Total War: WARHAMMER III

Total War: WARHAMMER III

CoLabs Team: Random Rifts
28 Comments
Felipe 19 Sep, 2023 @ 7:34am 
Question, i m trying to do a Narrative Campaign, and i want to ask , it is possible to make a mod that activate rifts on demand or activate them with a specific mission chain ? ( not asking it to be made, just thje possibilyt and dificulty to do it on my own )
Gleen Cross 8 Jan, 2023 @ 1:06am 
It would be great if you add a option to speed up the damn thing, these goddamn rifts never open, lol 80 turns in my current Zhao Ming campaign and the rifts only spawned 2 times, I want to finish this damn campaign already and move on to another faction
MorglumNecksnapper 4 Sep, 2022 @ 11:01pm 
Hey, does this need an update?
HughJanus69 14 Aug, 2022 @ 9:34am 
that type of mechanic sounds good for Immortal empires- building a special building or completing a certain objective will allow you to summon a rift and enter the realms of chaos for special rewards/end-game challenge. Would be perfect and completely optional
Noin Trongaz 27 Jul, 2022 @ 6:17am 
Actually, I would prefer to change the whole mechanic so the rift only spawns if you make a special building, and then never disappears. Maybe you can turn it on and off with a cooldown? Then make the incursions more dangerous, so opening a portal is a high risk - high reward thing. So basically you only start to participate in the rift race when you feel ready, and you can still jump to the enemies who also opened a rift and take them out if you are behind.
Another option: can a Bear Roar be toggled though an edict (possibly availible by building a special chaos channeling building), which can be enabled only by the player, as he is the one who has the Advisor with the book? The others can still participate but only when the opportunity is given by the player.
GOW LIKE A BOSS 16 Jun, 2022 @ 12:12pm 
Do rifts have a chance to spawn even in areas that you have built your faction's "anti-rift" building? I swear I have seen it happen during my campaign but can't be 100% sure
Jolc3r 4 Jun, 2022 @ 6:16pm 
This mod causes chaos wastes to have a visual bug, zooming out consumes the whole chaos wastes with a black void.
Nisenzi 26 May, 2022 @ 4:24pm 
I know some mods still work even if it says they are outdated, but in this case im gonna ask as well, does it work? Wanna start a new modded campaign after two months but this kind of thing starts too far into the campaign, i could gamble though....
zamp 26 May, 2022 @ 7:42am 
This still work? And any chance of a mod making the rifts start later than turn 30?
primeambitions 23 May, 2022 @ 10:18am 
awesome mod, an update would be great though!
Andoros 21 May, 2022 @ 4:38am 
update?
Harabec 29 Apr, 2022 @ 4:34am 
this is a cool mod that does add extra interest to the "race"
CJ3200  [author] 18 Apr, 2022 @ 5:40pm 
@Aeon - I've actually got that planned, but I'm not trying to completely clutter the workshop with rift mods. When MCT is ported over from WH2 I plan to do one "master" rift mod that lets you pick player only, AI only, chaos corruption level required for a rift to open, and mess with the random chance percentage that I use on this mod.
AeonSoul 18 Apr, 2022 @ 2:20pm 
I just want a mod that makes it so only you can access the Chaos Realms. I mean, the advisor claims he's the only one that knows how to traverse the maelstrom, so I don't know why I have to race other factions in the first place. Seems like a step in the right direction though
B9oyd 17 Apr, 2022 @ 5:21am 
this fixes the EXACT problem i had with the main campaign, im about to try it and if it runs as smoothly as i hope it does then ill be telling all my buddies to try it out :D
Totally Not Myers 15 Apr, 2022 @ 11:16am 
Omg this is amazing! Thank you! It feels like Chaos incursions are more meaningful rather than just painting the map with skittles in every province!
CJ3200  [author] 13 Apr, 2022 @ 6:40pm 
Ugh....fat fingers on mobile.....

I looked into it (both in CA's script, the modding discord, and one of my old saves), and consensus is that the rifts don't close automatically after the final battle, you still have to close them manually. CA just fixed a bug where after the final battle, even if you closed them manually, they would still re-open on a later turn. You have, however, given me an idea for another rift mod. It appears to be one listener and a few lines of script to auto-close them after the final battle, so look for that mod to hit the workshop in a day or two.
IfThenOrElse 13 Apr, 2022 @ 1:25pm 
Hey, LOVE the mod.
out of interest, have you tested around much with the end game (e.g. when rifts pop up permanently and after you defeat belakor?)

After I completed it, the rifts never went away. Apparently that was fixed in patch 1.1
CJ3200  [author] 12 Apr, 2022 @ 5:54pm 
I've been playtesting for the last few days. I haven't been able to duplicate. This mod doesn't open rifts. What it does is when CA opens a rift, the script rolls a random number, and if that random number is greater than 30%, this mod closes the rift. The only thing I can think of is perhaps your protection building finished construction on the same turn as Ursun's roar. The way the CA "open rift" script is written, I think it would open rifts before the game logged that your protection building was complete.
jiivee 10 Apr, 2022 @ 9:55am 
I got a rift in my province where was protection building.
CJ3200  [author] 10 Apr, 2022 @ 12:14am 
I haven't tested it, but it shouldn't interfere with the protection building.
Blood 9 Apr, 2022 @ 8:10pm 
Does the new blocker building still work against rifts opening in their respective provinces or is that disabled essentially?
CJ3200  [author] 9 Apr, 2022 @ 9:04am 
It's script based and doesn't trigger until the roar, so it should be fine.
[PuB] Axlegolas 9 Apr, 2022 @ 8:57am 
the vanilla spawning has always been weird. even the changes of the latest patch didn't make it better. now i'm forced to build a building, and so use a limited building slot, that has no other use in campaign. this is just a lazy workaround of the bad campaign scripting. so glad that there is a workshop now, so modders can do the REAL work. thank you for this
Vahamon 9 Apr, 2022 @ 4:42am 
Sounds very interesting, has it been tested on save file prior to the first roar?
Walkabout 8 Apr, 2022 @ 10:13pm 
Awesome
BohemianRomantic 8 Apr, 2022 @ 9:26pm 
This is actually an excellent idea. Gonna give it a try now. Not too big a fan of just turning off rifts altogether, but I did hate how one would open in every single province. The AI just can't handle them properly.