Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Disasters reloaded
267 Comments
Mackeroni 10 Jul @ 4:02am 
Oh. The debug mode doesn't seem to work with SFO, but after changing the minimum and maximum turns of a disaster to test it that way (The Enactment of the Great Plan), it seemed to trigger the pre-disaster event. Sadly it froze the next turn. Oh well.
Mackeroni 10 Jul @ 3:48am 
@TheOldElf
Hmm. I wonder how you did it.
TheOldElf 6 Jul @ 9:42am 
I did manage to play it with SFO and a lot of mods...
Could be lucky with the draw.
Will be eagerly awaiting updates
Necromantien  [author] 6 Jul @ 8:28am 
@ruvirus thank you for the information, I will look into it

@GK The mod does not work well (or at all) with the "SFO" mod. I'll take a look when I can, but it seems that this mod changes quite a few things, and I'm not sure if I can find the compatibility issue(s).

⚠️Information:
A major update is in the works. It should fix as many bugs as possible and add 2–3 new disasters. However, I'm not working exclusively on this mod, so please be patient regarding the release date.
molitere  [author] 6 Jul @ 6:45am 
For info again : The mod is NOT COMPATIBLE with SFO .
ruvirus 6 Jul @ 3:07am 
@Necromantien
The Wild Hunt scenario isn't spawning armies. Messages just appear, but no armies show up.
GK 30 Jun @ 6:31pm 
@Necromantien My difficulty level is the legendary difficulty option SFO version, without installing any other mods that increase AI behavior logic
In CMT, everything is set by default. In the early days, it was possible for AI to successfully flash the 500 difficulty option, but since 2025, it has not been possible, no matter how it is set
The difficulty coefficient of the natural disaster that came out is only 200, which is too low for 8 teams to be fully staffed.
Blader 29 Jun @ 8:03am 
not working in sfo,the distear do not appear
molitere  [author] 26 Jun @ 1:53am 
@Eugenio Seleuco yes
Eugenio Seleuco 25 Jun @ 1:19pm 
Hi, does this work with the latest update?
Necromantien  [author] 22 Jun @ 9:37am 
If the Norsca we’re talking about are those from the dark prophecy, it’s meant to be like that. the scenario does not seek to be 100% realistic.
ruvirus 15 Jun @ 9:44am 
I started studying the mod code and found a scenario called "Will of Hashut," but it's disabled in the script.
ruvirus 15 Jun @ 8:59am 
@Necromantien Looking at the Norsca scenario, the factions forming a confederation is very unrealistic. From my perspective, it would be better to have a military alliance between all Norscan factions and a forced declaration of war against all Order factions.
Necromantien  [author] 13 Jun @ 5:38am 
@ruvirus Regarding the 'Will of Hashut' scenario, the original modder had disabled it. I need to see why.
Necromantien  [author] 13 Jun @ 5:36am 
@ruvirus Hello, no there is not yet a button to force the scenario. You can perfectly launch a scenario on an existing part. You just need to properly adjust the mod setup.

@GK Hello, what invasions did you use ? Have you thought about saving the difficulty modification ?
ruvirus 11 Jun @ 12:39pm 
And the "Will of Hashut" scenario is missing from the scenario list.
ruvirus 11 Jun @ 9:20am 
Hey, it's been a while! I see you've changed. Is there now a button to force-start a scenario? And do I have to start a new game with the mod, or can I install it into an existing one?
GK 10 Jun @ 10:04am 
There is a bug in the difficulty system. I set the difficulty value to 500, but it only came out to 200. It's too easy.
Ruji 8 Jun @ 11:44pm 
sorry boss thought it would linked on the webpage
for anyone looking english translation find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3429842798
molitere  [author] 8 Jun @ 1:02am 
@Ruji On Worskhop, the community allready do this.
Ruji 7 Jun @ 11:41am 
the ingame event is all in french any english translation?
LazerKjell 6 Jun @ 7:07pm 
is it normal but i think my game was bugged or something when playing Belegar i looks like end of times event starts at when around 140 - 150 factions are left maybe its because of Victory Conditions Overhaul
molitere  [author] 3 Jun @ 11:23pm 
@SwordsMen Yes, it calms down a bit sometimes when reloading the save but as long as they haven't used their army number it sometimes lags.
SwordsMen 3 Jun @ 8:53pm 
Yo, thanks for the great mod. Got some little issue. When first disaster happens, it generate massive turn lag on ai turn, not only on crisis faction, but every ai factions. Is this supposed to be happen?
promised consort 30 May @ 1:46pm 
@Redfrog I hope you will be able to do it
Redfog 28 May @ 4:19am 
is it okay with you guys if i make and upload a SFO version of this? (assuming i can get it to work)
Also i think whats causing the script break on opening the MCT panel is this line in the settings menu
setup_automatic_difficulty(context:mct():get_mod_by_key("dynamic_disasters"):get_option_by_key("dynamic_disasters_automatic_difficulty_enable"):get_selected_setting());

should instead be

setup_automatic_difficulty(context:mct():get_mod_by_key("dynamic_disasters_reloaded"):get_option_by_key("dynamic_disasters_automatic_difficulty_enable"):get_selected_setting());

otherwise its trying to find a option that doesnt exist which is what bricks the scripts
Vatonage 22 May @ 3:59pm 
Incompatible with SFO
김재규 19 May @ 4:58am 
Does not work in SFO
Thuynder 19 May @ 1:33am 
Loading in with this mod in MP (and the english translation) causes a Player Aborted message. :((
molitere  [author] 18 May @ 11:50pm 
@Monson Thanks for starting my week with your message, it's perfectly funny! And good luck, I guess.

More seriously, yes, it's normal. It's even an invasion that was worked on with my campaign army sets, so they're quite serious, more so than if the game chose the invasion armies itself.
Monson 18 May @ 2:45pm 
Is Ogre endgame supposed to be that strong? I decided to turn it down to 80% difficulty because I wanted a midgame crisis (forced it to spawn turn 50), thinking that I would be able to handle it quickly and then turn to the greenskin endgame crisis (at 130% difficulty) happening in another 7 turns... now there are 33 obese 'starving' men and their armies of Thundertusks and Maneaters chasing me down asking if I'd go better with Hollandaise or Worcestshire sauce and my griffon is starting to get tired. Please send help
性感泰拉,在线电音 18 May @ 2:11am 
这么喜欢直接在家里虚空刷怪,我建议你直接在每个玩家城镇边上都刷个满编出来,一回合几十次手动不得爽死你?不同天灾在玩家老家内战起来给我整笑了
抄啥不好抄混沌魔域机制,你看那个B模式有人玩吗
GK 15 May @ 12:06pm 
There seems to be a problem. Every time I adjust the difficulty curve to 500, I only brush enemies with a difficulty of 200
Dr. Squares 14 May @ 6:15am 
@Maxalotl, there is one. Just search for the mod with same name titled English Translation
pce15 13 May @ 6:44pm 
Can't Chaos Dwarves run Chaos Invasion??
Maxalotl 10 May @ 1:08pm 
heya! are there any plans for a translation? this update with new disasters happened when I was unaware and I have been shoved through a few cut-scenes entirely in french and I have no idea what's happening
molitere  [author] 30 Apr @ 4:06am 
@SpooNNNeedle no, just invasion will be full random
SpooNNNeedle 29 Apr @ 8:08pm 
is MCT absolutely required? I'll be playing in multiplayer, and my group gets a lot of desync issues when using MCT, but this looks like a really nice way to spice up a campaign
Sordragon 27 Apr @ 8:59am 
@EGWDR Do you have this mod installed Mod Configuration Tool - v0.9 Beta?
EGWDR 27 Apr @ 7:37am 
I cant for the life of me get the events to trigger, even when running with just this mod and mod config in debug mode, what am i missing here????
Sordragon 26 Apr @ 1:07pm 
Dear developers, I found one problem when playing for the chaos dwarves.
Zhatan the Black, upon reaching level 15 and 25+ turns, after the appearance of the next storyline battle. When playing any battle manually, all story missions begin to be duplicated on the next turn.
Tested with only one of your included mods.
If you could fix this bug, that would be perfect.
Dronie 26 Apr @ 11:28am 
I've found the culprit. It was either Old World campagin or VCO for Old World (or both).
Oddly I didn't play the campaign itslef, I actually played IEE.
But activation itself was enough to mess with Imrik quests
Sordragon 26 Apr @ 9:32am 
Are there people here who never have their assignments triggered again?
Sordragon 26 Apr @ 9:31am 
@万界天尊 Are you sure that without mods in the game, quests are triggered repeatedly?
molitere  [author] 26 Apr @ 8:40am 
@Shadow Ace Nop
Shadow Ace 26 Apr @ 7:49am 
Hello, does this require a new save?
molitere  [author] 26 Apr @ 6:38am 
@Dronie No problem :)

Afterwards, it's possible that sometimes triggers and sometimes doesn't trigger, perhaps. It's weird because we never encounter the problems on our end. We find obvious bugs when we test the new invasions, but there's nothing that literally affects the quest, so it's difficult to explain. Look at the list a little further down in the messages, or on the previous page, there's a list of third-party mods that cause problems.

Afterwards, once again, nothing is impossible that it comes from the mod, but it's very difficult to reproduce, like everything reported for the quests, so frankly, we don't know , it's just incompatibilities apparently.
Dronie 26 Apr @ 6:26am 
I apologise then.
I had no troubles before.
It might be another mod or some problems with mod compatibility.
molitere  [author] 26 Apr @ 6:20am 
we have do 2 rapid test and absolutely nothing for us.
molitere  [author] 26 Apr @ 6:18am 
@Dronie for me on turn 11 the black dragon quest is here and playable. Not our mod.