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Can that be fixed?
We determined that Ancient Treemen being able to take that office was a bug.
https://github.com/chadvandy/cbfm_wh3/issues/508
General rule is: don't mess with load order, mod creators do that through naming
Thanks mate
Ca mentioned this issue was fixed in some previous patch while in fact, it wasn't fixed at all
I have not seen any report of that anywhere, so it could be a bug created in last patch
CA apparently fixed it in the latest hotfix. See the SCM Marienburg mod's Comments for some discussion. That mod was basically unusable until the hotfix.
Unfortunately, we can't do anything that affects battle AI behavior or things like siege gates. All of that is coded at the C++ level, which is not accessible to modders.
I'm pretty sure those kind of game behaviour bugs are too deeply rooted in the game engine to be fixed here. CA need to fix sieges and/or siege maps.
Scroll down a bit, that gets asked a lot
It's happened before. Usually happens when CA is working on time constraints. It happens when someone is working on an older version of the game, old patch or the last DLC.
They must have several teams working on different things. They break stuff all the time
https://www.reddit.com/r/totalwar/comments/1ku3bot/psa_ogre_camps_move_by_themselves_after_hotfix_614/
Chaotic Assembly guys are just impressive: how can a patch that was not supposed to touch ogre camps do that?
I have a question - does this mod fix a monster hunter quests bugs for Norsca???
Correct, it is intended. The tooltip shows up as "0%" because as Groove Wizard explained, we can't hide this effect without causing issues elsewhere (because the effect may be used elsewhere), but we are disabling it because it's a bug that it is applied there at all.
No, Nerevarine is correct. Marauders, Tzaangors and Chaos Warrios do not get any barrier from the Accursed Horrors skill. See here:
{LINK REMOVED}https://imgur.com/a/zQYe5xR
I have a bug right now, that i have never had before. Its not related to this mod since im using over 250 mods, there certainly will be some conflicts but overall it always used to work fine.
However, since starting a new playthrough since 6.1, i was able to play 75 turns with Gutrot Spume from the Legendary Characters mod.
It did crash every now and then but just re-loading the game and ending turn again fixed the problem and the next end turn would simulate fine. I do now have the problem that after the last crash the save game crashed on loading. Unfortunately not only the last save game but seemingly all save games from that campaign are now corrupt in some way that they all crash during loading. I was on turn 76, tried loading 75, 74, 73, and they all crash, although i was able to load them fine before.
Generally the only character skill fixes involve unhiding hidden nodes, so there is no way any skill points would have been invested in these skills in an existing save. We don't remove any skills.
@Mumm-Ra:
You should not manually change mod order at all. We have set up this mod to load at the right spot in the order for maximum compatibility with other mods.