Total War: WARHAMMER III

Total War: WARHAMMER III

CAS - All-In-One
63 Comments
alcibiades003 19 hours ago 
Thank you sir. Great MOD. I left the same comment for Chaos Robbie as well. I am not a modder, just a junkie with 767 mods. Once I turned yours off, worked fine.
Nemmy Wemmy  [author] 19 Jul @ 12:01am 
Ahh I'll probably have to update it then @alcibiades003 I'll try to look at it in the next few days to see what I can do
alcibiades003 14 Jul @ 8:31pm 
There is a mod conflict with Chaos Robbie's IEE expanded. When CAS is on, it hides the new AI buttons in the campaign screen.
Nemmy Wemmy  [author] 26 Mar @ 8:57pm 
Added integration for Skaven clans.
Nemmy Wemmy  [author] 24 Feb @ 3:22pm 
I use prop joes mod manager. If you're using the default manager and tried everything else my only other idea would be a load order problem.

If it's not that either then I honestly have no clue sorry.
Ty of Troy 23 Feb @ 4:59pm 
@dragon23 yes i was only using these mods. that is how i know they are not working. I am using the normal launcher
Nemmy Wemmy  [author] 23 Feb @ 4:57pm 
What mod manager are you using? Also could try re-downloading the mods because sometimes steam downloads mods incorrectly.

Just checked again, and on my end they work. Also mixer just had an update be sure thats updated too.
Dragon32 23 Feb @ 4:29pm 
@Ty of Troy
You'd be surprised. And I meant with just this mod and the Required Items, not them and a bunch of others. Try and create a minimum set of mods to replicate the problem.
Ty of Troy 23 Feb @ 2:52pm 
@ Dragon23, obviously they are enabled (you might as well asked if my wifi was turned on and to unplug it and plug it back in) and, as I said before, no it does not work at all even with the required items.

It is a waste of a comment and my time if you're just going to ask the obvious stuff
Dragon32 22 Feb @ 2:05am 
@Ty of Troy
Are they all enabled in your mod launcher? Does it work with just this mod and its Required Items?
Ty of Troy 21 Feb @ 10:10pm 
I have all required mods and all the mods it works with but it still is the same faction selection screen for me. what am I doing wrong
Nemmy Wemmy  [author] 18 Feb @ 3:26pm 
Really I'd have to see how the vibes are with them and go from there xD but good idea. I'll get back to you on that here in the comments.

It will most likely depend on how devoted those factions are. If they seem like they are full-blown fully devoted then yeah I'll move em over. If only a slight devotion I won't consider them a full on chaos faction if that makes any sense. That's how my reasoning it is going into most of these
Ebonhearted 18 Feb @ 11:07am 
you should do the skaven clans mod as well! They have a slaaneshi clan and a khornate clan they just added
sigmars_disciple 2 Jan @ 5:54pm 
@Nemmy Wemmy Let me: EXACTLY. It's UI only, for the 10th time.
All it does is give you another spot in the lord selection menu to find certain lords. Places where they logically fit as well. It also doesn't display these lords in TWO places afterwards, it takes the lord out of one race's selection and adds him to the OTHER. It's a preference thing. As soon as you click "Launch campaign" everything in game is as it was before <3
Dragen Everchosen 23 Dec, 2024 @ 10:59pm 
Ohhh I see! So nothing about confederating or anything like that changes? Thanks for answer
Nemmy Wemmy  [author] 23 Dec, 2024 @ 4:54pm 
"It changes the following faction locations without changing how lord mechanic works, essentially all this does is changes the location of where you actually select the lords on the campaign select screen, they still function the same in game, as this is just a UI mod." its ui only man lol
Dragen Everchosen 23 Dec, 2024 @ 1:53am 
Can belakor still use his signature teleport?
NorscanWarlord 17 Nov, 2024 @ 2:54am 
alright no worries :) thanks for the reply!
Nemmy Wemmy  [author] 16 Nov, 2024 @ 10:03pm 
@NorscanWarlord I don't play the mp myself nor do I know how to make it mp compatible, that said, I would if I knew how.
NorscanWarlord 15 Nov, 2024 @ 10:14pm 
interesting mod, been using it a bit, to bad it doesn't work in coop
Nemmy Wemmy  [author] 9 Aug, 2024 @ 7:49pm 
@Horny Jail really it should be compatible with everything unless you're using another mod that edits "campaign_select_new.twui.xml". Which in the files are as follows ui > frontend ui > campaign_select_new.twui.xml

Best thing to do is to go through your mod list and deactivate a some mods till you find out which is the issue. Could be a load order issue too, do you use prop joes mod manager or the default?
Nemmy Wemmy  [author] 9 Aug, 2024 @ 7:10pm 
@Horny Jail I just loaded up the game using only the mods: CAS-Aio, MIXER, Old World Campaign and MCT. It worked for me, so must be a mod conflict for something you have installed.
Horny Jail 8 Aug, 2024 @ 5:28pm 
The mod doesn't work for me, I'm playing the old world campaign
Blecco 15 Jul, 2024 @ 12:51am 
Working as intended, thx for the update!
Nemmy Wemmy  [author] 14 Jul, 2024 @ 2:53pm 
okay!! I fixed it, try it out everything works for me now!
Nemmy Wemmy  [author] 14 Jul, 2024 @ 12:55pm 
@Blecco I just checked, Im seeing that as well, hmm I wonder what would cause that. I would have to look into it. Thankfully everything else is functioning as its supposed to be except that tho.

I'll update it as soon as I figure it out.
Blecco 13 Jul, 2024 @ 10:27pm 
Tried with just this on and I'm getting "dy_race_name" in place of the name of the faction. I can only assume it's a loc issue? Tested with the required mods on and off, makes no difference.
sigmars_disciple 25 Jun, 2024 @ 1:36am 
@josetrabajoarcos After you were so nice and respectful to my friend @Nemmy Wemmy here after he told you "This mod doesn't touch or change anything the SCM Tribes In The North mod adds, besides moving where you click to start your campaign" (Jose wanted all factions' units of the large-scale SCM mod to show up on his custom battles screen, and he wasn't afraid to insist on the validity of his small request!). You rightfully pointed out to lazy Nemmy that you know that "he's the modder who changed the factions of the rest of the modders."

Well played, Colombo. So you aren't only generally a good listener you're a razor-sharp observer of how the world works. But for ME - I consider you a F.R.I.E.N.D! <3 So please see what a team of 6 different modders worked on for you tirelessly for 48 hrs straight... You are very welcome! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3230034171
Don't hesitate to contact @Nemmy Wemmy with any question you have in the future <3
sigmars_disciple 23 Jun, 2024 @ 10:56pm 
Wow, that's cool! So I can also run this All-In-One as the only CAS mod if I run all the mods except Rotblood (which I do), and it should run fine, Rotblood won't show up among the LLs to play and therefore also not its visual change that this mod would trigger if it were activated.

That's super-slick. So it's fully 'conditional'.Bro, how sick modding could be if this approach could be used so much more....

I mean just imagining the amazing SFO no longer crashing on startup because one of 200 additional modded units the player has had a tiny change not yet reflected in the SFO submod. Such a thing should NEVER prevent the game from starting in the first place ofc....

I
Nemmy Wemmy  [author] 23 Jun, 2024 @ 1:31pm 
Ive updated the description and required items to reflect this, when I first made the description and required items I kind of went overboard with it. It should now be the bare minimum to have everything working the way intended.
Nemmy Wemmy  [author] 23 Jun, 2024 @ 1:28pm 
@sigmars_disciple yeah the only scope of this mod is UI non gameplay changes idk why Im being asked to do otherwise, there are mods out there already that do what is being asked of me.

To answer your questions, the reason there isn't a standalone mod for TOTN is because it should actually run just fine even without having the other mods, it should be pretty modular. Like pick and choose which mod you want to use and it should still work. I literally just now checked to make sure with only totn and cas (with all required mods for totn as well).

This effectively makes making standalone CAS mods obsolete.

The only truly REQUIRED things should be:
1. MIXER - Mixu's Unlocker
2. Mod Configuration Tool - v0.9 Beta (Mixer requires it.)
3. The Mod you want to use for example: Rotblood Tribe
4. CAS - All-In-One

The rest is whatever a user wants to use.
sigmars_disciple 22 Jun, 2024 @ 7:32pm 
@josetrabajoarcos Seriously bro, what are you blabbering about? Did you read 1 word he personally replied to you? 1 sentence on this mod page? You are being so rude....It's not even a language barrier thing, you just don't WANT to understand.

But I'll gladly (!) try to help regardless, ofc: There are mods that make changes to "custom battles", incl. the availability of units in the CB menu or caps. They're easy to find on the Workshop as they usually have the 2 words "custom" and "battles" in their mod title! (Try a search...)

Now, if you were to find a mod that does what you want but for another mod adding a custom faction, then you have to edit its .pack file so that it applies to the TOTN factions instead. You're welcome. Requests precisely like yours is why the SCM team have all their mod page comments turned off until the end of time - I hope you understand how much we all want to thank you for that. <3
sigmars_disciple 22 Jun, 2024 @ 7:16pm 
I thought maybe they're optional or "conditional" changes - only showing up if the TOTN mod is actually activated by the user and that you maybe included this somehow in the LCCP "addon" mod version - but then noticed that doesn't make sense as LCCP requires IEE while TOTN doesn't.

So my question is, in other words: If I run all mods listed under required, including TOTN but except Rotblood Tribe and I want this mod to do all its visual changes except the Rotblood one, will I get them all by running the 3 "addon" mods, or will I miss out on TOTN changes which are only included here? Thx <3
sigmars_disciple 22 Jun, 2024 @ 7:09pm 
Hey @Nemmy Wemmy, this must be smth obvious, but I'm wondering as this also affects factions from the Tribes Of The North mod by SCM, why isn't there a single version just for those changes, for people who can't run this AIO here? Thx <3
Nemmy Wemmy  [author] 25 May, 2024 @ 11:39am 
You probably don't have mixer mixus unlocker then.
Flashcrash 25 May, 2024 @ 5:27am 
Hmm, not sure why, but Valkia, festus, sigvald etc are still in warriors of chaos when I start a game.
Autumnchain 24 May, 2024 @ 7:32pm 
The OvN and Southern Realms mods add in new races but aren't alphabetical on the race selection screen. Is it possible for a change to this mod to make it when the OvN and Southern Realms mods are in use, the race selection screen becomes alphabetical?
josetrabajoarcos 13 May, 2024 @ 9:14am 
Yes, I know. I'm asking you because you are the modder who changed the factions of the rest of the modders. In case it was part of your plans that these lords had access to the roster of the factions to which you distributed
Nemmy Wemmy  [author] 12 May, 2024 @ 10:41am 
Ask the mod authors at Team SCM for that, I didn't create that mod, this mod doesn't touch or change anything their mod adds besides moving where you click to start your campaign.
josetrabajoarcos 12 May, 2024 @ 9:31am 
Could Tribes of the North be distributed for custom battles at some point? Thank you for your work
Nemmy Wemmy  [author] 1 May, 2024 @ 9:54pm 
AKA:
Update - IEE, Mixer
Download - New LCCP & New Tribes of the North.
Disable - Legendary Characters (for the time being)
Nemmy Wemmy  [author] 1 May, 2024 @ 9:51pm 
Appears to be working for me when using the new versions of lccp and TotN. No changes needed on my end. Check it out, added the new versions as required items.

Oh and dont use legendary characters for now, until its updated, its making users crash. Other then that, everything should be working fine.
Bussling fungus 1 May, 2024 @ 8:28pm 
no rush my man keep up for the work <3
Nemmy Wemmy  [author] 1 May, 2024 @ 8:28pm 
Yeah I'll look at it and see what I need to do to fix it. Should be done in a couple hours I hope.
Bussling fungus 1 May, 2024 @ 8:06pm 
hey bro,the LCCP/Totn mods have updated changing mods as awhole as a heads up
Nemmy Wemmy  [author] 30 Apr, 2024 @ 8:52am 
If the new patch/mod updates breaks anything don't be surprised I'll be sure to update it asap.

But nothing SHOULD break (I hope)
Nemmy Wemmy  [author] 20 Apr, 2024 @ 11:09pm 
Nah it won't crash, so it should be A-ok without the other mods quite honestly.

Only Mixer is a hard requirement, otherwise your lord selection screen would be broken without it.
Autumnchain 20 Apr, 2024 @ 8:49pm 
Other than Mixu's Unlocker, are the various mods listed as required strictly needed so that this mod doesn't crash the game?
Nemmy Wemmy  [author] 20 Apr, 2024 @ 1:48pm 
@Bussling fungus most definitely. I'm thinking something like Einarr Sigdansson - Tzeentch. Hakka the Aesling - Korne, Sargath the Vain - Slaanesh.

Gotta download the mod myself, check it out and look into the lore a bit first. Then maybe after I get home after work I can start working on it. But I'd there's a pretty good chance for it, as I just now subbed to it.
Bussling fungus 20 Apr, 2024 @ 12:37pm