Total War: WARHAMMER III

Total War: WARHAMMER III

Ikit Claw's Workshop Upgrades
140 Comments
Birbucifer 13 hours ago 
Appreciate you still updating this after all this time
Stephen  [author] 18 May @ 10:24pm 
No not at all, but I'm glad you've managed to resolve your issue!
Versalius 18 May @ 8:57pm 
After further experimentation, I have isolated the ancillary issue I was seeing to the "Skaven Warp Forge - Skaven Crafting" mod by MrSoul. Disabling that mod fixes the issue entirely. I do not typically encounter the ancillary issue you describe with this mod since I always purchase other things in the workshop before the upgrades you have added, thereby unlocking the ancillaries through the vanilla script. Hope this was helpful, and apologies if I sent you looking to fix an issue that wasn't with this mod!
Stephen  [author] 10 May @ 10:39am 
Looks like I totally misread the ancillary issue - I thought it was the classic issue of the new unlocks in the workshop not unlocking the ancillaries.

With regards to the ancillaries that are unlocked, I don't actually touch them, but happy to have a look at making them equitable by more lords/heroes. If you can let me know which ones are problematic, I'll take a look.
glospey 10 May @ 8:39am 
I can't help with scripting but that sounds like a database issue. There's a toggle in one of the ancillary tables that locks an ancillary to the unlocking character (I think it's called "transferable" but I can't quite swear to that). I'd try turning that off and see what kind of progress that makes. I'm not sure I'll have time this weekend to look at it and, I'm sorry, I don't remember which table that toggle is in.

There should also be something in the database to restrict which characters can equip something. I've never tried doing anything there so I don't know where that stuff is.
Stephen  [author] 10 May @ 2:05am 
Thank you! So, I haven't been able to resolve the ancillary issue yet. One option could be to remove those upgrades from the Weapons Teams tab, and perhaps move them to the Doomrocket upgrade tab. The other option would be for someone to have a look at the script and find a solution.
Versalius 9 May @ 4:26pm 
Hello! First of all, I have LOVED using this mod, giving some added functionality to one of my favorite faction mechanics in the game. :D

Something to report: Currently, the ancillaries are unlocking, but are locked to Lord or Gunnery Warlock, which apparently no characters satisfy somehow. Is this the same issue you are investigating or some odd interplay with another mod? I have not tested with only this mod enabled, and I have a few... hundred... other mods... o.0
Stephen  [author] 25 Apr @ 12:01am 
The only issue I have at the moment is that the script doesn't unlock the ancillaries correctly if you use the new upgrades I added.

A simple solution would be to not have the catapult and cannon upgrade in the workshop, but as techs, then you can lock them behind specific buildings.
ashwin725 24 Apr @ 11:27pm 
curious about the same thing for the ikit workshop, would love to be able to have the warpstone tractor beam start at my new location
Stephen  [author] 8 Apr @ 11:40pm 
You could probably add it to one of the other landmark locations around the world - I can have a proper look when I'm back home after work.
UnknownSoldier -V- 8 Apr @ 11:39am 
Bit of a random question, but I figured I'd ask here since you seem to be the only modder touching the Workshop. Do you know if it's possible to remove or replace the Level 1 > Level 2 workshop upgrade requirement to have a Warpstone Tractor Beam?

I've been wanting to take Ikit elsewhere with the start position change mod, however you obviously lose access to the landmark without Skavenblight, so there's no way to advance the workshop.
Stephen  [author] 25 Jan @ 2:47pm 
Haha, no worries. Should be able to take a look soon though.
Get Donked On 25 Jan @ 2:35pm 
Neat I personally atm just set the RoR to come with double shot by default cuz im not a modding wiz when it comes to wh3 so no need to rush on my count.
(also definetly didnt set the penetration on the warp lightning cannons to very high)
Stephen  [author] 25 Jan @ 2:14pm 
That's on my list actually - will take a look when I can.
Get Donked On 25 Jan @ 1:50pm 
any chance of the double shot ammo for warplightning cannons applying to the RoR version of them?
FeldwebelSteiner 29 Dec, 2024 @ 5:25am 
you are the best :steamhappy: with best regards Feldwebel Steiner
Solaire 29 Dec, 2024 @ 1:46am 
Thanks mate
Stephen  [author] 29 Dec, 2024 @ 1:46am 
Updated for patch 6.0
Solaire 29 Dec, 2024 @ 1:23am 
Thanks for the quick response. I honestly don't understand why this isn't already integrated into vanilla
Stephen  [author] 29 Dec, 2024 @ 1:21am 
I'll take a look today.
Solaire 28 Dec, 2024 @ 11:56pm 
Hope to see this updated for 6.0? Practically a necessity.
Stephen  [author] 22 Aug, 2024 @ 1:48am 
Unfortunately that is an outstanding issue.
Dahorsh 21 Aug, 2024 @ 1:57pm 
Latest update prevents items and RoR from unlocking in the Workshop. Tested after I removed/disabled this mod and was able to gain them again after spending the fuel and food.
CROSS ELEMENT 20 Aug, 2024 @ 8:57am 
crashing after new update
Stephen  [author] 28 Jun, 2024 @ 4:24pm 
Updated for patch 5.1 - If anyone has any scripting knowledge and can fix the issue with ancillaries not unlocking, I'd be most grateful.
=[NK]= Col. Jack O'Neil 15 Jun, 2024 @ 2:54am 
Thank you for your mod :)
Stephen  [author] 15 Jun, 2024 @ 12:08am 
Yeah of course!
=[NK]= Col. Jack O'Neil 14 Jun, 2024 @ 6:56pm 
Yes, but I'll need to check and update it. Stephen, could you possible link it in the description please?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996548201
voiceofreason467 14 Jun, 2024 @ 5:22pm 
Quick question are there any sfo requirements?
Stephen  [author] 7 Apr, 2024 @ 1:23am 
Yeah, shouldn't need any updates. I can push an update later when I'm home.
RogueSkeptic 6 Apr, 2024 @ 7:39pm 
Does it work with new update?
gn0sis 23 Mar, 2024 @ 8:48pm 
Just wanted to say, you're a champ, Stephen. I see the timestamp for you saying you'd take a look and then boom latest update is later that evening. Thanks!
Stephen  [author] 27 Nov, 2023 @ 6:47am 
It shouldn't do, but I'll take a look later this evening.
Solaire 26 Nov, 2023 @ 1:01pm 
Does this need an update for the new patch?
Stephen  [author] 17 Oct, 2023 @ 5:18am 
Haha, not a problem at all. You know more than me!
sleepyHase 17 Oct, 2023 @ 4:26am 
np! i will be trying a couple things out with it, the main issue for me at the moment is keeping track of your progress towards the next reward as that is just a variable in the original script that they just add 1 to each time you activate an upgrade. so atm im not 100% sure how to go about doing it but i will be trying different stuff cus i really enjoy trying to solve problems like this aha
Stephen  [author] 17 Oct, 2023 @ 12:53am 
That is super helpful, thank you! My scripting knowledge is very basic, so I may have to get the person that wrote the script for me to take a look, but I wouldn't have an ETA on that. If you did want to have a crack at it, by all means.
sleepyHase 16 Oct, 2023 @ 4:00pm 
got some hopefully helpful info cus I took a look at the scripts and compared it with the wh2 version as iirc it worked perfectly fine in wh2. seems like the issue is that in wh2, pretty much all the tables were globally defined so you could easily append yours onto those tables but in wh3 cus theyre locally defined, to my knowledge, you arent able to append them onto the end.

They check if you are able to unlock the ancillaries/rors by listening for any of the upgrades in workshop_rite_details but cus you arent able to just append yours onto their table, it only checks when you do a vanilla workshop upgrade and it only checks that you have upgrades from the vanilla table.

im not super advanced with scripting as I only sort of recently started to learn more about it so it is possible i misread something but i hope its of some use at least.
Stephen  [author] 16 Oct, 2023 @ 3:43pm 
Sweet, thanks for letting me know.
sleepyHase 16 Oct, 2023 @ 3:13pm 
thanks! i tested with only this mod, no others.
Stephen  [author] 16 Oct, 2023 @ 2:38pm 
I'll have to run some tests as I'm sure that didn't happen before. I'll report back. What other mods do you have active?
sleepyHase 16 Oct, 2023 @ 1:27pm 
heya, i tested just running your mod alone and for me it seems like the workshop upgrades you add dont contribute towards the progress for unlocking the ancillaries and ror's at the bottom. the bar visually fills up but i only unlock those specific things by upgrading the vanilla workshop units
Pyrodysseus 14 Sep, 2023 @ 3:18pm 
when you say "in your list", what list is that and which faction are you playing? Any other relevant mods?
Stephen  [author] 14 Sep, 2023 @ 2:34pm 
I can't say I've come across this issues, but then I use a custom script which doesn't touch any of the ancillaries added via the workshop.
mshweez 14 Sep, 2023 @ 2:22pm 
running 4.0 with legendary lords/ characters. anyone else having a problem getting ancillaries from forbidden workshop to show up in your list? snipers cape/ incendiary rounds etc. any input appreciated.
Pyrodysseus 18 Jul, 2023 @ 8:03pm 
awesome, appreciate your efforts!
Stephen  [author] 18 Jul, 2023 @ 11:13am 
Just pushed a fix for the abilities not applying and displaying stat changes correctly.
Stephen  [author] 17 Jul, 2023 @ 10:49pm 
I'll have a look when I get home from work.
Pyrodysseus 17 Jul, 2023 @ 9:53pm 
Ok I opened it in RPFM and saw that it affects accuracy and explosive damage but it's not listed anywhere in the UI or unit stats, even when the ability is in use. would be great to have the effect listed
Pyrodysseus 17 Jul, 2023 @ 9:46pm 
I just did a test using console commands and no other mods. The T3 Catapult upgrade has two different names, I think on the actual unit it is referred to as "Virulent Storm" or something, but I played a battle and used the ability about 12 times or so and didn't see any effect. What is it supposed to do?