Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is very unlikely to be caused by this mod because the mod does not include game data, it's only a lua script.
Did you disable the mods using CA's launcher? It's very likely you have what the community calls "ghost mods", mods that remain activated despite being deactivated in the launcher. Go to "%APPDATA%\The Creative Assembly\Warhammer3\logs", open "modified.log" , it should only list "!marthvariantselector.pack".
If it shows other stuff, you need to clean up your data folder, delete the Launcher folder in "%APPDATA%\The Creative Assembly" and then start using one of the community launchers.
Also, use one of the community launchers.
@Luthurram
Read the description. And sometimes they won't update until you save and reload, can't do anything about that, it's how the game handles variants.
However, the Variant Selector itself does not care if the cosmetics are loaded before or after it.
thats why i asked.. does the variant selector's load order matter? if its above or below reskins or variant mods?
for instance, if using damsel variants and reskin mods together.
This isn't Skyrim where you have to fine tune your mod load order, mod authors have direct control of mod load order and messing with it WILL cause problems.
The only time messing with load order is fine is if you want to override unit cosmetics, and even then I'd advice against it unless you know what you're doing. But for script mods, gameplay mods and such, do not mess with load order.
Im just curious if there is a way for it to work again alongside the Grombrindal & Dwarf reskin mod that worked alongside your own. I have tried contacting the other modder to see if it required and update but nothing said yet.
tbh Grombrindal specifically seems to be the issue with his variants not showing.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3151467882&searchtext=dwarf+reskin
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3049037412
Because it's very unlikely to be this mod. 6.1 introduced an issue with the packfiles where the game crashes if you have any caps in some filenames contained within.
Variant Selector is caps free.
If you have RPFM open your mods and check to see if any of them have caps in their filenames. Or wait for the Hotfix that CA promised is coming Soon TM.
I just tried it with Snek's Variants on 6.0.5 and it's working just fine.
It broke how? Stopped working altogether? Unsub and resub. It's also possible that one of your other script mods broke post hotfix and is causing script breaks, but I seriously doubt that. It's probably Steam/the Launcher messing up.
Shaman sorcerers don't have variants per se - they only have one per lore (death, fire and metal) so this is working as intended. It would be trivial to make a mod that enables all 3 visual variants for each lore but outside the scope of this mod.
As for the Chieftains: You cannot pick a shield design, this is a limitation of how the game handles faction decals. Each "tribe" has its own design and that's that, you can change their variants but not their shields.
which is upsetting for me as I want to play dress up with my little guys.
great mod otherwise!
I'm just testing this right now with Snek's variants and it's working just fine.