Total War: WARHAMMER III

Total War: WARHAMMER III

Herald's Start Positions - Ostankya in Kislev
28 Comments
Herald  [author] 2 Apr @ 12:23am 
Hey miniaaar, perfect! I'm glad that got worked out. :)
miniaaar 1 Apr @ 11:36pm 
Hi Herald and anybody interested.

I posted it in the CA forums but I can also confirm it here as well, that both your mod and the Lost & Found Hag Mothers now are perfectly compatible. Finally Ostyanka is getting help from the other "daughters" of the forest directly from Plesk. As it should be in my opinion.
Herald  [author] 26 Mar @ 1:35pm 
@noone_86 Yes, this is a lua script mod which makes modular start positions like this one possible, there is no script command which would make a faction "forget" the factions it had already met via their original start positions.

To do this, the (starting) campaign map would need to be edited, and then a lot of your other mods wouldn't work. :)

Even grand overhaul mods like SFO and Radious do not edit the starting campaign map (through editing start_pos files).

If CA would make a script command which would make a faction forget, or rather reset their starting diplomatic discovery, that would resolve this issue, but alas, nothing like that exists yet.
noone_86 26 Mar @ 10:14am 
Is there a good reason why Stanky still has Morathi and other Dark Elves met with this mod from turn 1?
Herald  [author] 18 Jan @ 4:23am 
@David / Waveshaper They all have the army pin adjusted (it looks as it should without IE Expanded, at least on my resolution), it is sadly impossible to change the starting regions on that map without changing start_pos files. That would introduce incompatibilites with mods like Mixu's Unlocker, Immortal Empires Expanded and all mods that require these mods. It would also be harder to maintain as it would require updates every time CA changes the campaign map.

I would've changed that detail as well, if it wasn't such a large undertaking. Thank you for the comment!
.waveshaper 18 Jan @ 12:44am 
Just want to let you know that none of your mods appear to have a start position adjustement on the campaign selection map. Would be so perfect if you could change this little detail!
Herald  [author] 10 Jan @ 12:35am 
@miniaar Hey there,

I checked the mod you mentioned in RPFM, it replaces the starting Hag Witch in the same way as The Motherland mod. You can try different load orders, but I don't think you will see a change, as I had tested it for the Motherland mod if I remember correctly, and it didn't make a difference.

Let me know if it makes a difference for you.
miniaaar 2 Jan @ 2:30pm 
Hi Herald,

I got the same misplacement of the Hag hero but I don't have the Motherland installed. Instead, I have Lost and Found Kislev: Hag Mothers that adds an unique spell selection (the SoC 1.0 Ostyanka selection before CA put Lore of Hags in).

It's not really that big of a deal as I'm not that invested in this special hero and could just build the building in Plesk to get a new hag and enjoy both a loreful start position AND Hag Mothers lords (they make total sense for her faction, but should remain specific like Malevolent Treemen for Drycha).

But perhaps there is something that could be done with the ordering of mods to fix this?
Theobald 20 Dec, 2024 @ 1:59pm 
The Motherland also displace the startpos of Ostankya, that's why.
Overlord 13 Dec, 2024 @ 2:01pm 
@Herald

Copy that! Sigh...
Herald  [author] 13 Dec, 2024 @ 1:22pm 
@Overlord The script from the Motherland mod which causes this issue is script/campaign/wh3_main_combi/mod/xou_ksl_hag_ie.lua, which kills the starting Hag Witch and replaces her with another one. Why does that mod want to do that, I don't know.

In any case, neither I nor Porkenstein can do anything about this, as that script is not a part of our mods.
Herald  [author] 23 Nov, 2024 @ 9:56am 
@Overlord Okay, in that case I will check it out and get back to you. I have a couple of suspicions what could be causing such an issue.

Also, if you would join my Discord server so we can continue the conversation on Discord, that'd be appreciated.
Overlord 23 Nov, 2024 @ 9:50am 
@Herald

Yep, just crosschecked this - the hag witch hero is still in the "Bleak Coast" province if "the Motherland" mod is enabled at the same time...
Herald  [author] 23 Nov, 2024 @ 9:37am 
@Overlord Some other people told me they have that issue with Porkenstein's mod, but nobody reported something like that with my mod. I've edited/rewritten a good chunk of his mod, so simply try my mod with any of the mods you have on.
Overlord 23 Nov, 2024 @ 9:32am 
@Herald
Hey there! Kinda excited somebody else took on the job like this! Are you aware of the weird issue with the original Porkenstein's mod, that when you also have "The Motherland" mod installed, the starting hero hag witch remains in Nagaroth. Could you please look into it with your mod and get back to me..?
Herald  [author] 13 Aug, 2024 @ 2:27pm 
@Gleen Cross So as I said before, you can only move landmarks to certain settlements in vanilla. Maybe Mixu's Unlocker start pos files add special slot templates to other settlements, which enables landmarks to be moved to more settlements.

In any case, I will not be making any Mixu's Unlocker-specific changes for my mods as I'm making my mods primarily for the vanilla/lightly modded game.

I could help you make changes for yourself at some point in time, in which case add me on Steam or join my Discord server so I can help you in real time.
Gleen Cross 12 Aug, 2024 @ 7:47pm 
By the way, I was able to clone the Chernobyl landmark, it appeared on the Chaos Realms map, but it did not show up in IE. Tried to reverse my steps, but it didn't worked
Gleen Cross 12 Aug, 2024 @ 7:45pm 
Oh man, that is a damn shame because I use the other mod that transfer Malakai to Karak Dum... so you can only transfer landmarks if you mess around with the start position? I tried to use the "Landmark of Legend" as the bases, the author was able to create a landmark in the Tribeslaughter settlement (he used Chernobyl as the inspiration), this mod has a dependency with Mixer... but it didn't worked, I tried to copy the Ostankya Hut, changed the slot template, etc.. if you could figure it out Mixer and transfer the Hut to the initial settlement, that would be awesome, it's the only thing missing to make Ostankya more interesting in the IE map
Herald  [author] 7 Aug, 2024 @ 4:11pm 
I've tested it with Immortal Empires Expanded now myself, all works well!
Herald  [author] 6 Aug, 2024 @ 1:14pm 
@ElegantMud It very well should! As I used Porkenstein's framework, it includes IEE functionality. I haven't tested it in IEE myself, so please let us know in the comments if it all works well!
ElegantMud 6 Aug, 2024 @ 11:48am 
This looks really cool! Does it work for IEE?
Herald  [author] 5 Aug, 2024 @ 4:10pm 
@Gleen Cross Thank you for your feedback! I was actually modding at the time you posted this, so I immediately went to check out what is possible.

A special secondary slot template is needed in the start position files for a settlement to be able to have landmarks created/moved to, so I moved Ostankya's Hut to the closest appropriate settlement possible, which is Karak Dum. Sadly, there is no special secondary slot template for Tribeslaughter in the vanilla start position files.

Check out the updated mod packfile if you're interested in how I did it! Quite simple really, just a couple of db table changes.

P. S. I added a screenshot here showing this change in-game.
Gleen Cross 5 Aug, 2024 @ 2:19pm 
I wonder if you have enough knowledge to transfer the "Ostankya Hut" landmark to this new settlement... used to be Tribeslaughter, right? I gave it a try, straight up cloning the settlement, but it didn't worked
Herald  [author] 19 Jul, 2024 @ 1:36am 
@Max Power Thank you for using the mod! A couple of smaller mods should drop by the end of the week.
Chris Benoit 18 Jul, 2024 @ 4:05pm 
Thank you for this. I am looking forward to the upcoming start position change mods coming from you.
Herald  [author] 11 Jul, 2024 @ 4:39pm 
Herald  [author] 11 Jul, 2024 @ 7:39am 
@modmodmod Thank you for the comment! I will try to upload HSP Kislev & Norsca in the next few hours.
modmodmod 11 Jul, 2024 @ 4:03am 
I'm looking forward to the upcoming mods!