Total War: WARHAMMER III

Total War: WARHAMMER III

Nat's Endgame Crisis Factions Declare War On Everyone
63 Comments
Hamilcar 6 Jan @ 1:40pm 
i think this is the way it should have always been and not what it is. i am very thankful of this mod.
Scaredy Nat  [author] 31 Dec, 2024 @ 4:22am 
that's intended Ravensblood. as I said in my previous comment they will declare war on everyone of a different race or culture, unless someone of their own culture owns their starting settlement - in that case they will declare war on that faction too, but still not other members of their own race.
Ravensblood95 30 Dec, 2024 @ 10:52pm 
Mod isn't working for me. Had a grudge to far and all the dwarves were still allied/non-hostile to each other
Scaredy Nat  [author] 25 Dec, 2024 @ 7:59am 
the exception is if a faction died, and a different faction of their same race owns the first faction's starting province (if the 1st faction was confederated instead of killed, then it wont reappear at all). in this case the 1st faction will declare war on whoever owns their starting settlement, regardless of what race the new owner is.
드로우달스 25 Dec, 2024 @ 6:21am 
The mod description says that the same races don't fight each other, but when the Greenskin and Vampire Counts' later crisis is triggered, they are fighting a civil war.
But dwarves don't normally engage in civil wars among races.
Scaredy Nat  [author] 20 Dec, 2024 @ 4:37pm 
CA have done nothing to touch the script, so probably.

The last few months there's been more comments saying it doesn't work, so I've hidden it till I can test it - and I've been lacking the time, motivation, and energy to do that :/
But I am almost certain those comments are from people using this with incompatible mods.

So let me know if it does for you?
Bambino 20 Dec, 2024 @ 2:20pm 
This still working on new update?
TANKSAVE 19 Oct, 2024 @ 1:24am 
I've tested a couple campaigns with the crisis set to appear on turn 20-30 and while turn passing is slow it has worked so far. I imagine turn passing is not as bad if it activates on turn 100+ when there isn't 150 active factions.
Scaredy Nat  [author] 26 Aug, 2024 @ 2:17pm 
It happens on the same turn the event pop ups saying they're spawning. Which is the first turn yeah.
And it doesn't interfere with the setting to enable diplomacy with crisis factions.

It has been a long time since I tested it though, and the mentions of script errors make me worry that something has happened since then.
Suppenkoch 26 Aug, 2024 @ 10:42am 
Interesting cool mod. Does it happen only on turn one of "spawning" endgame crisis? Because there is the game option to make peace with endgame factions, as well as to vassalize them possibly. Does it interfere?
Sage 26 Aug, 2024 @ 2:31am 
Does this work?
Lickher_ish 29 Jun, 2024 @ 11:31am 
getting failed to load script in lua log
Quickpawmaud 11 Jun, 2024 @ 7:09pm 
Would be pretty epic once every race has an endgame crisis and declare war on everyone who isn't them.
Quickpawmaud 11 Jun, 2024 @ 7:08pm 
Is there a way to make my own faction not declare war on me? I want to play Grombrindal and have the endgame crisis start at like turn 50 with ultimate crisis all factions. With diplomacy turned on I can make peace with the other Dawi pretty quickly but it is just immersion breaking. I want a chaotic battle to settle every grudge while all our enemies go crazy.
goka9696 7 Jun, 2024 @ 4:11am 
On ultimate crisis it takes a very long time to process everything. You have to let the game go and not do anything for like 5 minutes or so.
Errantem 6 Jun, 2024 @ 4:42pm 
Unfortunately on ultimate crisis mode for me, this mod causes the game to permanently hang :(
Scaredy Nat  [author] 5 Jun, 2024 @ 6:24am 
That's quite a good idea yeah, my lua knowledge is almost non existent though so I might struggle a lot 😅
Jolc3r 5 Jun, 2024 @ 5:16am 
From a brief look, it seems the main crisis script stores a endgame.triggered boolean, so you could access that and if true do the check I mentioned below on players end turn to grab a subset of any alive crisis factions and declare war on neighbors.

Not entirely sure how to check whether a faction is a crisis faction, presumably those are stored somewhere since you have to check that option during new game creation, but I couldn't find it when I did a brief search
Stoneforge 5 Jun, 2024 @ 4:54am 
@Jolc3r I love this idea, and second it wholeheartedly!
Jolc3r 5 Jun, 2024 @ 4:41am 
Maybe a better solution would be to check who their neighbors are and declare war on them if they havent already every 5 or 10 turns. You could also spread the war declarations over this interval in different turns for different factions so all the war declarations are not done on the same turn and cause a big slow slow down.

This would help keep the AI to a manageable amount of active wars so it doesnt put extra burden on the AI logic, but still keep the crisis actively fighting others.
Scaredy Nat  [author] 4 Jun, 2024 @ 4:27am 
ahh. right, yeah. I've noticed that too, my assumption is that it is is due to both the crisis faction(s) taking longer to move their armies, and trying to pick a focus from their 200+ war targets, plus those war targets doing the same in return.

since making this mod I've realised why CA did it the way they did, as much as I don't like the default, it slows the game down a lot less than me forcing diplomacy between several hundred factions.
sam 4 Jun, 2024 @ 3:10am 
hey Nat - sorry i should have been clearer. It slows the turn time for the rest of the campaign. I understand it takes a while for the war declarations, but every turn afterwards is taking AGES
Scaredy Nat  [author] 28 May, 2024 @ 1:53pm 
the very first turn? or the first turn of the crisises?
if the first i have never had that happen to me and think it's a mod conflict.
if the 2nd I know why, and have that as a warning in the mod description. on my computer it takes around 10 minutes (most recent test was 12m. with no other mods at all) to get through every crisis faction's war declaration on around 200-300 factions
sam 28 May, 2024 @ 12:16pm 
(this is after waiting for it to load the first turn)
sam 28 May, 2024 @ 12:15pm 
hey - love the mod but it seems to have seriously killed the turn time! any idea why?
Scaredy Nat  [author] 17 May, 2024 @ 2:47pm 
Oh, huh. Its good they had a check for it, but woops.
goka9696 17 May, 2024 @ 2:34pm 
Hey, we've finally managed to track down and fix the issue, and now both mods seem to work fine together. It didn't work at first, but it was because Omlette had an old version of your mod. I'll leave their quote here:

"@goka9696 it's not you, the problem is that I had an outdated version of Nat's mod. I didn't realize when they updated they changed the name of the script file, so the method of detecting the mod (core:is_mod_loaded) didn't work.

I just updated again using the correct filename, so please use force download and try again. This time it'll definitely work, but it'll stop working if they change the filename again."

So it seems as long as filenames don't change this mod should now be compatible with Fudging Vassals. I'll do some more testing on my own, but so far it all seems to work well. Thanks again for your help yesterday.
goka9696 16 May, 2024 @ 8:01am 
After disabling Fudging Vassals it worked properly (game was even stuck for a few minutes lmao).

Thanks for the help. I'll ask on the Fudging Vassals page to see if anything can be done about it not working properly with this mod anymore.
Scaredy Nat  [author] 16 May, 2024 @ 7:31am 
I've done a "fake update" (update where all i did differently to the previous version is add a txt file and keysmash in it) through the launcher, that should stop CA's launcher complaining even though the update already worked a few hours before now.

beyond that i dont know what to say, it's working for me. you just need to not use mods that touch the script or function i mentioned, and it's possible that other mods in that list you shared are doing that, not just fudging vassals.
goka9696 16 May, 2024 @ 6:58am 
Also, despite the recent update the mod still has an exclamation mark indicating that it's not updated for the newest patch in the mod launcher. I resubscribed to it 3 times in a row before playing.
goka9696 16 May, 2024 @ 6:55am 
Laurelorn only attacked enemies close to them (Skaeling, Black Pit Tribe, Nordland, Warherd of the One-Eye, and me), Kraka Drak only has 3 enemies (Me, Malakai and Throgg), Wydrioth of the wood elves don't have ANY enemies other than me. I skipped a turn to see if maybe they would declare war on everyone else after one turn passed, but this didn't happen. It would seem that with Fudging Vassals (assuming that mod is indeed the issue) they only declare war on the enemies around them. That still doesn't explain how crisis factions declaring on each other works (Chaos Dwarfs declared war on the Barrow Legion, but Vlad's faction is not at war with them, wood elves or a few others).

I'll try disabling Fudging Vassals and testing again, I'll let you know how it goes.
goka9696 16 May, 2024 @ 6:54am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3247691015

All the same mods, they still don't declare war on everyone. Overlords here declared war on me and a few other factions, some seeming outright random (Clar Karond? I'm near them, maybe that's why? Barrow Legion however is nowhere near them unless Kemmler just bumrushed over there for no reason)
Scaredy Nat  [author] 16 May, 2024 @ 5:43am 
when i updated this i added a few exclamation marks to the start, which will increase it's priority over fudging vassals. and might cause issues with others...
goka9696 16 May, 2024 @ 5:32am 
That's surprising, I've been using these mods together ever since your mod came out and it worked fine. I'll resubscribe to your mod and start a new game with early crisis to check, thanks
Scaredy Nat  [author] 16 May, 2024 @ 5:20am 
aha. fudging vassals overwrites the "endgame:declare_war_on_adjacent_region_owners" function.
Scaredy Nat  [author] 16 May, 2024 @ 5:10am 
I've updated it now, and successfully tested in both vanilla IE and chaosrobie's IEE (sadly cannot test ToW as it isnt updated yet). can you let me know if it works on your end? might need to force update it by unsubscribing and resubscribing, potentially several times.

I don't see how any of the mods you listed would do it goka
goka9696 16 May, 2024 @ 4:46am 
Thanks! Yeah I've seen it reported, just left a comment to confirm that it's not an isolated incident.

If it helps, here are the mods I'm currently using:

Remove Character Traits Limit

Dynamic World

Aranessa Ogre Pirates Expansion

Actually Auto Resolve All Quest Battles (Immortal Empires!)

Trade Any Settlement

All Diplomatic Options - Vassalize, Liberate, Confederate

Nat's Endgame Crisis Factions Declare War On Everyone

Fudging Vassals

Recruit Defeated Legendary Lords

I've also had some weird bugs with endgame crisis just not triggering at all if the faction required for it is wiped out, I'm not sure if this mod could be affecting something or if it's a different mod / bug / just a change CA implemented that I didn't know about.
Scaredy Nat  [author] 16 May, 2024 @ 4:20am 
works for me. but I had it in a script folder that only runs when playing IE and not TOW. not sure if the folder is also run on IEE. I'll copy the script into the folders for those campaigns and see how it runs.
currently not updated, this is just me saying on testing it works.
you were likely using either one of those campaigns, or another mod that overwrites the function "function endgame:declare_war_on_adjacent_region_owners" or the "endgames.lua" script file.
Scaredy Nat  [author] 16 May, 2024 @ 1:10am 
That was already reported, but thanks.

I've just been quite busy with irl stuff and haven't had time to test it yet
goka9696 15 May, 2024 @ 8:53pm 
I was confused how the faction was still standing so I checked and noticed that Mannfred was only at war with his neighbours, me and my vassals. Seems like the mod no longer forces them to fight everyone. Maybe they only declare on factions they can actually see? Not sure.

Tzeentch faction (Oracles of Tzeentch) is also right next to him and while they hate each other they're not at war.
rRONNIE 11 May, 2024 @ 6:53pm 
alright thanks please let me know if its just me
Scaredy Nat  [author] 11 May, 2024 @ 5:59am 
oh dear, i'll take a look. thanks for letting me know
rRONNIE 11 May, 2024 @ 5:40am 
ill try it again but when i tried this mod the end game crisis only declared war on nearby factions and me. I did play with other mods but it was the same mods before the update. After the update it seemed to go back to how it was without your mod
Scaredy Nat  [author] 8 May, 2024 @ 12:11am 
Like I got stuck for 5 mins when testing it with ultimate crisis. But it seems it might not work in multiplayer, a lot of mods don't :(
Thanks for testing, and I'm sorry about your campaign
Scaredy Nat  [author] 8 May, 2024 @ 12:06am 
It will get stuck for a while, because it takes a long time to go through every single faction, but 10 mins does sound longer than I would have thought.
Jolc3r 7 May, 2024 @ 9:05pm 
So we tried this, and on the turn where it would spawn all the armies and war decs the game hung for 10 mins and did not recover. Did not end up re-trying
Jolc3r 4 May, 2024 @ 1:38am 
We'll try :p, I'll set up a turn 10 crisis and see how it goes
Scaredy Nat  [author] 4 May, 2024 @ 12:20am 
I haven't been able to test it in mp. A lot of mods don't, so would you be able to test it in that mp campaign you're probably planning?
Jolc3r 3 May, 2024 @ 9:34pm 
does this mod work in mp?
Scaredy Nat  [author] 1 May, 2024 @ 11:49am 
havent tested it, been quite busy. considering what it does it should be fine?
though some comments say it might not work on chaosrobie's the old world map mod.
still want to test it there before updating it