Total War: WARHAMMER III

Total War: WARHAMMER III

Continent Clearer
52 Comments
Basilisk 30 May @ 3:01pm 
I was doing it from the campaign.
Now by doing it from the main menu it's fixed.

Thanks for the (very) fast answer.
Rixaxun  [author] 30 May @ 2:11pm 
@Basilisk Are you trying to access the mod settings from the main menu, or within a campaign?

If you're in a campaign, the settings are intended to be locked, since the mod only runs once at the start of a new campaign it locks the settings once it's done.

If you're seeing it in the main menu though, that's a bug I'll have to look into.
Basilisk 30 May @ 12:10pm 
Mod does not work for me.
In the mod manager I do see the mod appear, but all checkbox are uncheckable.

There are 3 icons next to it, with the last one being a lock "this control is locked".
Rixaxun  [author] 24 Apr @ 11:29pm 
I think I've located the source of the bug. If you put the setting back to "Automatic" by clicking the Reset To Default button (the blue circle), does it work correctly after that?
Mr. Voidness 24 Apr @ 9:04pm 
Sorry for the lack of clarity:
1) Nothing at all was removed

2) and 3):
I switched back to standard - works well. Original problem was with automatic (default setting).
Works on "end of turn" without additional mods.

Also, when I tested first time on automatic, on one test, I skipped initial battles and it worked. On the following three tests, I autobattled, and it failed to remove (tested with other mods, but I don;t use much, mainly SFO and QoL stuff).

My laptop is kinda crap, so might be related.
Rixaxun  [author] 24 Apr @ 2:25pm 
Thanks for the bug report. I'll look into this and see if I can figure it out. If you can provide some more information, it may help to track it down.

1) When you say it fails to remove at the end of the turn, do you mean that it removed things earlier in the turn, or that it removed nothing at all?

2) If you change the setting to "End of Turn", does it work correctly?

3) If you run the game with only 3 mods, MCT, RDLL, and this one, does it work correctly?
Mr. Voidness 24 Apr @ 9:31am 
Thanks for the mod!
Enountered a bug (?) after last update. While using recruit LL mod and your mod and it being set on automatic it failed to remove regions at the end of turn
Rixaxun  [author] 24 Apr @ 1:55am 
@赛博路人 I've figured out how to do this now, the new update allows the mod to run at the end of the first turn, so you can get all the LLs from deleted areas. It should automatically switch to running at end of turn if you have Recruit Defeated Legendary Lords active, but you can also manually switch it from the MCT settings.
Vékell the Shape-Shifting 18 Mar @ 3:09am 
Very useful mod, thank you.
嘿嘿嘿嘿~哧溜~ 17 Jan @ 10:01am 
You saved my game, I want Jesus to stand up and give you a seat.
Dread Pirate Tuco 6 Jan @ 9:27pm 
I've been looking for a way to easily make scenarios, and this is exactly what I needed. It was hard to know that this is what I wanted, since I was looking up things like "custom scenarios" or "custom maps" and that led me down such a rabbit hole of complicated (and abandoned) mods. Steam's search quality also didn't help. But now that I found it, this mod is great!

Nobody else has functionality for preventing resettling, which is one of the biggest issues with trying to control the size of the map. Since the AI will just resettle all the free real estate if you use a mod to kill off a bunch of factions.

If you pair this mod with one that moves start locations for you and the AI, you can kind of recreate the custom campaign functions of other grand strategy games. The lack of this function is sorely felt in Total War games. I think this really hurts them since not everyone wants to ONLY either play a giant campaign or a narrative one.
Rixaxun  [author] 6 Nov, 2024 @ 5:23pm 
@赛博路人 Having investigated a bit and tried a few things, unfortunately I don't think it's possible to do it with how this mod has been set up. There are other mods available that can sort of achieve the effect you're looking for though, such as this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2853618726
Rixaxun  [author] 27 Oct, 2024 @ 6:03pm 
@赛博路人 I'll look into that, see if it's possible.
赛博路人 24 Oct, 2024 @ 1:02am 
So can u make the mod sub Recruit Defeated Legendary Lords? Sometimes we just want to delete land and save these legendary lords
Crimson ReapeR 13 Oct, 2024 @ 3:30am 
ok thank you so much
Rixaxun  [author] 12 Oct, 2024 @ 11:47pm 
@Crimson ReapeR I've added cross-mod compatibility for most of the things you've requested, as well as a few other faction mods. Most of them were problems because of late-running scripts, like I suspected. Unfortunately, the only way to fix that is to make the Continent Clearer script run even later if it detects one of those mods is active, which increases the loading times and post-loading lag when starting a new campaign. They haven't had as thorough testing as I can do for the base game though, since there's so much extra stuff that would need to be checked, so there may be weird problems I've missed. Let me know if you find any.
Rixaxun  [author] 10 Oct, 2024 @ 12:11am 
If some modded factions aren't cleared even when holding territory, it could be that the mod adds extra provinces to the game without adjusting the terrain. It could also be a script ordering thing, the mod makes changes using a script that runs after mine. Either way it's usually something fixable, I'll look into all the mods you've mentioned and see what I can do.
Crimson ReapeR 9 Oct, 2024 @ 6:16am 
marienburg, yin yin and black sun fleet mods as well, lol keep remembering others ive tried, thats it though, honestly just keeping this mod up to date is enough though, very thankful to you for that and feel like a bit of a jerk requesting anything else from you
Crimson ReapeR 9 Oct, 2024 @ 6:13am 
also the wez speshal factions, a few of the legendary characters like vorag, infanta leonora navarre etc, also two of the factions added by mixus gnoblar hordes mod, i know thats a lot lol, i have a lot of mods that add factions and characters, think thats all the ones i can see still appearing though, this is just a heads up by the way im not trying to pressure u into adding compatibility with everything ive mentioned
Crimson ReapeR 9 Oct, 2024 @ 6:06am 
it doesnt get rid of southern realms factions even though they have territiory at start, it also doesnt get rid of cryswars characters or some of mixus characters, even weirder is that the mixu characters like Oreon can take over their home territory even though they dont start with any? very weird dont know why that is, also dread king is still there as well with his land, and the armies of the LHEC lords and knights of origo faction overhaul are still there as well but like cryswars they dont have territory.
Rixaxun  [author] 8 Oct, 2024 @ 2:58pm 
@Crimson ReapeR It will work automatically on any modded factions that hold territory at game start. Any hordes, or other factions that start without territory, won't be deleted unless they have a specific mod compatibility section in the code.

If you can give me a list of things you'd want added I can try to do it when I have some spare time.
Crimson ReapeR 8 Oct, 2024 @ 10:12am 
quick question, i cant personally mod (because im stoopid) but is it possible to make it work on modded factions like SCM skaven, southern realms, cryswar characters and etc
Rixaxun  [author] 20 Sep, 2024 @ 4:44pm 
@leroykid The main cause of AI turn length is number of armies, although it's not the only thing. Large empires tend to field fewer armies per province than a group of minor factions would in the same space, so a mod like that would reduce turn times a bit. Most unmodded campaigns tend to have larger empires form up by the mid game anyway, so the turn time reduction would only be in the early game.
leroykid 18 Sep, 2024 @ 2:04pm 
I wonder how a mod would work in shortening turn times by making more larger empires to begin with.
Rixaxun  [author] 5 Sep, 2024 @ 1:28am 
@Crimson ReapeR Thank you. I plan to keep updating the mod for the lifespan of the game, since it's not really much maintenance work.
Crimson ReapeR 3 Sep, 2024 @ 10:18am 
im gonna give some awards :)
Crimson ReapeR 3 Sep, 2024 @ 10:16am 
please keep this updated forever, love this mod with a passion, speeds up the game soooo much, the best mod for performance by far and allows me to get rid of areas i would never interact with
FrenzyBee 20 Aug, 2024 @ 3:57pm 
Ulthuan getting Thanos-Snapped via mods in the photos was not in my bingo card.
Azerty 16 Jul, 2024 @ 1:19am 
Lifesaver of a mod, finally able to enjoy the game until we get a potion of speed 2.0.

Thank you sososo much !
Rixaxun  [author] 15 Jul, 2024 @ 5:28pm 
@LyerKrow Great, thanks for testing that, it helps a lot. I've updated the mod description now to include the multiplayer compatibility. And yeah, if it works in one campaign in multi it'll definitely work in all of them.
LyerKrow 15 Jul, 2024 @ 12:57pm 
Sorry for the waiting : it does work for multiplayer for Immortal Empire, i still didn't try on the old world, but idk why it shouldn't work. Futhermore just the host need to select the region he want to delete bc MCT will take the MCT of the host for the creation of the map!
Rixaxun  [author] 1 Jul, 2024 @ 1:55am 
@LyerKrow I've never been able to test it myself, but it should be compatible with multiplayer, provided all players have the mod active and with the same settings. If you do try it, please let me know if it works or not.
LyerKrow 30 Jun, 2024 @ 11:38pm 
Is it compatible for a multiplayer game? It could be amazing in dat case to economize time in multiplayer, thx for the mod!
Rixaxun  [author] 29 Jun, 2024 @ 5:45pm 
From now on, any idiotic comments are just gonna be deleted.
ChopChop 7 Jun, 2024 @ 5:19am 
Thank you for the update Rixaxun 🙏
Rixaxun  [author] 7 Jun, 2024 @ 4:59am 
Mod updated, now supports Immortal Empires Expanded. I've also updated The Old World support to the new v3.0 beta. This has removed support for v2.0 of TOW, but since that version doesn't work on patch 5.0.X anyway it doesn't really matter. You may have to scroll down in the settings page to see all the regions for IEE or TOW v3.0, since there's more regions than can fit on one page.

@Вчера был там. There's a lot of things that could cause that issue, can't really tell without more information. Since I've updated the mod myself you shouldn't need to do it anymore though.
Вчера был там. 6 Jun, 2024 @ 11:50am 
Hello, thanks for the mod. Help? How to correctly add a province from The Old World Campaign v3.0 Beta. Added "cr_oldworld_province_shifting_sands" to araby, the mod stops working.
Dante 29 May, 2024 @ 10:25pm 
@서폿만 합니다

If you want to make it compatible yourself (by compatible I mean, work on all vanilla provinces not the new ones the IEE adds) simply change line 867 on the main script file

from

if campaignKey == "wh3_main_combi" then

to

if campaignKey == "cr_combi_expanded" then

If you're desperate about adding the new provinces you can get that from the IEE mod file under provinces_tables (37 of them)

You can just find out where they are, add another region slot to the script etc. etc.
The tutorial is for your personal use only. Please don't re-upload Rixaxun's mod.
Rixaxun  [author] 15 May, 2024 @ 6:45pm 
@서폿만 합니다. Thanks for your kind words. IEE support is something I want to do at some point once I've got the time, but can't give clear plans yet.

@Enuma Elish I don't know Chinese, but using google translate you're asking about online multiplayer compatibility? I'm not sure since it's never been tested, but it might work if all players have the mod and the same mod settings.
드로우달스 14 May, 2024 @ 11:45pm 
Thanks to this great mod, I can enjoy a faster game by removing unnecessary factions. I really appreciate it.
I would appreciate it if you could make it compatible with the Immortal Empires Expanded mod.
Elv 11 May, 2024 @ 3:23am 
这可以用于联机游戏吗?
Rixaxun  [author] 30 Apr, 2024 @ 3:50pm 
@Al Gore Since this patch didn't change the map, the mod mostly kept working. Generally, any patch that doesn't add or remove map regions shouldn't really break it.

I've updated it for 5.0 now. The only issue from patch 5.0 was that Gelt didn't get destroyed along with the rest of Southern Cathay, since he moved, which has been fixed.
Al Gore 20 Apr, 2024 @ 1:43pm 
Does this need to be updated for new version?
Rixaxun  [author] 28 Jan, 2024 @ 1:47pm 
@Pelos en la Cuca That's not something that would make any sense with this mod.
Malykriss 28 Jan, 2024 @ 3:24am 
Is it possible to add an option that allows you to leave certain factions alive in the cleared zones?

This way they could maybe become a threat in the late game when you reach far enough.
Rixaxun  [author] 27 Jan, 2024 @ 6:35pm 
Updated to add The Old World campaign support.
Rixaxun  [author] 20 Jan, 2024 @ 10:35pm 
@Al Gore
- Access the MCT settings menu from the game's main menu.
- Tick the boxes next to the regions you want emptied.
- Start a new Immortal Empires campaign.

If that's what you're already doing and it doesn't work, it might be a mod conflict.
Al Gore 20 Jan, 2024 @ 6:44pm 
How do I use it?
I checked the boxes next to the region names and nothing happened.
Spartak 18 Jan, 2024 @ 1:50am 
For a second I thought this mod would take out the entire land of Ulthuan... and now I want that Map, closer to Earth without that giant atlantis in the middle of atlantic ocean :steamsad:
Cloak&Dagger 17 Jan, 2024 @ 5:04pm 
This is the best version of Ulthuan I've seen in a mod.