Total War: WARHAMMER III

Total War: WARHAMMER III

[6.2.1 UPDATE] SFO III UBER MODPACK - by Tiranno Matto
709 Comments
Tiranno Matto  [author] 14 hours ago 
@TopHats it was Tech Trees Compilation + SFO submod
Which faction are you playing in Old World?
Hmmm something maybe is off with OvN, ill look into those mods
TopHats 20 hours ago 
CTDs consistently around Turn 30 on the Old World campaign for me, can't seem to isolate the issue
TopHats 22 hours ago 
@Southheim Which tech mods? As I am also experiencing CTDs around Turn 40...
Tiranno Matto  [author] 13 Aug @ 10:50am 
Yep, I have to remove the new Tech Mods again because they are generating so many issues including new CTDs as stated. Thanks for the feedback!
Verisimilitu 13 Aug @ 10:40am 
I've been running into consistent CTDs as Arbaal attacking Ogre Camps. (Specifically the one outside his initial capturable base) Haven't reproduced it with other lords or factions but it is a thing that's happening for me. Anyone else?
Southheim 13 Aug @ 5:16am 
Cult of Sotek's tech tree was messed up with new update, I disabled the two tech tree mods and it's fine now. Might be more lizardmen factions I didn't test it
Tiranno Matto  [author] 12 Aug @ 11:17pm 
Yup it seems that in some cases Old World is conflicting with IEE, so I'd advise to pick one when loading the game based on what campaign you wanna play. Hopefully modders will fix it.

Hmmm unit caps used to be selected in SFO via a scripted event, now I'm pretty sure the option appears in the Mod Manager
Twin 12 Aug @ 5:42pm 
SFO settings its handled in the MCT but Im not seeing a menu for it besides the drunk flamingo one
Twin 12 Aug @ 1:04pm 
So i see the MCM to configure the unit limits for the armies but is there a way to remove them completely? even if you disable that mod there is still a building unit limit.
Southheim 11 Aug @ 11:07am 
If you have old world enabled some things won't be present in Immortal Empires, e.g. the new vampire lord faction you added "champions of undeath". I had to disable old world for it to show up in IEE.
Tiranno Matto  [author] 10 Aug @ 1:25am 
So, if you're having some local issues I'd advise to tweak Mod Manager inside the game before loading any campaign. You can tweak many unit caps, spwans, modifiers and so on...

Today i've updated the list, check the load order. Many things are now fuctional!
Zubek 3 Aug @ 9:08am 
Can someone share mod list from mod manager?
Thanatos 2 Aug @ 8:57am 
Just downloaded the collection again. I get a warning when I get to the menu screen saying legendary characters and SCM Might of the Maw are overlapping and asked me to disable one or the other, or none. I disabled the maw one. Otherwise all looks great. Thanks!
GRANNY_LOVER69 29 Jul @ 8:23am 
Getting CTD I'm not even reaching the title screen. Using the import function tried resubbing to everything etc. Not expecting a fix just letting you know.
Khai 27 Jul @ 11:40am 
how to spawn valten, how many turns?
Klim 26 Jul @ 4:16am 
Or rather, orcs, I just thought about ogres xD
Klim 26 Jul @ 4:14am 
@Tiranno Matto Are you talking about the settings in the upper left corner during the game? If so, they do not affect the mentioned ogres.
Tiranno Matto  [author] 26 Jul @ 3:39am 
@Tranok I agree that for WE is a bit silly! Sadly indeed the submod is not up to date and we have to deal with the inconsistency for now...
@Klim You can disable SFO caps in the mod setting usic the in-game manager
Klim 26 Jul @ 1:15am 
Is there a way to remove the hiring limit, because building conditional barracks everywhere does not appeal to me. For the same dark land orcs, only 3 units are available for hire at the beginning, this is not serious.
Tranok 23 Jul @ 2:20pm 
So while according to the seasons mod, it was winter, but according to SFO it was spring, which is a bit silly IMO
Tranok 23 Jul @ 2:19pm 
About the seasons thing, it doesn't sync with the wood elves season added by SFO, I found a submod which supposedly fixed that, but it seems to be in need of an update, as I couldn't get it to work
Tranok 23 Jul @ 1:54pm 
True enough, true enough.
Tiranno Matto  [author] 23 Jul @ 10:25am 
Lost Calm's and Seasons are working, I'm sure about it!
Yes its true, most submods are not up to date but stats wise most of them are still on point. Sometimes some scripts are not 100% compatibile still but not in a game-breaking way :praisesun:
Tranok 23 Jul @ 6:38am 
The more I look at this, the more I realize how many SFO submods are not updated, or how many mods in the collection simply don't have SFO balancing submods, like the artifacts mods and such, makes for a very unbalanced experience I think.
Tranok 23 Jul @ 6:09am 
Are you sure the seasons SFO is working, it hasn't been updated for almost a year, and another mod I found to sync it with SFO Wood Elf Seasons isn't working either.
Tranok 22 Jul @ 2:38pm 
It would also seem, according to the authors of the Lost Calm mod, that it is currently not working very well.
Tranok 22 Jul @ 3:48am 
I haven't had any personally spawn, but they're in the roster menu
Tranok 22 Jul @ 3:44am 
Adding on to what Southheim said, there are also a couple Skaven units and lords that have PLACEHOLDER.
Tranok 22 Jul @ 3:22am 
@Uncle Walnut
Yes they have to be in the same order as in the list.
I can highly suggest using the mod manager to do that, as it's way easier.
But yeah SFO at the bottom, Mixer at the top, go from there
Uncle Walnut 22 Jul @ 3:08am 
do i have to move all 135 mods into a certain order i am new to getting mods for this game i am sorry for the silly question
Tiranno Matto  [author] 20 Jul @ 7:24pm 
@Khai this is weird, but probably dependant on submods being not up to date (so its playable but not refined)
@Tranok Yup! Thank you for noticing: sadly it was effective but it's now deprecated! About that bug LOL
@Zygonaut & @Southheim regarding LLs yep is very helpful to disable the instant recruitment for AI. Also, the player has mostly a chained questline to unlock every LL and LH so dont worry if you dont get all of them at turn 1

About Vampirates mod: yes, it is known but the fully translated to ENG version is not up to date yet
Southheim 20 Jul @ 3:50pm 
A couple notes:
1. Certain Legendary Heroes will only spawn for the AI, not the player, e.g. Xuq'ls for Kairos Fateweaver, among others.
2. Many Vampire Coast units and effects don't have names, or rather I think the names are in Chinese or something. Missing the English loca patch for the overhaul?
Zygonaut 20 Jul @ 10:05am 
Something that has been helping with stability is to disable the AI recruitment of legendary lords. I noticed lots of instability happening around turn 50 and that is when the ai starts getting the LL's by default
Tranok 20 Jul @ 8:30am 
I wish I could share a picture, because I just had a fight where, despite getting a decisive victory, and losing no units at all, I somehow lost 4294967293 units according to the end battle screen
Tranok 20 Jul @ 4:27am 
Was I correct with loreful threat not doing anything?
Khai 20 Jul @ 4:19am 
Ironside guard and eisenbomber is name "placeholder" in immortal empire expanded playing as empire karl franz and every new range unit is name "Placeholder" except vanilla here is the picture https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3530197474
Tiranno Matto  [author] 20 Jul @ 1:15am 
I've rolled out an update, changelog coming in a couple minutes :praisesun:

@Khal can you elaborate a little bit further? Even vanilla ones?
@Morphisor damn that could be a relevant issue coming back. Ill look into it!
Khai 20 Jul @ 1:09am 
everything is placeholder name in Empire units roster? pls telll me how to fix it
Morphisor (xeL) 19 Jul @ 7:27am 
Not sure where to start looking to debug, but with this list I'm having an issue during siege battles: whenever I move the mouse over the big green (or red) bar on the top right of the interface, the game CTDs. Any tips as to the origin of this issue?
Tranok 17 Jul @ 2:17pm 
I always have trouble with the import option, this time it magically just put it in the correct order, but I'd go through every single mod through the list and make sure it's in the same position.
itz Blayzing 16 Jul @ 8:50pm 
Im pretty sure its all up to date, done a clean install of my mods like twice, might just try it again. Im just using the load order as mods are here "import with implicit load order" option when I import the collection into the mod manager. Not sure why mine isnt working yea
Tranok 16 Jul @ 9:30am 
I disabled old world in the beginning, because I'm not planning on playing it, but that made it crash, so I just leave it on but don't touch it.

Are you sure your load order is correct, all mods updated etc?

I'm not that technically savvy when it comes to this stuff, mine just works so I don't know what's up with yours.
itz Blayzing 16 Jul @ 8:10am 
I lied, still doesnt work for me, old world does and I thought it mightve been mods that were trying to spawn factions that just didnt exist in old world crashing me, but I have the same issue when trying IEE, guess Im just not meant to play lol
itz Blayzing 16 Jul @ 3:36am 
I hecking fixed it, my dumb AMD update software wasnt telling me that I had to update some drivers, when I did it fired up straightaway, thank you for being a place to vent into lol
Southheim 15 Jul @ 7:26am 
Is it just me or is Clan Vrrtkin extremely weak in auto resolve?
itz Blayzing 15 Jul @ 4:53am 
I've narrowed it down to being an issue with the Old World mod itself, trying to play with just Mixu's, MCT and Old World enabled still crashes me on the load in. I'm at my wits end with what to try because although some people on the Old World modpage are having trouble, most seem to have gotten it working fine and I don't understand what I'm doing wrong with it.

I did read that a lot of people in the MCT modpage were having trouble with Nagash because of that mod but I don't know how truthful that all is. I'm also just trying to play a vanilla faction so I feel like its not anything else especially when basically just having Old World on. If you guys can think of anything I should try I'd be super appreciative, otherwise I hope the modding and gaming goes well. Mod pack seems super fun, wish I could play lol
Tranok 15 Jul @ 4:32am 
Apart from Nagash, I also stick to strictly playing as vanilla factions, because I don't trust most mod factions and lords to work well.
Tranok 15 Jul @ 4:31am 
I have managed to get this collection working quite well, there are some odd crashes once in a while, and some odd looking unit cards with question marks appearing sometimes too, mostly on the mod factions with lots of new units where things might get wonky.

But overall I have managed to finish a Nagash campaign to long victory in the last couple days, where the first 20 or so turns had crashes every 2-3 turns but that got fixed to where it was only every 15 or so, which should probably be expected.
itz Blayzing 14 Jul @ 4:38am 
I know youre still working on this collection but judging from the comments here, it is in a somewhat playable state If thats wrong though Id be happy for anyone to correct me. Im at the point of pulling my hair out trying to get this or any somewhat large collection to run. Ive completely reinstalled WH3, the mod manager, deleted all traces pf my mods, resubbed to them again, tried disabling a few mods or a lot to try pinpoint which isnt working, validating files, deleting all the cached game data, restarting my pc.

The game runs fine with no mods through both the normal launcher and the mod manager but even just enabling SFO and nothing else causes the game to crash right at the end of loading into a campaign no matter what ive tried. Im just venting into the void and maybe even looking for a "it doesnt work right now" because I know things are still a work in progress since the last update, just extremely, extremely frustrated.
Tranok 14 Jul @ 4:15am 
It specifically says on the page for Loreful Strategic Threat that it ONLY works with IE not IEE, but that could be wrong of course.
Do you have a list of overlapping characters from the different lord and hero mods?