Total War: WARHAMMER III

Total War: WARHAMMER III

Community Bug Fix Mod - Game v6, Batch 2
1,772 Comments
archa0n2 5 minutes ago 
so does this fix the bug were once i click the battle button it almost finishes loading but then stops at 90%
ll62518475 11 Jul @ 10:05am 
Have you, by chance, managed to figure out why the Changeling cannot load any saved lords or heroes?
Dux  [author] 9 Jul @ 12:26pm 
@Draky:
It's coming soon. Thanks for your patience.
Draky 9 Jul @ 6:42am 
please, update!
RedPersian 8 Jul @ 2:07am 
Seems that there is a bug that occurs with Skaven factions - They can become unable to receive food from battles. Although I can't pinpoint to what caused this, the bug occurred around the same time when I finished building excessive amounts of mineshafts in many of my undercities on the same turn (around turn 130). In following turns I stopped getting food from battles and slaying lords. On forums a couple of people seem to have had the same thing occur. My best guess is that the bug is caused by suddenly overly increasing the passive food consumption of your empire .
Chummy 8 7 Jul @ 11:45am 
That beastmen ruin devastation bug, does this mod fix it?
Uryens 3 Jul @ 7:10am 
Hello: when you plays as dwarfs and salvage an ancillary, not a magic item, it tells yout that you will get some oathgold, but I have tested salvaging some banners and I sttill got 0

Can that be fixed?
Dux  [author] 2 Jul @ 8:30am 
@Jawshua:
We determined that Ancient Treemen being able to take that office was a bug.
Jawshua 30 Jun @ 8:34pm 
Sisters of Twilight doesn't allow Ancient Treemen to be placed in the treesinger office, but are able to in the base game. Seems like this was already talked about here but was wondering if this could be adjusted to match the base game.

https://github.com/chadvandy/cbfm_wh3/issues/508
Dragon32 28 Jun @ 2:40pm 
@AdamosTomatos
General rule is: don't mess with load order, mod creators do that through naming
AdamosTomatos 28 Jun @ 1:14pm 
Where should this mod be in the load order? Most bottom?
Spartan-II 19 Jun @ 9:44pm 
I checked Warhammer 2 and Knights of Moor ability works fine there so the issue is strictly with Warhammer 3
REITERPALLASCH 19 Jun @ 10:51am 
@Dragon32
Thanks mate
Chase Mate 19 Jun @ 8:20am 
Hey so i'm playing on an older rig but it runs WH3 really well. I have no dismemberment but can handle perm blood at 45fps roughly on a massive battle. But I have no dismemberment even tho I can see cuts and detached heads litterly hanging off of bodies and it is really aggravating as I did pay mainly for the Dismemberment but this also limits the animations that can occur. I swear and I dont know what to do. I have tried modding it myself but I'm not sure I have the capability and was wondering if you could incorporate a fix into your bug fix mod :)
Carach Endymion 19 Jun @ 8:16am 
How is compatibility with 6.2?
I . T . Y 18 Jun @ 12:29pm 
Hi, can you again look into the bug of Bloodspeaker lord mounts not appearing despite being unlocked in skill tree?(Valkia's campaign)

Ca mentioned this issue was fixed in some previous patch while in fact, it wasn't fixed at all
Spartan-II 18 Jun @ 1:06am 
Hi is it possible to fix Empire Knights of Moor? Their ability, Stern Resolve doesn't affect allies as stated in the ability description. I've posted on CA forum regarding the bug awhile but they still haven't fixed it.
Uryens 16 Jun @ 5:50am 
Hi: I have just found out thet the active skill called "Wrath of the bear" included in the "Army Invocation of Tor" for Kislev factions is not actually enabled in battle.

I have not seen any report of that anywhere, so it could be a bug created in last patch
DubbelDipp 16 Jun @ 5:10am 
Anyone know if this fixes the bug that prevents the Changeling from buying units?
Dragon32 15 Jun @ 3:13am 
@REITERPALLASCH
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.
REITERPALLASCH 14 Jun @ 7:02pm 
@Chrillo any more info on that?
Dux  [author] 14 Jun @ 7:32am 
@Quickpawmaud:
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.
Dragon32 13 Jun @ 2:37am 
@Quickpawmaud
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.
Quickpawmaud 12 Jun @ 8:06pm 
I tried searching the github link but could not find specifics really. Does this fix bugs related to sieges? Like how the gates open and units walk in and get trapped for example? That one is super annoying. I am a chronic auto resolver and recently started a campaign with a no auto resolve restriction to try to get better at the game and man sieges are annoying a lot of the time. So was looking for mods that address bugs related to them but probably going to install this anyways as it couldn't hurt I guess.
ABCXYZQWE123 12 Jun @ 2:42am 
@Dragon32 Found it, thx!
Dragon32 11 Jun @ 7:49am 
@ABCXYZQWE12
Scroll down a bit, that gets asked a lot
ABCXYZQWE123 11 Jun @ 3:06am 
Is this mod compatible with SFO?
Mumm-Ra 10 Jun @ 8:33am 
@Uryens

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
Chrillo 28 May @ 5:26am 
@djon-silver04 Check your Caravan/Convou mod aswell as Immortal Empires Expanded. Apperently there is a bug with seaborne caravan/Convoys that make the game CTD. And it has to do with something CA recently put into the game
Uryens 28 May @ 1:20am 
Hi, have you heard about this?

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?
djon-silver04 27 May @ 6:23pm 
the game crashes after the battle on turn 5.. How do I find out which mod is not compatible?
The Baron 26 May @ 12:53pm 
Are all the issues solved ? or is an updated list of issues ?
Jack Greedy 21 May @ 4:49am 
Im thankful for Your awesome work. Thank You.
I have a question - does this mod fix a monster hunter quests bugs for Norsca???
Melissa 18 May @ 10:43am 
Can you add this to a multiplayer save already in progress?
Moose! 6 May @ 12:22pm 
Does this fix the bug archers not firing when giving an attack?
darkmaster43 3 May @ 2:53am 
does this stop the game from randomly freezing and or crashing
Arthrex 30 Apr @ 11:31am 
They there, is there a fix for the bug with archers not firing when giving an attack order? It's REALLY grinding my gears since I favor heavy archer armies (Sisters, Quarrlers, Rattling gun etc)
Dux  [author] 26 Apr @ 6:36am 
@El Cubo:
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.
El Cubo 26 Apr @ 1:31am 
Or perhaps that is intended, as per https://github.com/chadvandy/cbfm_wh3/issues/1470
El Cubo 26 Apr @ 1:29am 
@Groove Wizard

No, Nerevarine is correct. Marauders, Tzaangors and Chaos Warrios do not get any barrier from the Accursed Horrors skill. See here:

{LINK REMOVED}
Groove Wizard  [author] 20 Apr @ 9:28am 
If you're talking about a skill that has some effects at 0% and other effects with similar text at a positive value, that's just a visual thing that we can't remove without causing incompatibility issues
Nerevarine 20 Apr @ 1:11am 
Guys you still have a very old bug in the mod. Kairos' first red skill gives 0% stats to various units at rank 2 and 3.
Groove Wizard  [author] 19 Apr @ 10:57am 
CBFM does everything in its power to ensure wide compatibility, can't make any promises about working immediately with other mods like overhauls but that usually takes a simple submod for compatibility if at-all needed
sarumanthecursed 19 Apr @ 10:14am 
Is it SFO compatible? Ik they used to have it integrated, but stopped
17 Apr @ 6:03am 
Is the faction effect of Mother Ostankya "+8 Melee Attack against armies spreading corruption" not functioning properly? Is this a bug?
elgato_86 13 Apr @ 2:33am 
hey everyone.
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.
Mumm-Ra 11 Apr @ 9:24am 
Ya but I've got a lot of mods that I'm trying to overlap with each other. If there's a bug and a modder doesn't recognize, I'm wondering if this mod should load before or after
Dux  [author] 11 Apr @ 3:46am 
@Tsu:
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.
Mumm-Ra 10 Apr @ 8:42pm 
If I see a conflict with a mod, should I load your mod before it? For example, when I see a variantmeshdefinition file
CATonTRIP 10 Apr @ 10:21am 
Is the faction color bug on the diplomacy map view already known or has it been fixed?