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There is still a chance that the mod still works just fine even in multiplayer but since I don't have any concrete and certain data regarding desyncs and other multiplayer related issues that could affect this mod at ANY point of a multiplayer campaign, It would probably be better to just avoid this mod and be safe and stick with mods that are actually tested and meant to be used in multiplayer.
You would probably be better off with a proper AI mod if you want the AI to perform better, though.
I want to find a good mod that improves Chaos Factions by using more late game units, will try this out, sounds good.
Have a nice a day!
If anything of that still didn't manage to fix your issue I'm sorry but, as sad as it sounds, I'm unable to fix your issue and you should probably give up on this mod.
From my part I can only confirm that this mod works and that I can't replicate your crash, so the issue must be on your end.
*The correct place for subbed mods for WH 3 is in /SteamLibrary/steamapps/workshop/content/1142710.*
-You may have missing some Chaos related DLCs? It was never confirmed and I'm still skeptical about it since on paper there is nothing inside that should trigger a crash without a specific DLC so I have a lot of doubts about that.
-You may still have corrupted files around somehow? You already verified the files though so you should be already fine.
Beside that I don't have anything else to suggest since the only instances that can cause a start up crash with this mod are either trying to run an incompatible mod along with this mod or trying to run an outdated/corrupted version of this mod, but you already told me that it's not your case.
Don't know what to tell you since you have already tried pretty much everything, I can only speculate that:
-You may still have an outdated version of this mod despite multiple unsubbing/subbing attempts which is an incredibly rare situation but I heard that it's still possible, I don't have any solutions for that beside trying to "force an update" through a third party mod manager like Prop joe's and Kaedrin's launchers or Frodo's Runcher, don't know anything about those though since I always ended up using the vanilla manager.
-You may have some extraneous mod pack files leftovers from a mod that you were previously subbed to inside your data folder that is causing issues, it's also a rare case but it can still happen, check inside your /SteamLibrary/steamapps/common/Total War Warhammer III/data and be sure that there are only vanilla pack files and not modded ones.
Try to:
-Verify the game's files to see if you have corrupted stuff.
-Try to unsub and then resub to this mod to "force an update to this mod", yeah I know it sounds stupid, but Steam often fails to properly update mods so there is a fair chance that you are still running an outdated version of this mod.
-Double check that you are NOT running this mod with any known incompatible mods https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2998525410/6273018183374262029/
-Disable all mods and try to launch vanilla to see if the mod manager is still attempting to launch "phantom mods" you are not subscribed to anymore.
any idea what it could be conflicting with ? mod manager doesn't seem to work for me
This mod does NOT alter required recruitment turns for units in any shape or form.
This mod allows you to locally recruit units with WoC and that's pretty much it, nothing more and nothing less.
thank u brother
You don't see "Minotaurs and Blood Demons from the dlc" as a local recruitment option because they are simply not included in this mod for balance reasons.
Most of the extended Daemonic roster is NOT supported by this mod, I just included a bunch of generic monsters and Daemons and that's pretty much it.
In my opinion giving you easier access to ALL of the extended Daemonic roster (or even partially) as WoC would be absolutely broken.
You can always check what units are currently supported by this mod in this discussion https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2998525410/3817418437355854805/
If it was outdated the launcher would have told you that.
Either you have corrupted files or you are trying to run this mod along another incompatible mod.
It would be wise to NOT use any mod that is still not updated for 6.0 to avoid any compatibility issues (Except for graphical only mods like reskins, those don't need updates).
Chaos warriors and Aspiring champions is the most you can get from it. Just wondering if it's possible to add chosen as a replenishing unit
And I have no interest in putting caps on vanilla units anyway.
So while this method is available to the AI chances are that if in your last game AI WoC were acting dumb and making questionable army comp choices, they are probably going to just do that again.
You are better off using an AI mod to make WoC act smarter, but I can't guarantee that it would work nicely with this mod.
Good to know that the mod works nicely with the outposts mechanic
Have a nice playthrough!
Without the mod:
- Archaon: Chosen, Warriors, Marauders, all only undivided with shields, and marauders throwing axes
- Vilitch: Exactly the same
With the mod:
- Archaon: 61 different units (!!!) undivided and marked, with their "special" weapons (halberds, GW, scourges, dual weapons). Notable exception: only GW warriors of Nurgle, no chosen at all, no warriors with shields. I believe this is due to the "a selection of units", not to a bug of your mod, though.
- Vilitch: 25 different units, undivided and of Tzeentch only.
Note: I don't have SoC or ToD, so it would be even more with those DLCs!
So it seems to work _really_ well to make allied units from WoC worth it! Makes my Chaos Dwarf "unifying quartermaster" playthrough much better, as unit caps become much less of an issue with allied units. Thanks for the good work!
But (*at least in theory*) assuming that you are going to build said outpost in the allied province with a Dark Fortress, and assuming said allied has built at least some stuff, you *should* have access to this local recruitment method.
Well, at least for vanilla units, modded units still need to be added to the outpost's recruitment pool unless I'm mistaken.
You would also have to physically be in said allied province at the time of the recruitment since this method is local only, though.
Asking because currently having WoC allies is pretty useless.
By using this mod that would also be possible but ONLY after certain specific conditions are met.
In vanilla you can't recruit units from buildings with WoC because the Local Recruitment feature is disabled.
Since this mod enables that function, if you run this mod along another mod that adds custom Nurgle units to Valkia through the Dark Fortress building chains you would be able to recruit those custom units then!
But that would be an extremely rare occasion since most modders would just bypass the Local Recruitment limits by adding custom WoC units as either ROR or part of the Warband system and not bother with adding units with this method of mine.
This mod does not alter unit ownership but only ties vanilla units to the Black Fortress building chains and makes sure that Local Recuritment for WoC is enabled.
Ex. -1) By building the Dark Fortress Marauders building chain with Archaon you will get ALL the WoC Marauder variants.
-2) By building the Dark Fortess Marauders building chain with Valkia you will get just the basic WoC Marauder variants and the Khorne themed ones.
Do also note that this mod only allows you to recruit Marauders, Chaos Warriors, Chosen, Aspiring Champions, some chariot and monster units and a bit of cavalry.
Extended roster units, most of the Daemonic units and Warmachines are not covered by this mod.
Valkia (to keep to that example), who is WoC, can get unvidided units or only khorne marked units.
My question is, using this mod, will it allow Valkia to recruit, say, nurgle units? It is not clear to be yet