am 
Well, I've at least made a fix that seems to work in the short term so far. Not enough testing to confirm for the longer term yet.

I changed line 393 in the override lua to "all" instead of "culture:wh_dlc03_bst_beastmen", because I couldn't see a reason in particular why the function couldn't be safely extended to every possible faction.
Cinqmongler 6 Jul, 2022 @ 6:07pm 
It is worth noting:
1. This is the *only* mod in my modlist which has been updated in the past several months.
2. The only mod I have added in that timespan is purely a DB change to make reliability losses 0.
3. I have not yet found any outstanding candidates for mod conflicts in my list, and Fudging Vassals is quite low in the load order to begin with.

If I had an older version of the mod to look at, I could probably see more clearly where/if things went awry between the new and the old, but at this point, the only thing I can say - on a personal level - is that it's probably not morbin' time, and bullshit = true.
Cinqmongler 6 Jul, 2022 @ 5:48pm 
Well uh. This mod didn't stop other factions from declaring war on my vassals before. I added Unbreakable Vassals to my modlist as a rough fix.

That worked for several months, but then this mod got updated a couple weeks ago, and now Hag Graef is able to declare war on my vassalized Taurox, and I can't refuse to join the war anymore. In short, my rough fix no longer works for some reason (or at least not in this very specific scenario), and I basically have no alternative left to me but to mention it here.
XIII07 2 Jul, 2022 @ 7:09pm 
Ok! Np of course, still looking forward to your feedback <3
LordOmlette  [author] 1 Jul, 2022 @ 10:03pm 
@XIII07 it's really, really unlikely that I'll get a chance to look this weekend, I'm out both days and working on Monday. Ideally I'll be able to look next weekend.
XIII07 1 Jul, 2022 @ 9:49pm 
Alright, I sent you an email with the file and the 2 screenshots. Hope it didn't land in the spam folder. I am very curious by now, what mod causes problems to yours.
XIII07 1 Jul, 2022 @ 9:12pm 
Oh, for some reason, I completely didn't read the save file part of your message(guess I was tired). Gonna try to recreate the same situation in a new campaign
XIII07 24 Jun, 2022 @ 1:40pm 
@LordOmlette Yea, don't worry. Not really expecting you to go through it all, it just weird, since I don't really add new mods. And it was working fine before. Yea, I send you quick sreenshot
LordOmlette  [author] 24 Jun, 2022 @ 1:30pm 
It's gonna be hard to repro without a full mod list and the more mods there the less time I'm gonna have to look at this. If you have a save file from right before this happens, send it to omlette@gmail.com along with a screenshot of your mod order list. I won't have time to look this weekend or next week but maybe the weekend after that.
XIII07 24 Jun, 2022 @ 1:12pm 
Nope, actually they still seceded, fuck.
XIII07 24 Jun, 2022 @ 1:08pm 
@LordOmlette it really is weird. it seems to be working again right now. So I took two mods out, now seems to be working again. (and I don't think they loaded in alphabetical order, since I use Kaedrin's mod launcher). But to your questions: I took a dark elf faction (the forgebound), and I do have plenty of mods enabled, just not really any that would influence anything that your mod those.
So the two mods I took out were: "Sotek scarifices for all" and "post-battle options overhaul" cause those were the only two mods i didnt have activated in my last lizard campaign. Now it seems fixed lol
LordOmlette  [author] 24 Jun, 2022 @ 12:24pm 
@XIII07 - Mod order shouldn't affect this mod assuming everything was loaded in alphabetical order. What other mods are you using, what 2 factions, and what vassal? Do you have a save file from the turn right before war was declared?
XIII07 24 Jun, 2022 @ 12:19pm 
@LordOmlette hey it's very weird, but suddenly this mod stoppped working. I am actually playing a campaign rn as oxyotl and 2 factions declared war on a vassal I created.
Later my vassal even seceded from me. I don't know why, I always used this mod and it's great usually. Can mod order cause an issue?
LordOmlette  [author] 24 Jun, 2022 @ 8:58am 
@SgtNase - what campaign, what faction, what difficulty, and when exactly does it crash? Are you sure this mod and MCEE are the only mods you have activated?
SgtNase 24 Jun, 2022 @ 3:42am 
Thank you so much for this QOL mod. I just found out through rigorous testing what CTD'ed my Campaign on Start, that this Mod crashes my game when activated alongside "Mighty Campaigns - Endgame Expanded".
LordOmlette  [author] 20 Jun, 2022 @ 7:32am 
Excellent!
unless specifically stated 20 Jun, 2022 @ 2:39am 
Can confirm it works and my campaign is saved :)

Thank you so much!
Dracula Flow 5 19 Jun, 2022 @ 9:56pm 
Nice
LordOmlette  [author] 19 Jun, 2022 @ 9:12pm 
You should no longer experience problems with the UI getting hard locked if a vassal captures a region during the same end turn round where another faction declares war on your vassal.

In addition, this mod should now work in multiplayer, unless you're using a mod that doesn't work in multiplayer.
Dracula Flow 5 19 Jun, 2022 @ 2:03am 
I use the region trading mode so the dilemmas aren't important to me
I'm using this for the behaviour/mechanics change
If I wanted my vassals land I can always use the region trading thing
But I don't think that is setup so trading with vassals are free, so their is that
Dracula Flow 5 19 Jun, 2022 @ 2:00am 
Its not bricked just load up 2 turns back and free your vassal
unless specifically stated 19 Jun, 2022 @ 1:07am 
Look, I understand that Dilemmas are what make this mod special, I love them myself, but having campaign bricked after playing 90 turns is not fun either. This is why I propose an option to disable them so issues like that could be avoided in the future. However, I tried deleting scripts entirely from the pack file and it didn't help (the only diffirence was that the camera didn't move to the settlement), so I am not sure how this is possible.

Either way, I think the issue is a mod conflict with Mixu's LL2, in particuar The Cabal faction spawning and declaring war on my vassals.
LordOmlette  [author] 18 Jun, 2022 @ 3:27pm 
FYI I am doing a ton of multiplayer testing based on kosakop's report and, uh, there's room for improvement. Ideally I can get a fix for everyone before the end of the month.
LordOmlette  [author] 18 Jun, 2022 @ 9:06am 
The "popups" you refer to are a built in feature of the game. They're not something that can be switched to not be a full screen option.

As I said earlier, these dilemmas are the entire point of the mod, so I'm not adding a toggle to turn them off.

If you have a save file where this happens for you with only this mod enabled, please send it to omlette@gmail.com and I'll take a look.

If the only save file you've got is with mods enabled, what is the full mod list in order? If it's less than a dozen I can try to setup a repro but I make no promises
Dracula Flow 5 18 Jun, 2022 @ 2:56am 
Yea I tested it cause I had a stuck game
At first I was confused cause I had no idea what caused it and it happened on different turns
But then I realised it was because of the vassal capturing a region
Combined with the Chaos turning up so game was trying to run two start turn items at the same time

Maybe if you change the popup so its not a forced full screen option or something
unless specifically stated 18 Jun, 2022 @ 2:43am 
I think it has kinda something to do with Mixu's invastion of the Cabal, since it declares war on my vassals this turn, but I am not sure.
unless specifically stated 18 Jun, 2022 @ 2:08am 
Sorry for bad report, there is the problem in mor detail.

I am playing as Drycha, it's turn 90, I have several vassals (Middenland, Stirland, Hochland and Nordland) and during this turn my diffirent vassals capture and colonose miltiple settlements. In particular Middenland captured Gorssel from Reikland, camera moves to that location at the start of my turn, but no dillemas pop up and game gets stuck. I have several mods so can't send you the safe file sadly.

I second the idea of having an option to disable all dillemas through MCM for debug purposes, so in case of such issues I could disable it temporaly.
LordOmlette  [author] 17 Jun, 2022 @ 1:28pm 
@EzUNreal - I'll look into this.

@Roger Douglas - That popup is literally the entire purpose of this mod so, no, I'm not going to put in an option to turn it off.

In what situations does this mod get stuck? Do you have a save file demonstrating this with no other mods enabled?

@Roger Douglas and @Hate Criminal - What faction were you playing as? What vassal captured what settlement? Do you have a save file demonstrating this with no other mods enabled?

@kosakop - you appear to be the first person to try this mod in multiplayer, so thank you for the report. I'll investigate when I have a chance.
unless specifically stated 17 Jun, 2022 @ 2:57am 
Can confirm, just got my campaign stuck when vassal colonized a settlement inside of my province. Tried deleting scripts from the pack file, but it didn't work sadly.
Dracula Flow 5 12 Jun, 2022 @ 5:01am 
"If your vassal captures a region outside of their home province, you'll be asked if you'd rather take control of that region instead."

Can we get an option to turn this pop up off because sometimes it causes the game to get stuck.
=[NK]= Col. Jack O'Neil 22 May, 2022 @ 7:47am 
Multipleayer isn't nice to any mods that use scripts.
kosakop 22 May, 2022 @ 7:42am 
Just FYI - the dilemmas do not work properly in multiplayer, the ownership does not change and the confedartion crashes the game. Tried with only this and diplomacy options enabled.
Crow 8 May, 2022 @ 7:38am 
Does this mod have to be on a new game to work? Drycha still wants to declare war on my crooked moon vassal.