Total War: WARHAMMER III

Total War: WARHAMMER III

Rapid Character Pool Cycling
20 Comments
Godzhand007 13 May, 2024 @ 2:46am 
mod working w new update?
Twitchey  [author] 10 Nov, 2023 @ 12:55am 
Whoops I forgot to set it to public, it should show up know.
Pyrodysseus 10 Nov, 2023 @ 12:11am 
Lovely, thanks!
Twitchey  [author] 9 Nov, 2023 @ 9:04pm 
I made a new mod just for you pyro;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3078101947

I can continue to edit the variables on that one to see if it will eventually work somewhat as intended, but here's to hoping those new numbers you requested do the job.

(If the link doesn't work right away just give it a few minutes, steam needs time to analyse new mods)
Pyrodysseus 9 Nov, 2023 @ 5:59pm 
I ran another few tests and I can confirm that only adding more slots to the character pool is fine except 4+ will eventually lead to crashes; however LL's from RDLL will not disappear with any number. 4 will lead to late campaign crashes, 5+ leads to crashes at pretty much any point in the campaign. So perhaps cutting the 15 turn default in half to 6 turns, and raising the number of slots from 2 to 3 would work with RDLL and also not cause crashes
Pyrodysseus 9 Nov, 2023 @ 1:39pm 
I took a look inside the RDLL mod and wow, it's nothing like any mod I've ever seen. A lot more than just scripting going on in there! I left a question on the RDLL mod page asking how I can fix the issue or make them compatible, hopefully someone more knowledgeable than us will be willing to help. I would love to use these two mods in conjunction
Twitchey  [author] 9 Nov, 2023 @ 6:39am 
@pyromaniac7777 Damn, I'm sorry to hear that, at some point I might see if there's a way to make it compatible, but for now I will add that disclaimer to the description here.

I still have no idea WHY that would happen, but thank you for testing it out so that we are now certain about it. Kudos to you.
Pyrodysseus 8 Nov, 2023 @ 11:44pm 
I've finished testing it with RDLL. It does in fact have the same problem as the other mod, it removes Legendary Lords from the the pool and then they are gone forever. They will appear initially but you can't recruit them since they are wounded and then they disappear
Twitchey  [author] 8 Nov, 2023 @ 8:18pm 
Thanks for the help guys, keep at it if possible <3

A friend recently informed me that in one of his campaigns (only using SFO) he had conquered most of the map, and in doing so had a few dozen lords. Apparently it got to a point where his faction's newly spawned lords no longer had real names, but error strings.

This appears to be a vanilla game bug, one that CA may need to fix in the hard coding, if they haven't already.

I am currently 40 or so turns into a campaign using this lord cycling mod, and have not yet experienced any such errors. If that changes I will let you know.
Pyrodysseus 8 Nov, 2023 @ 12:39pm 
thanks for the info, I'll test it and get back to you. I've got about 170 mods active so if it works with all of them it'll work with almost anything
aeON 8 Nov, 2023 @ 7:29am 
I used console commands to speed up my campaign. 36 turns in and so far the character pool continues to work. Will report back if my save game is corrupted if at all.
Twitchey  [author] 8 Nov, 2023 @ 2:28am 
About those mods specifically, it appears the only difference with my mod is that they edit one extra campaign variable, the number of lords available in the pool. They have increased that to 3 and 4 respectively.

This mod does not touch that variable, so if whatever strange issues are happening for folks using that combination of mods is related to that one variable... I guess my mod averts that by not touching it???

I guess only testing will tell.
Twitchey  [author] 8 Nov, 2023 @ 2:21am 
I have never used the Recruit Defeated Legendary Lords, so I suppose it must be an issue of conflict with that mod. Though judging by the comments it doesn't happen for everyone.

I don't know what to tell you, other than if you use a lot of script based mods, things can break as a result of how those scripts fire, which might not even be apparent until many turns into the game.

I'm not particularly adept at scripting so I can't fix that, I'm sorry.
Pyrodysseus 7 Nov, 2023 @ 11:33pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2865934625
^this is the one that wasn't working with RDLL, there's also this one that works differently but causes CTD now > https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2950112412
Twitchey  [author] 7 Nov, 2023 @ 10:24pm 
I've never had any of these things happen when using this edit in TWII. I'll keep playing with it and if any of that happens I'll let you know. Or if you encounter such bugs please do let me know, but if you're asking if I've ever seen any of that happen, the answer is no.

The mod isn't a script or anything, it just an edit to the campaign variable that controls the number of turns before a character is cycled out of the recruit pool. The initial variables are minimum 10 and maximum 15, it changes those numbers to minimum 1 and maximum 2. That's it.
Storeslem 7 Nov, 2023 @ 8:39pm 
I remember a mod likw this in wh2, after a certain amount of turns the game runs out of names for characters and it caused huge bugs. Dunno if that happens here
Pyrodysseus 7 Nov, 2023 @ 8:32pm 
nice! the last mod that did this I used for a long time until it started conflicting with RDLL. The dead LL's would never appear in the pool; does this mod have a similar issue?
Autumnchain 7 Nov, 2023 @ 8:00pm 
By traits, I meant the generic starting traits that every generic character can get. The bug I'm talking about didn't affect any traits that the player can earn for a character, just the one they start with.
Twitchey  [author] 7 Nov, 2023 @ 7:49pm 
Not that I've seen... But I haven't tested it extensively either. I did not see that happen in TW2 personally either, but that could be a mod conflict that I am unaware of.

If it does happen please report it along with any mods that might edit traits.

I am currently playing with this mod and SFO, if I see this issue I will let you know.
Autumnchain 7 Nov, 2023 @ 7:42pm 
I remember that TWW2 versions of this mod quickly cause traits to vanish from generic characters. Is that still the case here?