Total War: WARHAMMER III

Total War: WARHAMMER III

Imperfect Vigour - Fixes 'Perfect Vigour'
57 Comments
Fenrir4life 7 Feb @ 5:19pm 
Not sure if it's a display issue, but Arbaal's unique weapon isn't showing the vigor restoration effect.
Beast of Bedtime Tales 16 Jan @ 8:23pm 
@Echo, I confirmed the bug still exists and this mod is necessary.
Echo 10 Jan @ 8:47am 
Ever been fixed by CA?
Guvenoren 15 Dec, 2024 @ 9:28am 
needs update?
TheCatGod 9 Jun, 2024 @ 11:47am 
Thanks for the lengthy and descriptive response! I have no modding knowledge so this is a nice answer.
Eeporgorg  [author] 5 Jun, 2024 @ 1:49am 
In other words, it would take a lot of time to make and might end up just being a buggy mess. I won't say that such a version will never be made, but right now it makes more sense for me to wait and see if CA will fix the vigour bug before I commit to jumping through increasingly elaborate hoops to approximate a fix with a mod.
Eeporgorg  [author] 5 Jun, 2024 @ 1:49am 
It definitely makes sense for units with perfect vigour to retain maximum vigour during battles with stance-related fatigue penalties. I don't think mods can bypass the army-wide fatigue penalty directly. It might be possible to add a bunch of hidden conditional abilities that trigger during lower fatigue states to add stat bonuses to effectively nullify the drawbacks of the fatigue states. However, this would involve a lot of work and examination of how edge cases should be handled (e.g. Nakai's "Golden Idols" item, which adds an AoE perfect vigour effect) and introduce a quantity of database changes that would dwarf those already made by the current version of the mod (and require a corresponding increase in testing).
TheCatGod 4 Jun, 2024 @ 4:27pm 
Could you please make a version that allows perfect vigor units to not be tired on march-stance battles?
Eeporgorg  [author] 4 May, 2024 @ 12:24pm 
Updated for 5.0
Xeonzs 10 Apr, 2024 @ 9:28pm 
Yea no rush, the mod still worked, thanks again for the mod :)
Eeporgorg  [author] 10 Apr, 2024 @ 6:09pm 
Great callout. Since it doesn't sound like it impacts the performance of the mod, I'll add it with the ToD changes.
Xeonzs 10 Apr, 2024 @ 1:22pm 
Just something I noticed while I was checking which of my mods had broken/outdated tables, yours has 2 outdated format tables:
db/unit_special_abilities_tables and db/special_ability_phases_tables
They're 3 versions old.

You can fix this very easily, just open the table in rpfm, right click and "update table", something for your next update :)
Xeonzs 9 Apr, 2024 @ 12:08am 
It's amazing CA still hasn't fixed this, but then when you see how big the community bugfix mod is, it doesn't really surprise I guess.

Thanks for this, this is one of my favorite perks in the game, but never realized this.
Eeporgorg  [author] 30 Mar, 2024 @ 11:46am 
Thanks for the kind words and the awards. Glad folks are still getting use out of it
Empire 28 Mar, 2024 @ 5:42am 
Happy anniversary to this great mod! still going strong:steamthumbsup:
people like you are why I still play this game
Eeporgorg  [author] 11 Mar, 2024 @ 2:01pm 
CA still hasn't fixed the bug. Mod updated for 4.2
Aristocratic Astorian 26 Feb, 2024 @ 8:55am 
Has CA still not fixed this?
Eeporgorg  [author] 24 Nov, 2023 @ 4:25am 
@MMMMMMONSTERKILL Thanks for the report. I've updated the mod and the issue should be fixed.
MMMMMMONSTERKILL 23 Nov, 2023 @ 9:27am 
Hi, I'm getting a reliable crash on turn 30 with this mod. It goes away if I disable it. It seems to be related to the major Vampire Count factions; if I delete them with console commands (all of them, or else it still happens), the crash no longer occurs. More specifically, the game freezes over the end turn while the Vampire Count faction is taking its turn.
Eeporgorg  [author] 20 Nov, 2023 @ 10:51pm 
Glanced at the patch notes, and it seems like the mod should work fine on 4.1. Let me know if you run into issues and I'll take a look.
Eeporgorg  [author] 30 Oct, 2023 @ 6:02pm 
Thanks for the kind words. I originally made this mod because the bug annoyed me when I was playing through a Bretonnia campaign. I haven't played in a while, but I'm glad y'all are still getting use out of this workaround. Hopefully the bug gets fixed soon.
Puppychow 29 Oct, 2023 @ 6:08pm 
Thank you for keeping this going! If it wasn't for the modders I would have shelved this games years ago.
Eeporgorg  [author] 10 Oct, 2023 @ 3:20am 
@AcesHigh82 Yes, safe to remove as well.
AcesHigh82 7 Oct, 2023 @ 2:50am 
Thank you very much for your work. Is it save to install the mod midgame?
Pokemastuh 18 Sep, 2023 @ 11:44pm 
A terrible reason to celebrate! Happy anniversary of something CA should've fixed!
Eeporgorg  [author] 18 Sep, 2023 @ 1:19pm 
Perfect vigour is still bugged in 4.0, making this the 1st anniversary of this bug fix mod. Updated to include the perfect vigour effects from the new landmark buildings. Enjoy.
Winter 8 Aug, 2023 @ 6:33pm 
A mod i wasn't looking for, but sounds like one that is needed. Cheers.
Eeporgorg  [author] 14 Jul, 2023 @ 12:27pm 
They are aware of the vigour bug and this mod as per https://github.com/chadvandy/cbfm_wh3/issues/396 , although it sounds like there's some misunderstanding about the mod's behavior (Capped vigour scenarios behave correctly with this mod, as does ladder climbing). Regardless, at this point it's up to them whether they choose to pull in these changes since they have my full permission to do so. As previously mentioned, the way this mod fixes the problem doesn't really align with the design philosophy of the community bug fix mod so it wouldn't surprise me if they're just waiting for CA to fix the problem themselves instead.
Ciaphas Cain 14 Jul, 2023 @ 5:51am 
Was this ever submitted to the bugfix mod???
Guvenoren 26 May, 2023 @ 11:53am 
Are CA actually aware of this? I've been using this mod for god knows how long haha
Eeporgorg  [author] 26 May, 2023 @ 9:00am 
Perfect Vigour is still bugged in 3.1. Updated to add Royal Hippogryph Knights and Princes of Perfection. Enjoy the new Bretonnia changes free from worry that your Skavenblight neighbors will somehow turn your faction's biggest draw into a weakness.
No Name 25 May, 2023 @ 7:04pm 
Is this needed with today's 3.1 patch?
Eeporgorg  [author] 23 May, 2023 @ 12:05pm 
It won't correctly apply to new units with perfect vigour, but it shouldn't break anything. Anyone interested in doing so is welcome to make their own compatibility patch and share it.
FullAutoAttack 19 May, 2023 @ 2:12pm 
Does this work with Radious/SFO?
Floskan 15 Apr, 2023 @ 4:19am 
It seems to be working, thank you!
Eeporgorg  [author] 14 Apr, 2023 @ 5:31pm 
It should be fixed now. Try again.
ConsiderableFlux 14 Apr, 2023 @ 2:56pm 
I can confirm that this mod causes crashes with 3.0 - the issue seems to stem from the mod altering perfect vigour in a way which makes the game crash when the trait is to be displayed. When selecting to preview upgrade number 9 for the constructs as Chaos Dwarfs, one of which is perfect vigour, the game consistently crashes.
Floskan 14 Apr, 2023 @ 2:55pm 
Might have to do with the reason that k'daai units has perfect vigor? It's when i hover over them i crash
Floskan 14 Apr, 2023 @ 2:46pm 
The issue i've had with this mod since i've started playing is that the game crashes while in the unit caps menu (Hell-forge). Doesn't happen with this off for some reason.
Eeporgorg  [author] 13 Apr, 2023 @ 4:05pm 
The forges have been lit, the hats have been stacked, and perfect vigour still has not been fixed. Updated for 3.0

This time I need your help: I'm holding off on buying the DLC for the time being, but as I was updating the mod for chaos dwarf units I found references to an effect that enables perfect vigour for all chaos dwarf infantry. However, I couldn't find any abilities that actually activate this effect. If you find a tech/skill/item/etc. that enables this effect, can you please drop a comment to confirm? Until then, I will be treating this as a dangling reference that did not make it into the final build.
Puppychow 18 Feb, 2023 @ 1:40pm 
Thank you!
Eeporgorg  [author] 18 Feb, 2023 @ 1:06pm 
Perfect vigour remains unfixed in 2.4. The mod has been updated, although nothing has changed. Happy 2023.
Vortex 12 Dec, 2022 @ 1:02pm 
Thanks a lot for your work !
Puppychow 22 Nov, 2022 @ 5:09pm 
Thank you for keeping this going. I wouldn't play this game w/o mods
Eeporgorg  [author] 22 Nov, 2022 @ 10:55am 
Perfect vigour is still bugged in 2.3. I updated the mod and added the new perfect vigour units. Let me know if anything isn't working.
Rustic "Kalessin" Citrus 23 Oct, 2022 @ 5:56pm 
You are a wise man, and a saint! Thank you so much for a nice reply :steamhappy:
Eeporgorg  [author] 23 Oct, 2022 @ 5:37pm 
I left them a comment to let them know.
Eeporgorg  [author] 23 Oct, 2022 @ 5:25pm 
@Kalessin The community bug fix team has fairly rigorous standards for their work and this is just a quick & ugly fix. Since modders don't have access to the properties defined by the 'perfect vigour' attribute I'm not sure anyone but CA can produce a fix for this particular problem that would be up to the bug fix team's standards. Regardless, they're free to copy and/or modify my work however they like.
Rustic "Kalessin" Citrus 23 Oct, 2022 @ 4:07pm 
Is this fix already include in the community bug fix mod found here? : https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2856936614
If not, do you plan to?