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Interesting that RPFM actually showed you the invalid entries! At one point I had applied an experimental CAI personality to the Vargs in hope to make them more aggressive in campaign mode, but it turned out to be not do much as the Norscan vassal script changes it back to the minor faction personality on turn 2.
I left the tables in to be revisited, but something changed in 6.2 that caused the campaign to crash when the spawn script applied the personality to the Vargs when playing as another faction on campaign start, so I commented out the script section.
I will change or remove those experimental tables, even though they are not showing as invalid on my end in RPFM.
Thank you!
Do you think maybe they changed this in 6.2? Or maybe that entry in cai_personalities_task_management_system_variable_profiles_tables was coming from a different mod without anyone noticing?
The opening cinematic including the Games Workshop logo? That isn't something I have seen on my end.
I noticed that this mod prevents the opening cinematic from playing. Just tested it now.
I haven't finished my play-through of the Varg campaign with the TOTN mod so did not want to change up that gameplay too much beforehand. :P
In addition, TOTN is not compatible with a number of my mods (most will crash on campaign load), so working on a submod for it is slow work.
Pretty much what @The King Of All Bacon did with the Mammoths mod - it's here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3243507897
Maybe a whole different approach could work too - what if there was a version of this mod that JUST contained the exclusive units and NOTHING else, and they're locked to Surtha Ek exclusively - such a mod would be 100% be TOTN compatible, wouldn't it?
If it's a dumb, noobish idea - you don't have to hold back with me! I play 2K on Xbox (yes, the basketball game) without any friends who also play the game, in a game mode where I just control 1 of 5 players on the team, e.g. the Power Forward - so for hours on end I'm stuck in online games where I get abused and humiliated by others in the worst way humanly possible. Just mean that I'll be able to take it HAHAHAHAHA <3
A mammoth compilation mod sounds like a blast! Please go ahead with it, I am fine with that if you credit me in the mod. Do know that the mammoths in this mod are on the smaller size, and if I have the time, I will remake the mammoth wagons/chariots to embiggen them.
You put in quite a bit of work for the compatibility patch! I am currently working on some activated abilities to work with additional units (all chariots instead of only Norscan chariots), and can look into including the patch then.
Thank you for the heads-up!
This little mod accomplishes this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133252643
(it is currently unlisted so only visible if you know the link)
I am wondering if it isn't just easier to copy the few DB entries into your main mod?
There are a few extra tables __str_rotblood whose purpose is to ensure that there is no strict requirements on having the rotblood mod installed, so the Surtha Ek mod can still be used without the rotblood mod.
Let me give that a try, I haven't had much luck in getting the defeat trait to trigger my way yet.
Thank you for the pointer!
campaign_traits.legendary_lord_defeated_traits["wh_mod_nor_surtha_ek"] = "wh_mod_trait_defeated_surtha_generic";
function campaign_traits:is_surtha_ek (char_obj)
return char_obj:character_subtype ("wh_mod_nor_surtha_ek");
end
Thank you for playing this mod!
It might be possible to port funni monki's mod to WH3 to do just that.
An interesting thing about the original Marauder Chieftain's voice over is that the campaign version has its pitch lowered. I would like to figure out how to lower the pitch for the battle version so they match.
Ty for this mod, btw!!
Confirmed. 4.0 added a bunch of animation slots, needed to adopt those to the units here.
Just released a hotfix for Bowgunners on foot, will need to look at the other units as well.
Thank you for the animated footage! I must admit I am not very familiar with how to set them up for the Steam Workshop. Can I use these and add you (or whoever took them if you know) to the credits?
but, ur mod introduce picture change plz
now picture is not impactive.need more impact!
watch this introduce ur mod some page
https://gall.dcinside.com/mgallery/board/view?id=ttwar&no=1645472
To make matter worse, the Varg is technically a minor faction, so I am led to believe if Be'lakor manage to capture the Monolith of Katam, you will get vassalised. Not sure how that will go down because I have not played with the Albion mod before.
Just adding the new units to the Varg roster as is makes them Norsca+. I am thinking of changing the Varg roster so they have their own identity, possibly by replacing units instead of adding:
Mammoth Chariots replaces Mammoths (Feral, War, and Warshrine)
War Wagons replaces Horse Masters
Bowgunners replaces Marauder Champions (both variants)
Gorebeasts replaces Ice Trolls
This change will affect all ongoing campaign, so I may release an optional submod for the above changes.
Do you mean the Fimir mod script fix update on January 17? That narrows it down to a script conflict then.
You can try moving the Surtha Ek mod below OvN Fimir mod in the load order. The OvN mod is definitely heavier than this one in term of script, so best to let the game run the scripts in there and then this one.
I use "add_first_tick_callback" to run the main script functions for this mod, and it is actually possible to overload the game with callbacks on game session initialisation. So in the future I should look for a way to increase compatibility.
Thanks for the heads-up!
That is a very old bug that should be corrected in the 2022 September update with the change in the application of the faction effect bundle (previously the faction effect applies to all factions with Marauder Chieftain faction leaders, now it is applied to the Varg faction only via script).
Can you please unsubscribe and re-subscribe to this mod and start a new campaign with the affected faction and see if the issue still occur?
I do not know what effect this mod will have with custom factions such as the Firmirs from the OvN mod.
Sure, here is a mod for it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2866105104
It might be difficult to reach Tiranoc before they get gobbled up by other factions however.