Total War: WARHAMMER III

Total War: WARHAMMER III

Changer of Ways - Revamped starting situations
255 Comments
Pootsie Sniffins 17 Mar, 2024 @ 4:56am 
this seems super cool and i'll echo people walking into ur grand chambers in the mountains and yelling "pls come back for thrones of decay!!!!" and then leaving u alone to grieve the loss of a rly good game series
Augustez 18 Jan, 2024 @ 9:13pm 
I have another CTD with Revenge of the Beard and Summon the Elector Counts deactivated
NightmarezWrath 18 Jan, 2024 @ 4:53am 
It's a real shame you seem to have stepped away from this, though I imagine you have good reason. As basically the only start position mod that affects mod factions and whatnot, this was a staple in my load order for a while. Hope to see it updated eventually.
Evil 25 Nov, 2023 @ 3:27am 
Hi again Meuhoua. I've noticed with my last few campaigns that when I use this mod I don't seem to get any starting quests when I load in. Which for certain factions, such as Ostankya, completely breaks some of their mechanics. I'm not sure what could be causing it, but it persists even when I play the game with only this mod installed.

This is still among my favourite mods for Warhammer 3 so I hope you'll find the time to come back to it.
Jekas 22 Nov, 2023 @ 2:24pm 
Any plans about mother ostankya?
Lickher_ish 12 Nov, 2023 @ 5:23pm 
the quest for aurelion for the empire doesn't trigger at the start with this mod
Evil 1 Oct, 2023 @ 7:47pm 
Thank you for looking into it. I'll be sure to do that.
Meuhoua  [author] 1 Oct, 2023 @ 4:37am 
@Evil : done some tests, you can uncheck the MCT option "revenge of the beard", this will remove my changes for Grombrindal but you will to be able to use Skaven Clans mod, i guess Stratovarius changed some about Clan Septik colliding with my script.
Evil 30 Sep, 2023 @ 3:50pm 
I can completely understand having a lack of motivation. Take your time. Thanks for responding.
Meuhoua  [author] 30 Sep, 2023 @ 1:59pm 
Didn't have lot of time and motivation this month to maintain the mod updated, i guess there is some things to tweak for the last mods and i would to some adjustment for the 3 lords from the DLC.
I hope to get back to it soon.
Evil 30 Sep, 2023 @ 5:50am 
Hi Meuhoua. I've once again done the long process of going through my hundreds of installed mods for a new Warhammer campaign and I've noticed a new conflict.

For some reason whenever I try to start a campaign with this and Skaven Clans installed, the game will crash to desktop as it loads in. I assume it's to do with the recent Skaven Clans update? But I don't actually know what was changed.

Just something to take a look at when you have the time. Thanks for the mod, this is a must have for me at all times.
Namazuo "Horse Poop" Toushiro 3 Sep, 2023 @ 3:14am 
Any plans to include Immortal Empires expanded? Would be nice to see the "East Ind Company" in Ind at least
Meuhoua  [author] 2 Sep, 2023 @ 3:04am 
Yeah, I'm also not really fan of her Naggaroth start (if she has to be in Naggaroth "narratively", i think Deadwood region should fit better), i'm thinking about the "old kislev"(Karak Dum to Stormwrak nearby) but already set Kugath and Taurox there so could be overcrowded.
Jekas 2 Sep, 2023 @ 2:56am 
Any plans for new Kislev legendary lord? she must return to Kislev or somewhere nearby))))
SmokedProphet 2 Sep, 2023 @ 1:34am 
Unsubbing and subbing fixed the issue, so it was Steam at fault. Thank you!
Meuhoua  [author] 2 Sep, 2023 @ 1:29am 
@SmokedProphet : this are the things corrected by the current update, try to unsuscribe/resuscribe, may be Steam didnt update well.
SmokedProphet 2 Sep, 2023 @ 1:27am 
Thanks for the update. However. I am experiencing CTD with only this mod enabled. 1/4 of the LL lack portraits and information in the campaign select menu too
Meuhoua  [author] 2 Sep, 2023 @ 1:11am 
@Zooasaurus : yup,there is a list of MCT option to make things modular.
Zooasaurus 1 Sep, 2023 @ 8:58pm 
Can i disable the stare positions i don't like with MCT?
sigmars_disciple 21 Aug, 2023 @ 7:02am 
For Empire players using this with Mixer and the almost-quintessential Your New Empire overhaul, I strongly recommend turning the MCT options "Elector Counts" and "Changer of Trade" OFF in MCT right away.

Meuhoua, my 5 cents: Going forwaed, I think you should find 100% focus on what this mod does best: Making starting positions of LLs + their starting armies better than in vanilla.

Hope that didn't sound too negative as this mod is still a 9/10 <3
sigmars_disciple 21 Aug, 2023 @ 7:02am 
I didn't like trade changes (or non-agression pacts) at all. I understand they're lloreful in intent, but I found they take away some of that satisfaction you get on campaign start as an Order tide faction, closing these deals (plus miss out on thousands of gold for not being able to close those green-opinion-deals!).

One thing to monitor would be if it changes factions' "opinion levels" of diplo options quite drastically vs. vanilla, just open activation. I felt like it might actually - and that's a problem if it creates or removes a 5-digit sum of gold on the first few turns, essentially.
sigmars_disciple 13 Aug, 2023 @ 6:29am 
Thanks, bro - you help me, I help you <3
Meuhoua  [author] 12 Aug, 2023 @ 7:45am 
@soulmindproductions
About 1, non-aggression pacts are vanilla (or maybe from Mixu), with script this diplomacy state cannot be set (sadly i must say). And for Seccessionist, thanks for the report, this comes from Mixu (for some factions -Wissenland and Talabecland IIRC- he use Empire rebel faction as starting ennemy) and i forgot to change this in my tweaks. Will be corrected in the next build (surely next month).
About 2, i guess that come from another mod, my mod at least could boost some diplomatic behavior to nudge relations but thats all.
About 3, yeah, as i'm also non-english fluant, i didnt found a better way to explain it when i wrote the note. ^^
sigmars_disciple 11 Aug, 2023 @ 8:22pm 
Whoa, it took me a long time to find this mod, but it looks pretty rad. Soooo many changes and mods supported. Can't wait to give this a try now!
Evil 31 Jul, 2023 @ 8:20pm 
Thank you
Meuhoua  [author] 31 Jul, 2023 @ 7:06am 
I guess Jade Pirate Submod tweak the starting armies of Jade Pirates of Yin Yin mod and, as my mod remove them, the crash occurs if some are no more ingame when my script acts.
I'll check this and set a fix.
Evil 30 Jul, 2023 @ 12:49am 
Hi Meuhoua.

I've found another issue that's conflicting between this mod and another (Unsurprisingly since I have over 300 installed.)

I've narrowed it down to a conflict between this and the Jade Pirate Submod for Yin Yin the sea dragon. Just like the conflict that caused Daniel's model to break it only occurs when the burning seas start condition is turned on in the mod configuration menu. With the Jade Pirates sub mod installed it causes the game to crash to desktop while loading into a new campaign. This doesn't happen if only Yin Yin is installed. Only when the Jade Pirates submod is also installed with it.

Thought I'd let you know. For now I'm turning off the Jade Pirate mod cause I can't live without this mod enabled.
Meuhoua  [author] 21 Jul, 2023 @ 6:35am 
If thats Karak Izor, thats a faction i "resurrected" by using a QB faction (faction initialy dedicated to quest battle that have generic name in vanilla).
Maybe placing "Lore Names" after my mod in the mod order should be enough to avoid this issue, as i change names only with a bunch of minor faction aside some QB, that should not affect too much "Lore Names" effects.
Lidiaz 21 Jul, 2023 @ 6:12am 
As I suspected, it's the mod Lore Names : Renamed Factions that's renaming your Karak Izor faction to "Dwarfs". That mod would have to include compatibility for yours.
Lidiaz 21 Jul, 2023 @ 6:02am 
I guess it might not be from your mod then, because the faction i'm talking about is present at game start and in control of Karak Izor
Meuhoua  [author] 21 Jul, 2023 @ 4:32am 
There is no faction renamed "dwarfs" in this mod (as you, i dont like too generic faction name). But a thing that could happen is as this mod turn off the listener removing automatically caravan opponant faction, if it survive the battle it can be still present in the worldmap with its former generic name (i would rename those QB factions -done for couple-, but i need to identify them and find a faction name fitting to them).
Lidiaz 21 Jul, 2023 @ 4:22am 
Would it be possible to rename some of the minor factions added by the mod ? Having "Dwarfs" as a faction on the campaign feels very weird
residente 18 Jul, 2023 @ 12:10am 
I unsubbed and resubbed to Mixer and this mod and the same is still happening. I will try using force re-download of all my mods in the mod manager to see if someone else is the culprit
Meuhoua  [author] 17 Jul, 2023 @ 5:23am 
Try to unsub/resub Mixer, sometimes Steam do crap with auto updates.
residente 17 Jul, 2023 @ 4:12am 
I just wanted to report that since the update of Mixu's MIXER, I get CTD when I try to start a new campaign with this mod.

Sadly, I have other 180 mods enable, so I can only assume MIXER and this mod have some incompatibility issues when used with other mods.

After disabling this mod I could start a campaign normally. I'm sorry I can't be of more help. I absolutely love this mod and its changes and hope I can play with it again in the future.
The Black Kaiser 16 Jul, 2023 @ 6:13pm 
awesome work!
Meuhoua  [author] 16 Jul, 2023 @ 5:56pm 
After some of tests i can say the issue come from changes done in Mixu LL since i've made my script : i dont know why but when a battle is done in turn 1 the heroes for Mixu LL's beastmen dont spawn in turn 2, and so my former script try to find and teleport something that dont exist, which divide by zero the game and cause the crash.

But there is a good news : the change done by Mixu seems to be that the hero spawn in turn 2 is no longer set with fixed coords but by placing it directly next to the Lord so my script lines causing the CTD are no longer needed.
The "remaining issue" is that if a battle is done turn 1, AI Ghorros and AI Slugtongue will not get their starting heroes ; maybe that will diminish their early survivability but at least the crash should no longer occur.
The Black Kaiser 16 Jul, 2023 @ 4:56pm 
I tested out enabling/disabling the stomping bloodground option in your mod. Enabling causes the turn 2 ctd. Disabling it there is no ctd. Thanks for locating the issue. Any ideas on a fix? I guess it's not to big of a deal to only autoresolve the 1st turn, but the bug was driving me nuts I had to know what it was. It would be nice to use the stomping bloodground option as you've placed the beastmen in really fun areas to play.
Meuhoua  [author] 16 Jul, 2023 @ 3:22pm 
OK, i replicated the bug : something is causing a big scriptbreak at turn 2 (really strange that happen only if a battle is played at turn 1), even the "console command" and the "no fog of war" mods stop working a turn 2, and when an army or a settlement is selected the game crash.

I identified in which part of my script the issue seems located ("Stomping Bloodground" option, so i guess that can be related to the teleport at turn 2 of the extra heros given by Mixu to his new beastmen lords).
The Black Kaiser 16 Jul, 2023 @ 1:46pm 
no sigmar heir. I tried it with just those 6 mods active in that order and it causes the ctd.
Meuhoua  [author] 16 Jul, 2023 @ 1:30pm 
Do you use Sigmar Heir with or just those 6 mods ?
The Black Kaiser 16 Jul, 2023 @ 12:57pm 
Mod order for reference:

1) Changer of ways-revamp
2) Mixu's LL - Sfo
3) Mixer Mixu's Unlocker
4) Mixu's LL Beta Updated
5) Mixu's LL-Asset Pack
6) SFO

I've placed this mod to load at the top of the list above everything else because when placed in a lower order it caused more ctd's and things like the legendary characters mod not spawning the heroes.
The Black Kaiser 16 Jul, 2023 @ 12:29pm 
I've discovered the mods causing the issue. When enabled they cause turn 2 ctd after a manual battle fight on turn 1. If these are disabled, there is no issue. This mod has Mixu's LL as compatible no? maybe something on their end?

Mixu's Legendary Lords - SFO: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950569929

Mixu's Legendary Lords [BETA!] -updated: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2802810577
The Black Kaiser 16 Jul, 2023 @ 11:02am 
I'm still looking for my mod conflict, I don't use caravans/convoys. but that sounds similar to what I'm experiencing.
Meuhoua  [author] 16 Jul, 2023 @ 9:38am 
I dont use those mods but if the CTD really come with it, the only thing i see that could be shared between and cause a script issue is that i turn off "clean_up_attacker" listener (this listener is originally set to remove each turn any remains of factions used as opponent for caravans ; and i set it off to be able to use some more QB factions as minor one).
The Black Kaiser 15 Jul, 2023 @ 5:42pm 
thanks for the quick reply, ill do some more testing, so far if i auto resolve any fights turn 1, the game runs fine. If i manual fight them turn 1, turn 2 is a ctd.
Meuhoua  [author] 15 Jul, 2023 @ 5:40pm 
I guess another mod you use cause this (or create the ctd when running with mine), i've done a bunch of tests with my "around 50" enabled mod list and i dont get any crash.
The Black Kaiser 15 Jul, 2023 @ 4:43pm 
So I keep getting a ctd on turn 2 with this mod installed with sfo. I've tried disabling the changer of cities and summon the elector counts and running a campaign, enabling one or the other and still get a ctd on turn 2. The only way I have been able to get past the ctd with this mod active, is if I autoresolve any and all fights and avoid the battle map until after turn 2. This works with either the changer of cities and summon elector counts options on or off. It seems like if I do any sort of battle map before turn 2, the game ctd's on turn 2. Strange bug, idk?
Evil 8 Jul, 2023 @ 5:34pm 
Thanks for figuring it out. I was so confused about how it was happening. Given I usually play with almost 300 mods installed I was amazed that the one causing the Daemon's model to break was this and Yin Yin.
Meuhoua  [author] 8 Jul, 2023 @ 7:32am 
@Evil Found it. Strangely, the model re-assignation for YinYin's second lord was affecting Daniel (why ???).