Total War: WARHAMMER III

Total War: WARHAMMER III

Larynja's Never-Ending Caravan Mod
15 Comments
kosmos.s 24 Nov, 2024 @ 7:56am 
no i do not, heroes especially casters have little use with out xp.
Larynja  [author] 22 Nov, 2024 @ 3:46pm 
@kosmos.s. Thank you! It might be possible, but the so far I could not figure out what disables the xp gain for heroes in the convoy (e.g. for some of the convoys that start with one). I don't really think heroes without xp are better than a normal unit. Do you think otherwise?
kosmos.s 22 Nov, 2024 @ 11:30am 
great mod, would be possible to restore ability to ad hero to convoys?
Larynja  [author] 13 Oct, 2024 @ 2:19am 
@DarkFlameMaster.-: No it won't be compatible with that one.
ElColeccionista 12 Oct, 2024 @ 4:36pm 
Well, I was referring to the following mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2943940309
In other words, I wanted to know if this mod works for the Dwarves, Empire, Bretonnia, etc.
Murranji 12 Oct, 2024 @ 12:10pm 
How it works is the script is creating a listener for the caravancompleted event - https://chadvandy.github.io/tw_modding_resources/WH3/scripting_doc.html#CaravanCompleted

You can set up as many listeners to listen for events as you want. So if you update the vanilla script you are still just using the same listener since you have only made edits to the function that is called by that listener.

eg if you altered the reward_item_check function to add a unit it does it when that is called. All you have to do to fix compatibility is set up a new script and call your own separate caravancompleted listener and unit adding function, plus a table but you can define that locally within the function too.
Murranji 12 Oct, 2024 @ 12:09pm 
@Larynja

If you update the vanilla script (aka datacoring) instead of adding a new script then it will conflict/crash with any other mod who changed it. Mine doesn't technically datacore - what it does do is use a wrapper function, aka I pass the reward_item_check function into a different named function and then I redefine the function to do what I need it to do.

Eg I redefined the reward_item_check so that instead of passing a 20% chance and then choosing 1 out of the 5 items and then checking if the player has the item, instead after the player passes the first 20% chance it works through the remaining items from top to bottom, so that if the player passing the first roll they are guaranteed an item.

So our mods would run together and not crash the game except my function would take priority and overwrite the changes because modded functions are loaded after vanilla functions. Unless you also use a wrapper and then it would crash lol.
Larynja  [author] 12 Oct, 2024 @ 11:35am 
@Muranji: Thanks for your input. The mod changes the basic functionality of the vanilla way of checking for completion rewards. In addition it changes some of the units for first time completion of a route. I'm not entirely sure how overwriting of a specific vanilla function works, but I would assume that you would still have compatibility issues with another mod using the vanilla functionality? Or for that matter a mod that overwrites the same function, like I believe yours does?
Murranji 12 Oct, 2024 @ 10:14am 
If all you are doing is adding new units to the caravans when they complete a caravan its actually entirely possible to set it up to trigger independently of the caravans_core script since you can use a listener set to the CaravanCompleted event and just register it completely independently of the vanilla script.

For modding compatibility its actually better to do it that way rather than datacoring the main script since you have much better compatibility. You can check my cathay caravan mod to see how you can set it up since I have a very similar function.
Larynja  [author] 12 Oct, 2024 @ 2:12am 
@Nutwit : It is like Sargtlin said. You still get the message though that you received a unit for completion, it just won't be added to the army if it is full.
Larynja  [author] 12 Oct, 2024 @ 2:11am 
@DarkFlameMaster.- : I checked the main mod, it doesn't use the same version of the script file, so I assume at least the Chaos Dwarfs work. As for Cathay I can't really say for sure, since I don't know how that mod changes the Cathay caravans.
Sargtlin 12 Oct, 2024 @ 12:55am 
@Nutwit: If a caravan reaches 20 units, you just don't receive further units unless you disband some first.
ElColeccionista 11 Oct, 2024 @ 7:31pm 
Is it compatible with the Old World' caravans?
Nutwit 11 Oct, 2024 @ 7:00pm 
A question, what happens when the caravan reaches 20 units?
United Arab Amiright Fellas? 11 Oct, 2024 @ 4:47pm 
based and convoypilled