Total War: WARHAMMER III

Total War: WARHAMMER III

Jadawin's Unnatural Selection Ultimate (Updated for Omens of Destruction)
122 Comments
Shadow Spion 17 Jul @ 2:53pm 
Awesome thanks for the info
Karsh 17 Jul @ 2:08pm 
@shadow spion

i think so yeah , i still see sometimes diff factions growing stronger then others , so this mod jsut buff or nerf them after the random roll of the game i think
Shadow Spion 17 Jul @ 7:55am 
Does the game still roll faction potential at the start and if I add a bonus if gets added to what they already rolled. Or are all faction potentials set to zero at the start of the game unless I give a faction a specific buff?
Karsh 17 Jul @ 4:02am 
for me the mod works , i can set up estalie on -4 and they get destroyed instantly .

so i guess the mod still works .


only faction that doesn't seem to work is the decievers (changeling faction)
atleast if i put it on -4 he keeps around (so not getting killed but i have no clue how that campaign works xD) normaly i try to make some enemie sof the empire weaker so they can atleast do something before vlad the dad destroy's everything :P
Espritviril`` 13 Jul @ 2:53am 
Is the mod really broken? I only see one comment for Tilea and one for just asking classic update. If it is, hope someone is up to take the mantle and fix the mod?

Vanilla minor faction potential is so boringly flatout increases potential for everyone. I need a randomizer like this mod gives. It was the best middle ground.
RedWalrus  [author] 13 Jul @ 1:15am 
@kirin lasuerte yeah sorry dude, as I said below, I don't really have the scripting skills required to fix the mod so that it works again. I'm fine with just adding more factions so that people can change the potential of factions that are added in later dlc but if something changed so that the mod is just broken now, there's nothing I can really do sadly. :/
Slaanesh 12 Jul @ 11:06pm 
@kirin lasuerte read his answer to my post just below you'r question :-)
kirin lasuerte 12 Jul @ 2:52am 
Hallo! First: Thank you for updating the mod. Its essential for me to enjoy my campaigns. It also still worked fine till the last hotfix - now its having no effect anymore (I used it to buff Cataphs factions: Tilea, BPrinces to be able to see and fight them...they now die instantly again)

is there any chance you can update the mod and make it work again?
RedWalrus  [author] 10 Jul @ 1:21am 
@Slaanesh well the issue is that I only update this mod when they add factions so that the mod can use them. I don't really know much about Lua and stuff so if the mod breaks, I can't really fix it...
Slaanesh 9 Jul @ 5:06am 
@redwalrus Got any plans on updating the mod in the near future? :)
Espritviril`` 25 Jun @ 8:59am 
The recent game update is a good improvement that gives minor factions potential, but I still prefer the potential randomizer of this mod.

Hope in future they will add faction potential randomizer to the vanilla game.
MjauMix 24 Jun @ 8:30am 
-4 doesn't remove factions anymore, it worked fine until last patch.
Koba_Aka_Stalin 21 Jun @ 2:08pm 
@RedWalrus, thank you for this mod. I made small translation in Russian of your mod. If you don't mind, add it to the description of the mod. Thanks!:steamthumbsup:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3505385506
Dewmuss 16 Jun @ 6:56am 
I'm guessing this is not compatible with any AI mods like Hecleas overhaul? I would love the variety from this mod on top of the personal difficulty his mod provides.
Pace 6 Jun @ 4:18pm 
For me killing factions by setting them to -4 doesn't work. I can set the value but after 1st turn it gets randomized to one of the specified values (default -1 to +2). Seems like the -4 simply gets overwritten by the randomized value.

Having the same problem with the original mod. I tried turning off all other mods, but didn't help.
Espritviril`` 1 Jun @ 11:42am 
It seems the lowest score is -3, and highest is +6? If so what are the vanilla major faction potential number? I did a playthrough with major faction potential as 1-3, and minor faction as 0-2. But even that was massive and almost all minor factions lived and wiped the most major factions..

What are the optimal settings if I want some potential for minor factions, but still not for them to always supersede major ones?

I did not want to go above +3 as it was described too much from the mod description, but in vanilla major factions had even more bonus against minor ones? Is it clear what number they had? Should I set major factions to +6? Thanks for the lovely mod, spiced up the game a lot!
Revelation 29 May @ 6:10am 
if we are lucky, it's as simple as hitting the update button... perhaps., thanks for your efforts!
RedWalrus  [author] 28 May @ 8:06pm 
hmm let me look into it... ive been busy and so i haven't been able to really look into what these comments say but maybe i can fix it. keep in mind that i'm not really a modder to the same scope as someone like jadawin is. i was kind of just adding the factions that were being released with the dlc so people could use it for those factions... maybe i can fix it but don't get your hopes up. lol
Revelation 28 May @ 6:40pm 
I really hope this get fixed, its the one mod that keeps the factions in check and lets us tailor a game.
Revelation 17 May @ 10:47pm 
from reading other comments I think it's currently broken.
Revelation 17 May @ 10:46pm 
Is this working? I set dwarves to -2 across the board, and they're still winning even with orcs/etc +2
Warkye(Nippon)(นิป) 12 May @ 7:03am 
SO GREAT
emmmzh 9 May @ 12:37am 
Do I need to sl after set one's buffs in the middle of campaign?
Zeth.exe 8 May @ 5:44pm 
Is there anyway to add factions from mods to this?
Sarnyroth 23 Apr @ 3:01pm 
Dumb question from a new mod user here: Where exactly in the UI am I supposed to be seeing the tool to make the faction modifications? I've installed MCT (beta version) as well as this mod here and I can't find any option to start tuning the world factions.
15 Apr @ 8:22pm 
Is the ‌max buff‌ harder or easier compared to the ‌Stronger AI (SA) mod‌?
sigmars_disciple 8 Apr @ 4:20pm 
I'd also be curious.... Users, author, would anybody who knows more please be so kind? <3 Thanks
warbossrok 6 Apr @ 6:26am 
Does anyone know whether this mod is actually working? I set VCs to +6 and they are still losing to The Empire
MjauMix 6 Mar @ 3:55am 
Remove woodelves. Remove kebab.
6h0$t942 22 Feb @ 7:26am 
thanks
cooperftw 22 Feb @ 1:48am 
Anyone notice it working or not with the beta branch? I'm currently testing, just curious.
Reduviid 14 Feb @ 7:40pm 
thanks for maintaining this mod! It's a staple in my campaigns :D
Revelation 11 Feb @ 8:40pm 
Thank ye
RedWalrus  [author] 10 Feb @ 9:26pm 
@888Umer Be aware that modding isn't really my thing. I'm just updating this mod for every all of the new factions that are added in the future. I think I fixed your issue though so I'd check and see.
Ashram 7 Feb @ 8:45am 
Hi.
Quick question:
The WH2 version of the mod had an extention for the more popular custom factions (OVN, Cataph's, etc.).
Can we expect that?
Skullface 30 Jan @ 3:48am 
Thanks for the mod
ZeButcher888 29 Jan @ 10:06pm 
getting an error after turn ends in your log....

No MCT setting exists for active faction:
wh2_main_rogue_jerrods_errantry
wh2_main_rogue_hef_tor_elithis
wh2_dlc11_cst_rogue_bleak_coast_buccaneers
wh2_dlc11_cst_rogue_boyz_of_the_forbidden_coast
wh2_dlc11_cst_rogue_freebooters_of_port_royale
wh2_dlc11_cst_rogue_grey_point_scuttlers
wh2_dlc11_cst_rogue_terrors_of_the_dark_straights
wh2_dlc11_cst_rogue_the_churning_gulf_raiders
wh2_dlc11_cst_rogue_tyrants_of_the_black_ocean

then game crashes
Slaanesh 26 Jan @ 3:37am 
Using this, Siege AI & Mechanics Overhaul and Loreful Strategic threat has made any AI mods redundant on my part. AI mods seem to break more than they fix so instead guiding the AI to the prefered outcome in a more elegant manner like mentioned above is the way to go imo.

Anyway thanks for mantaining the mod, much appreciated!
Olympeus_Rex 19 Jan @ 9:38am 
Great, mod. I'm starting to use it and am hoping someone with knowledge can answer the following:

Does this mod override or apply a modifier on top of the default faction potential value?

For those that don't know, in the base game every faction gets a (somewhat) random value for their faction potential. Major factions all get a bigger value than minor factions and there is some variation in what value a faction gets from campaign to campaign. This can help create a variety of outcomes between Major factions. I believe faction potential impacts certain campaign buffs (e.g. base income, upkeep reduction, local/global recruitment) and also impacts auto-resolve outcomes between AI.

I've done a little testing and I can make Minor factions "beat" Major factions for example, but I still want to understand the underlying mechanic at work.

Thank you!!
Slaanesh 5 Jan @ 1:31am 
This mod alters the faction potential of set or random factions so yes it most likely alters any ai mods behavior in a way not intended by said ai mods creator.
Tag_Ur_It--> 24 Dec, 2024 @ 2:39pm 
Dpes this mod work with Deep war AI?
I Have No Enemies Brother 19 Dec, 2024 @ 12:49am 
@RedWalrus

Does this affect AI mods? For example: modifying the factions with this mod could affect the decision making of Heclea's AI or no? Thank you for any future feedback :D
Dingo 15 Dec, 2024 @ 8:36pm 
thanks a ton :)
RedWalrus  [author] 15 Dec, 2024 @ 7:24pm 
Oh I'm dumb. Sorry I'll fix it right away.
RedWalrus  [author] 15 Dec, 2024 @ 7:21pm 
It should... In what way does it not work? Like causes desync immediately or just doesn't do anything?
Dingo 15 Dec, 2024 @ 6:59pm 
Not working with multiplayer atm.
hugoleomarinho 15 Dec, 2024 @ 4:00pm 
Thank's for the update mate
kirin lasuerte 13 Dec, 2024 @ 3:19pm 
Thanks for keeping this updated!! If you have time, we all would thankfull if you update it also for the new DLC! TY!!
NO 1H DUEL PLEASE 12 Dec, 2024 @ 5:17pm 
Thanks for keeping this updated was worried nobody would do it.
RedWalrus  [author] 5 Dec, 2024 @ 7:07pm 
it's safe to remove mid game but the effects from the mod will persist i believe. you might want to return the settings all back down to vanilla before removing the mod i think but im not sure. and no it doesn't overwrite anything that ca did