Total War: WARHAMMER III

Total War: WARHAMMER III

More Shadowy Dealings (Eshin Snikch)
44 Comments
TANKSAVE 8 Jul @ 12:43am 
The "change the text in Target from ritual_target_force to ritual_target_force_any" works, and seems to be the correct method. If you do something wrong modding this game it'll Usually crash pretty quick.
subway_34 2 Jul @ 9:29am 
update?
정구현 18 May @ 5:13am 
Since it doesn't work, we recommend that users who want to subscribe test it on Vanilla.
PaPa' SamBuBu 26 Apr @ 2:37pm 
i changed it to what you said but my RPMF doesnt show me errors so it took awhile lol seems to work
Cthulhu The 3rd 23 Apr @ 9:58pm 
If that's referring to me, please DO NOT DO THAT. I barely know what I was doing, I just went "Monkey See, Monkey Do" by looking at other mods. Saw they had a similar thing in there that required the same kind of target info as this mod, and just copied it in to see what happens. Turns out I was right. Do NOT give me the keys, I'd just chew on them like a knuckle dragging dumb dumb.
Whimp Lo 21 Apr @ 3:07pm 
Give the keys to the man, I say. Hopefully someone comes along and fixes it, seems like it would be tons of fun
Cthulhu The 3rd 18 Apr @ 7:46pm 
As to my comment below, if someone else wants to follow this, fix it, and upload it themselves, fucking do it. I don't care for accolades or being acknowledged. I just want this to work until the actual author gets back and updates it.
Cthulhu The 3rd 18 Apr @ 7:45pm 
Can't upload fix for whatever reason, here is what I did.

You open it up with RPMF (Rusted PackFIle Manager) and it will alert you to four different files under ritual_tables that are fucked up. When you look at them, they will have a red underline under them in the folder.

To make them work, change the text in "Target" from "ritual_target_force" to "ritual_target_force_any" That's it. That got it to load.

I also did some corrections in the text loc that amounted to the creator forgetting to put an extra / with the //u's and stuff, instead having just /u or /u/u. Adding those in made the thing quit bitching about it.

FOR THE RECORD I'M NO CODER OR WARHAMMER MODDER. I monkey see, monkey do'd this via looking at other mods that WERE updated to figure out what the difference was. For all I know this isn't how you are supposed to do it, but it worked for me. So I'm going with it right now.
Aklim 15 Feb @ 4:34am 
please update
Foe-Hammer 8 Feb @ 2:49pm 
startup crash as others have posted
Saint Michael 4 Jan @ 2:50pm 
The crash is caused by the "Target" in few of the columns inside the "rituals_tables"
Theobald 4 Jan @ 5:20am 
Also having a database crash on startup, sadly
acolyte192 31 Dec, 2024 @ 11:31am 
Hi @Dioltas, I get a crash when trying to run the game with this mod. It seems to be related to the new way stances are being handled by the game, but I'm not sure. Could you please take a look? Thank you for the mod!
WilliamLaw 21 Dec, 2024 @ 10:55pm 
please update
Dioltas  [author] 18 Jul, 2024 @ 4:00pm 
Updated to 5.1.1
DokkaebiHerself 6 Jun, 2024 @ 1:20am 
This mod is causing the bug of contract timer resetting to 0 which u cant get any contract if u fight maually or just load the save.
Lemonz 17 May, 2024 @ 9:44pm 
Is it possible to add open gates, force rebellion, and track army from Tzeentch's changing of the ways to this?
Dioltas  [author] 5 May, 2024 @ 6:24pm 
Updated for 5.0
Dioltas  [author] 31 Mar, 2024 @ 5:36am 
Updated for 4.2.2
Dioltas  [author] 3 Oct, 2023 @ 3:39am 
Updated for 4.0
Perambulante in tenebr 14 Jul, 2023 @ 7:07am 
I think it might be worth transferring some of tzeentch abilities (besides transferring the settlement, for example, the uprising of the region)
Matrixmaster 24 Jun, 2023 @ 5:45am 
Hello just started a new snikch campaign with this, and the Agents have 0 recovery time (it says 2 turns), they dont even leave the army. Is this intended? This, getting 1 scheme per turn and the new actions seem way to OP right now.
Dioltas  [author] 28 May, 2023 @ 5:46am 
Updated for 3.1
Dioltas  [author] 25 Apr, 2023 @ 2:46am 
It's definitely possible for someone to do that Woollyfan, and someone could download this mod and run it through RPFM to basically have a template to try to recreate for Tzeencth but I dunno if I'll get around to it personally.
J'sEmber 23 Apr, 2023 @ 6:47pm 
I have a interesting request. Is it possible for you add More Changing of Ways like the Shadowy Dealings? Skaven and tzeentch I feel should influence the game in a similar manner.
Dioltas  [author] 17 Apr, 2023 @ 12:34pm 
Yes-Yes.
kiro72727 17 Apr, 2023 @ 12:12pm 
The mod is quite interesting, but it makes the game too much easier. Snickch had a couple of imbolance abilities that could be actively used by correctly guessing the recovery rollback time, but now that the recovery time of the scheme has been reduced from 5 to 1 turn, it is generally invincible
Dozer 16 Apr, 2023 @ 2:49am 
thank you very much for the update!
kiro72727 15 Apr, 2023 @ 4:38am 
Thanks, yes-yes))
Green Ramirez 15 Apr, 2023 @ 4:22am 
Awesome, thanks!
Dioltas  [author] 15 Apr, 2023 @ 4:14am 
Updated for Version 3.0 :-)
Dozer 26 Mar, 2023 @ 6:36pm 
edit: Shame on me...I forgot to give steam point awards for this. Updated as of March 26th :)
Dozer 23 Mar, 2023 @ 5:31am 
Amazing. Thanks a lot for sharing this
Green Ramirez 20 Feb, 2023 @ 4:21pm 
Thanks!
Dioltas  [author] 20 Feb, 2023 @ 8:50am 
Updated for the latest version (2.4 patch).
Dioltas  [author] 24 Nov, 2022 @ 7:45am 
Updated to 2.3
Dioltas  [author] 19 Oct, 2022 @ 5:24pm 
Mod updated for latest patch.
Dioltas  [author] 23 Sep, 2022 @ 3:12am 
hey Lemonz, it use's basically the same code/logic as CA's original, which is percentage based, so I don't think you'd ever totally wipe them out but if for example you hit them with even one of these schemes just before you attack them, you'll find that auto-resolve will be extremely kind to you.

It's a great way to soften up difficult armies before a battle.
Lemonz 22 Sep, 2022 @ 5:50pm 
So if you have 3 agents and you use the 3 damage schemes, can you just delete an army fully or is it left with minimum hp on all the units?
Holy Fool Sehrael 22 Sep, 2022 @ 5:11pm 
I'm definitely gonna test this when I get to play Skaven again, it's been a while since I tried Sni... I'll just call him Snitch 😂 This will definitely be a great addition ^^
Dioltas  [author] 22 Sep, 2022 @ 4:49pm 
Hi Holy Fool, I'd have to test to be sure but the Takeover Settlement is basically just a second version of:

"Overthrow Lair – gain ownership of any Skaven-controlled settlement except for Under-cities"

which is a vanilla Scheme/Action, but I've removed the restriction so that non-Skaven settlements can be targeted too. I believe that neither of these Schemes allow you to take capitals but I'm not 100%, it will be whatever way CA originally coded it.
Holy Fool Sehrael 22 Sep, 2022 @ 4:44pm 
I'd probably restrict the Settlement Ownership Dealing to minor settlements if possible^^
Dioltas  [author] 22 Sep, 2022 @ 4:35pm 
Give it a go and let me know your thoughts :-), always happy to listen to feedback, but it's definitely more geared towards fun than balance. Although the game's difficulty is totally busted (too easy) at the moment, on vanilla, regardless of mods or flavourful mechanics.
Green Ramirez 22 Sep, 2022 @ 3:19pm 
Wow, pretty cool mod, although it might be a bit overtuned.