Total War: WARHAMMER III

Total War: WARHAMMER III

[DEPRECATED] Empire Politics Return Region Dilemma Fix
40 Comments
DrDCB  [author] 16 Apr, 2024 @ 8:19am 
Well with the new ToD blog about the Empire updates coming in v5.0.0, it seems that this mod has finally reached end of life and can be sunset come May. See you on the flipside, and here's hoping that I don't have to fix the new incarnation of the mechanic.
DrDCB  [author] 3 Oct, 2023 @ 7:53pm 
I would assume so, as long as you also use the sub-mod for Mixer per the description above.
Vaxar Kun 2 Oct, 2023 @ 11:45am 
does this work on IEE by ChaosRobie?
DrDCB  [author] 5 Sep, 2023 @ 7:35pm 
Yes, nothing has changed. The affected regions have still not been implemented by CA. I assume nothing will change until the Empire vs Nurgle DLC, at which point they will presumably completely rework the Electoral Politics system.
Pop000100 5 Sep, 2023 @ 4:05pm 
This still a issue?
DrDCB  [author] 31 Jul, 2023 @ 2:45am 
@Audax: I'd start by checking your mod list, specifically for anything that alters the Empire politics script. Try moving this mod to the top of the list in the launcher. Make sure you are using the sub-mod if you are using Mixer as detailed in the description and follow its instructions for the correct load order.

That aside, I would recommend a new campaign, yes, even though it probably should work ok mid-campaign.
Audax 29 Jul, 2023 @ 4:20pm 
Is this mod save game compatible? I have loaded it on top of all my mods but i still get the return region bug so i guess i gotta restart the campaign?
Raziel 21 Jun, 2023 @ 2:04pm 
Thanks for the wonderful mod.
AstroCat 18 Apr, 2023 @ 4:04am 
@DrDCB Thanks for confirming, I looked in the notes and couldn't find anything. Was just checking in case I missed it.
DrDCB  [author] 17 Apr, 2023 @ 8:59pm 
CA didn't change anything for the Empire Politics system in patch 3.0, so yes, it's still needed.
Vaxar Kun 17 Apr, 2023 @ 9:50am 
is this still needed?
AstroCat 17 Apr, 2023 @ 8:31am 
Any fixes in 3.0 for this?
K4mil 27 Mar, 2023 @ 11:04am 
@DrDCB I don't see any conflits between SFO and your mod.
\\ Connor Blitzwolf // 20 Mar, 2023 @ 11:59pm 
thanks good work :)
DrDCB  [author] 1 Mar, 2023 @ 3:59am 
They changed the politics script slightly, but they didn't change the part that this mod edits.

If your current Empire playthrough has a broken progression then you probably have a mod conflict. If you are using a big overhaul mod like SFO then it's likely to be that.
DBHEAT 1 Mar, 2023 @ 1:17am 
did they fix this in 2.4? im still cant get confederations working.
Max Doge 13 Feb, 2023 @ 3:09am 
Worked great for me btw, kudos to author.
Smaug 13 Feb, 2023 @ 12:27am 
Good stuff, not cool that CA didn't fix it properly.
Max Doge 18 Jan, 2023 @ 7:01pm 
Okay thanks, good work! <3
DrDCB  [author] 18 Jan, 2023 @ 6:52pm 
Yes, it is still needed. But it only addresses the broken settlements, per the description.
Max Doge 18 Jan, 2023 @ 6:16pm 
Is this mod still needed guys? I'm not getting some of the events like return Krugenwald, and had to wait for 5 turns for 10 fealty Averland to finally ask to confederate, and when it happened it was like a slightly delayed event after the turn.

Will this mod fix all these issues? Loving the Gelt campaign but these bugs are just ruining it.
DrDCB  [author] 1 Dec, 2022 @ 11:49pm 
The mod doesn't make any changes to the way the system works. It simply prevents it from breaking. If you are getting return events every turn (and they are functioning correctly) then that's probably a reflection of the state of the WH3 environment with Electors getting hammered from all sides by Festus, Drycha, Vlad, etc.
darksend 1 Dec, 2022 @ 7:03pm 
I never played WH 2 so I don't know if this is the way it is supposed to be ... but I have 3 imperial authority on turn 6, mod seems a little over turned, I have gotten an event 3 turns in a row.
[IT] Arjarl 30 Nov, 2022 @ 12:17pm 
@DrDCB mod load order fixed the issue in MP campaing, thank you.
[IT] Arjarl 28 Nov, 2022 @ 7:49am 
Only mods we are using in this campaign are yours and Legendary Characters, load order is managed by CA launcher for both of us.
DrDCB  [author] 28 Nov, 2022 @ 7:32am 
There should be nothing multiplayer-specific, since the actual fix is a series of database tables. If you are using Mixer then make sure you have the sub-mod listed above, and follow the load order instructions.

I also assume you both need to be running the same set of mods in the same load order.
[IT] Arjarl 28 Nov, 2022 @ 7:18am 
"and the dilemma to give back a settlement to Hochland" is not showing.
Damn typos.
[IT] Arjarl 28 Nov, 2022 @ 7:18am 
Hi there, mod seems to work fine in single player, but doesn't work in multiplayer.
I'm playing a campaign with a friend, and he's using Franz, and the dilemma to give back a settlement to Hochland.
Could you please look into it?
DrDCB  [author] 28 Nov, 2022 @ 12:00am 
Notice to users of Mixer - an added sub-mod is now required, since Mixu has added in CA's workaround to Mixer's version of the script. Without the sub-mod dilemmas will no longer occur for the added Elector regions (i.e. it will revert to vanilla 2.3.0 behaviour).

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892201073

Make sure you follow the load order instructions.
Pear 27 Nov, 2022 @ 7:06pm 
Ok nice one will keep an eye out, thanks!
DrDCB  [author] 27 Nov, 2022 @ 7:00pm 
It should be, yes. I had to replace the entire politics script in order to do so though, so there are potential problems if you are using any other mod that alters it.
Pear 27 Nov, 2022 @ 11:01am 
Hi @DrDCB just to check, has that recurring dilemmas bug been fixed?
Cyrilin the Cyrilin of Cyrilin 27 Nov, 2022 @ 1:00am 
When I started an Empire campaign after 2.3 dropped, I was devastated when around turn 50ish it became apparent that the dilemmas were once more bugged.

Thanks to this mod, I managed to push that campaign to a conclusion. You have my gratitude!
DrDCB  [author] 24 Nov, 2022 @ 9:47pm 
@Mario: Thanks for the heads-up. I have identified the issue, working on a fix.
Mario 24 Nov, 2022 @ 9:38am 
Started a new campaign, not using any mod that touches scripts and I'm having the same dilemma (elector count keeping or returning region) pop up turn after turn, picking either doesn't do anything.
Pear 24 Nov, 2022 @ 3:37am 
@DrDCB Great thanks a lot - will keep an eye out!
DrDCB  [author] 23 Nov, 2022 @ 7:53pm 
@freakpear: You'll need to change the filenames. There's also a potential clash if/when it turns up in CBFM. I'm not sure what happens when you have two scripts both trying to hijack the same function.
BEEG CHUNGO 23 Nov, 2022 @ 4:03pm 
Works great even 25 turns into the campaign. I've had two counts at 10 fealty for several turns. and some territory that needed returned to hochland. the events fired the next two turns. THANK YOU
Tunch Khan 23 Nov, 2022 @ 11:51am 
That would be amazing.
Pear 23 Nov, 2022 @ 3:00am 
Thanks a lot for this! Would I be able to add this to my mod?