Total War: WARHAMMER III

Total War: WARHAMMER III

Random Changeling Start Position
39 Comments
Acephelos  [author] 20 Jul @ 5:26am 
@Sköll - That sounds like it might the result of a bug in a mod somewhere. This mod doesn't change the number of missions required, and the number stays the same for me with or without this mod. This mod only swaps mission rewards if the corresponding MCT setting is enabled.

If you aren't able to complete a theatre with half the missions done, or with all of them done, you might try saving and reloading, or playing a battle to cause the campaign map to reload. If that works then it means there was a bug in a mod that caused the code to crash.

If you aren't able to complete a theatre at the halfway point, but you are able to do so after completing all the missions, then that sounds like the code hasn't crashed and someone maybe modified it to be that way.
Sköll 20 Jul @ 5:08am 
this mod makes the amount of minor schemes required to perform grand scheme the total amount of minor schemes in that theater, is there a way to fix this?
Acephelos  [author] 13 Jun @ 12:05pm 
This latest update includes some bugfixes and polish for other campaigns. Everything tested fine.
LazerKjell 12 Jun @ 1:30pm 
add me on discord kjellkjell i will try to get it again
but yeah it was basicily trying to keep randimizing the location every turn
Acephelos  [author] 10 Jun @ 5:44pm 
@Tyler Chaos May - I've finally released a version of this mod for Golgfag Maneater as well:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3496883895
Acephelos  [author] 10 Jun @ 1:55pm 
@LazerKjell - Could you send me the error/log details? You could try sending them here, but Discord might be better.
LazerKjell 10 Jun @ 1:43pm 
keeps giving me a error in my screen that it try to run the script while playing
Acephelos  [author] 10 Jun @ 11:38am 
The latest update fixes the bug that would break Vlad and Isabella's intro scene. Looks to be perfected now. 🎉
Acephelos  [author] 18 May @ 11:18am 
@Tyler Chaos - I don't have one made yet. It's been on my mind since he was released though. I thought someone else already made one for him, but I'm not finding one on the Workshop, which is weird. I'll put it on my ToDo list, but I''m quite behind on my mods at the moment, so I can't promise anything quick unfortunately.
Tyler Chaos 17 May @ 6:51pm 
version for golfag maneater?
Acephelos  [author] 25 Mar @ 3:54pm 
The latest update fixes an issue that prevented the game from starting as of game update 6.1.
Acephelos  [author] 14 Mar @ 6:42am 
@maxnielsen - This is possible with every faction, as far as I'm aware. I was planning to do one for Golgfag as well, but I'm too far behind on my mods at the moment. I'm pretty sure someone else has made a Golgfag version already.
maxnielsen 14 Mar @ 6:11am 
love the mod! i am wondering if it is possiable to do somthing similer with Golgfag since he is also meant travel the world as mecernary. but understand that he might be more complicated
Acephelos  [author] 12 Dec, 2024 @ 3:16pm 
Updated the mod for update 6. No changes seemed necessary.
Acephelos  [author] 31 Oct, 2024 @ 3:24pm 
Updated the mod for update 5.3. No changes seemed necessary.

There's a known issue with Vlad and Isabella campaigns where their intro doesn't play. This is due to their unique relationship with their faction, and there is a fix for it, but I haven't had the time to implement it yet.

Just know that you can still play Vlad and Isabella without issue with this mod enabled.
Acephelos  [author] 20 Aug, 2024 @ 10:52am 
Updated the mod for update 5.2. No changes seemed necessary.
Herald 16 Jul, 2024 @ 12:15pm 
@Acephelos Of course, I sent you a message on Discord, thank you!
Acephelos  [author] 16 Jul, 2024 @ 6:28am 
@Herald - I don't mind. I can add you on Steam, but I prefer to talk via Discord for stuff like this, since the chat is more feature robust.
Herald 16 Jul, 2024 @ 2:50am 
Hey Acephelos, I'd like to include a crucial piece of your code in my Changeling start position script mod, and I would like to credit you for it. I've added you on Steam so we can discuss this, or just let me know here if you're fine with that. Thank you!
Acephelos  [author] 25 Jun, 2024 @ 6:19pm 
I've updated the mod for update 5.1. No changes seemed necessary.
Acephelos  [author] 24 Apr, 2024 @ 9:12pm 
@Mina Miko - The mod has an MCT option (that's enabled by default) that handles that. The original mission is still there, but your reward for establishing a cult in your starting theatre is that you open the theatre's portal instantly. This mimics the vanilla starter situation you mentioned.
Mina Miko 24 Apr, 2024 @ 7:46pm 
What happens to the things like the starter quest or empire scheme to corrupt sylvania which is required to unlocks stuff in the tech tree ? Does this mod just bypass them ?
IronGigas 11 Apr, 2024 @ 11:06am 
thx you sir, very useful, as stupid devs seems not going to fix this faction any time soon.
Echo 9 Mar, 2024 @ 10:35am 
I just tested that and I think you're right. Only started the campaign, but it looks alright, no broken schemes and relocation. Too bad I already started the campaign earlier, haha.
Acephelos  [author] 9 Mar, 2024 @ 9:09am 
@Echo - Actually, it looks like it executes like this:
1. Original CA code.
2. My mod extends original CA code to wait until I say it's OK, when the game starts.
3. Other mod says screw my code, do it whenever you're ready.
4. My mod, not knowing about #3 then says to execute the (now modified by the other mod) CA code, unknowingly executing it a second time.

So yeah, I think loading my mod after the other mod should fix it.
Acephelos  [author] 9 Mar, 2024 @ 8:54am 
@Echo - I think I know what's going on in your case. In order to get this mod to respect the MCT settings, I prevent the CA code (and the other mod's code, since it's just a copy of CA code) from running until mine does. I bet my mod is running first, which tells the CA code to go ahead and create the missions, then the other mod probably comes in after that and uses its modified CA code to create the missions, resulting in duplicates.

You might try loading my mod after the other mod, that may work better.
Echo 9 Mar, 2024 @ 7:35am 
What I mean by "breaks all schemes" is that in the UI all schemes appear as failed, and their number (counter) in the display to the left of the screen has doubled.
Echo 9 Mar, 2024 @ 7:34am 
Just to give you a quick update, I've tried to start a new campaign with this mod enabled, and while it does perform its function (changes start location) it also seems to break all schemes for me.
I had disabled the setting to make scheme changes, so in theory... it shouldn't have made a difference there.
Acephelos  [author] 9 Mar, 2024 @ 6:56am 
@Echo - Yeah, looking at that mod it seems to be a modified copy of CA's code. My mod doesn't overwrite any CA code, it just extends it. So, depending on which mod loads first, either my changes to schemes will be overwritten and ignored, or they will add on to the other mod's changes.

Either way nothing should break.
Echo 9 Mar, 2024 @ 6:50am 
Oh, that was quick. Thanks for the update!
Echo 9 Mar, 2024 @ 6:48am 
I'm using this mod: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3078408337 , which I've updated myself for the latest patch.
Having looked at the code, it seems to do a full override of the vanilla changeling script functions.
However, I haven't seen changes to the mission keys or payloads, only conditions, so I suppose your script should still work.
Acephelos  [author] 9 Mar, 2024 @ 6:48am 
The latest update adds a new MCT setting to toggle the very slight changes made to the starting theatre grand scheme and starting scheme.
Acephelos  [author] 9 Mar, 2024 @ 6:35am 
@Echo - There are scheme changes, but very slight. I just remove the rift gem reward from the grand scheme in the theatre you start in, and add it to the scheme to establish a cult in the same theatre. If the other mod gracefully modifies the vanilla schemes, they should be compatible.

You raise a good point though, so I'll create an MCT setting for the scheme change.
Echo 9 Mar, 2024 @ 3:27am 
There are no scheme changes here, right? I'm using a different mod that changes the schemes and wondering about compatibility.
Acephelos  [author] 6 Mar, 2024 @ 9:23am 
Good news everyone, I'm confident I've finally figured out the only known issue with this mod / feature. I've updated the mod to correct the bug. I've also modified the starting scheme so that it's easier to open the first rift wherever you start. A new game would be required to benefit from these changes however.

As usual, let me know of any issues.
Acephelos  [author] 6 Mar, 2024 @ 6:45am 
Leaf - Yes. As long as you don't run into the bug listed in the Known Issues section of the mod description.
Leaf 6 Mar, 2024 @ 4:02am 
will i still have the free trickster cultist when attacking the settlement( Niedling in vanilla)
Green Raven 5 Mar, 2024 @ 5:48pm 
Thank you!
Acephelos  [author] 5 Mar, 2024 @ 3:59pm 
I just realized that I may need to tweak the schemes a bit for the rifts to work nicely with this. I'll take a look at that tomorrow if all goes well.