Total War: WARHAMMER III

Total War: WARHAMMER III

The Red Duke Expanded
65 kommentarer
medusa0  [ophavsmand] 11. juli kl. 20:02 
@JazzMonk:
By all means, please post it! I would love to see your implementation!
JazzMonk 10. juli kl. 22:32 
I made a small sub-mod adding a landmark for this mod for old world, just so i can enjoy it on that map. Mind if I post it? (my first time actually making one)
medusa0  [ophavsmand] 27. juni kl. 19:50 
@Pig:
Many thanks for hunting that bug down! I have removed the interactions with Black Venom, so you can give it another try!
Pig 27. juni kl. 11:46 
The reason why it does not occur with every user is because having the Solland mod on bypasses all of this and it works.
Pig 27. juni kl. 11:39 
After extensive testing and talking to the author of TEB, I have figured out the EXACT issue that is causing the incompatibility.

TEB has this line in its scripts: cm:force_declare_war("wh_main_grn_black_venom", "mixer_teb_border_princes", false, false)

This mod ends up with your Red Duke faction vassalizing Black Venom and as a result this causes the game to hang indefinitely (can't save/end turn/move etc).
medusa0  [ophavsmand] 26. juni kl. 21:23 
@Apxupak and Pig:
Somehow Cataph's Southern Realms mod shifts the position of the characters introduced in this mod, causing them to clip into campaign terrain and became immobile. It does not occur with every user so it is a bit of a mystery.
Pig 26. juni kl. 13:22 
I'm also having the same issue with the lack of hero or lord movement with Cataph's Southern Realms. It seems whatever is going on wasn't actually fixed.
Apxupak 20. juni kl. 8:00 
Read some previous comment and this is because of TEB mod. Unfortunate
Apxupak 20. juni kl. 1:13 
Installed today and I can't move neither lord nor hero, can't end turn and even save the game.
(can raise dead, recruit, build, start technology, etc.)
medusa0  [ophavsmand] 18. juni kl. 9:11 
@Neko Loli MeatToilet:
Added! Please give it a try to see if it works for you.
Neko Loli MeatToilet 17. juni kl. 21:35 
Whenever you update the mod the new bloodknights arent recruitable from the Nuln landmark
medusa0  [ophavsmand] 20. maj kl. 22:20 
@Consaibot1:
There are existing Todbringer mods that are quite well done.
Consaibot1 20. maj kl. 18:18 
Any plans to do a Boris Toddbringer mod?
Thorinbard 22. apr. kl. 12:12 
The other Vampire factions do not view you as one, this results in diplomacy issues.
Krakenous 20. apr. kl. 12:01 
I would actually love to try that so, no rush, good luck :).
medusa0  [ophavsmand] 19. apr. kl. 9:46 
@Primal Fox:
Scripting isn't my forte, but that is something that I may look into. Right now VCO's victory condition is for the Mousillon faction.
Primal Fox 19. apr. kl. 2:54 
any chance of making this compatible with the new red duke victory conditions from victory con overhaul?
killjoint666 18. apr. kl. 4:10 
Understood. Thank you for the quick reply.
medusa0  [ophavsmand] 17. apr. kl. 19:38 
@killjoint666:
It should not crash, but a user has reported the special Blood Keep building added in Lost World will not spawn with this mod active.
killjoint666 16. apr. kl. 20:12 
Will this cause a crash with OVN's Lost World? The description says it's incompatible but I just want to be sure.
silly goose 28. mar. kl. 4:16 
"
Archery Wights: recruited from Forest buildings level 2 and 3. Smaller unit size archers that replenishes ammunitions when shot by arrows and bolts. Unit cap increased by Forest buildings. Replaces Mournguls.
"

My G, this is ingenious, wanted to especially point this out. Great idea.

living factions now often come with their certain ways of replenishing ammo via engineers etc
but undead archers just need to pluck the arrows, they've been shot at. wonderful!

I am looking forward, hoping there will be more of that creativity in the future!
King Panda 29. jan. kl. 23:20 
Is this compatible with SFO?
Gremlin Boy 27. jan. kl. 17:00 
anyway to make this mod work with the old world map mod
medusa0  [ophavsmand] 26. jan. kl. 16:29 
@KarlFooknTanner:
I managed to apply a band-aid fix for Graetor's Solland mod, it is a "magic number" fix that detects if one of their script is active.

Seems the Solland mod moves the agents for my mod on the campaign map on start, causing them to be stuck in impassable terrains. I moved the agents to another coordinate in one of the more recent builds to resolve that issue. I suspect Cataph's TEB mod has a similar interaction, not sure if it stacks with the Solland mod.

If you are not encountering issues with Cataph's TEB mod anymore, I will remove the note.

Thank you for the report!
KarlFooknTanner 26. jan. kl. 15:40 
@medusa0 Excellent news, I have just tried your mod again, and either you managed to change something, or by some other mysterious means, your mod now seems to be compatible with Cataph's TEB. I am able to move the Red Duke's army at the start of campaign.

Will test some more.
medusa0  [ophavsmand] 26. jan. kl. 14:59 
In unmodified game, Pfeildorf belonged to the Court of Night. It is given to Black Venom in this mod to beef them up. The Solland mod also uses Pfeildorf, granting it to the Solland faction, but this mod takes priority over it.

So I am trying to figure out a way to detect the Solland mod is active, and not run the script that grants Pfeildorf to Black Venom if it is active.
KarlFooknTanner 26. jan. kl. 14:49 
As for Solland as I understand the incompatibility arose because of granting Pheildorf to the minor goblin faction that is the Vassal of the Duke, right? Can you let them be the vassal without granting them Pheildorf?

Or do they receive it by default somehow because of your mod?
medusa0  [ophavsmand] 26. jan. kl. 14:39 
@KarlFooknTanner:
Mod compatibility is a tricky beast especially for larger, more encompassing mods. I am still trying to get this mod to be compatible with Gra's Solland mod, no time to try out Cataph's mod yet.
KarlFooknTanner 26. jan. kl. 14:17 
Any idea why your faction mod might have such an incompatibility with Cataph TEB mod? Or any way to fix that?

This has grown into a real awesome faction mod and while I don't think the Duke needs vassal greenskin goblin faction, the mod itself is still awesome. Would be great if it played nice with TEB tho.
Economic Terrorist 21. jan. kl. 21:44 
Finally
medusa0  [ophavsmand] 18. jan. kl. 20:23 
@Turtleneck joe:
At one point I could not make up my mind whether or not they were Vampires or Wraiths. They are buffed by the same techs and skills as Vargheists for now.
Turtleneck joe 18. jan. kl. 17:26 
Great mod, but is there a reason why hellstead riders don't get the same buffs as bloodknight units? It seems thematic, given they're also vampire riders
Three-legged Wolf 17. jan. kl. 6:49 
@medusa0 I once again played as Heimrich on hard (new campaign), keeping an eye on both factions. I skipped turn 4 to 5 multiple times and each time mousillon AI recruited a new army, but as far as I can tell it no longer spawns red duke :)
Three-legged Wolf 17. jan. kl. 2:02 
@medusa0 that would explain why teh duplicate duke appears only at turn 5-6. I'll check it out tonight and will post my findings. thanks for the speedy reply.
medusa0  [ophavsmand] 16. jan. kl. 21:35 
@Three-legged Wolf:
The script that spawns the Red Duke for The Scourge of Aquitaine is supposed to kill the original Red Duke (he will not have a name on the campaign map if you have Mixu's Mixer), but seems giving him immortality from the start has a side-effect of him not staying dead. :steamsad:

Now that I updated the spawn script he should stay dead.
Three-legged Wolf 16. jan. kl. 13:15 
@medusa0 sorry for double posting in comment section but I've been testing the mod for the last few hours. With only this mod and prerequisites active I've been able to reproduce the bug. Turn 5 or 6 the AI Mousillon faction recruits a second army which often is a red Duke Duplicate. I tested this multiple times playing as Heimrich on hard campaign difficulty. Sometimes the AI doesn't recruit red duke lord and recruits a generic lord instead, but by reloading auto-save and re-skipping turn a few times the red duke gets recruited instead, resulting in two instances of the red duke being present at the same time on campaign map (I assume the mousillon duke is the actual vanilla duke). I also used console commands to clear fog of war so I could check presence of Dukes in both factions. It's technically not a game breaking bug but is quite annoying to stumble onto an AI Red Duke when playing with Red Duke yourself.
Three-legged Wolf 16. jan. kl. 10:50 
@medusa0 Not sure if it's a bad mod interaction but I just stumbled on an army of Mousillon faction, and the lord was the red duke... so yeah, I got two red dukes in my game. However when I open diplomacy screen, mousillon's leader is a necrarch lord and not said red duke. The only mods I use are "Recruit defeated legendary lords" and some mod that gives a mount to Vlad and vampire heroes.
Consaibot1 15. jan. kl. 20:59 
I absolutely love your mods! Thank you for expanding my boy, the Red Duke.

May I please request Boris Toddbringer next? He NEEDS something.
Three-legged Wolf 15. jan. kl. 14:05 
@medusa0 Yeah I noticed the broken animations too during my new playthrough. Was hoping for a quick fix, so thanks :D realy happy that I get to play Red Duke. I probably know the answer to my newt question, but is this mod compatible with SFO?
medusa0  [ophavsmand] 15. jan. kl. 13:01 
@Neko Loli MeatToilet:
Apparently the Skeletal Steed mount was broken much earlier, but it is fixed now. Thank you for the feedback!
Neko Loli MeatToilet 15. jan. kl. 2:34 
Hey bro absolutely love that you added siege attacker and a starting hero for red duke. Started a campaign with it and was having fun. Although either the most recent hotfix or the most recent update from this mod broke Red Duke for me. He no longer attacks on his first mount, he just walks at things and stands there with no animation. I would have assumed it was the hotfix or maybe some other mod but seeing as this started after this mods last update which did make VFX changes to his mount I THINK it might have something to do with the mods update. He attacks nothing. He wont even attack gates while mounted on his skelly horse.

Recently havent had much time to play but if I manage to unlock his next mount ill let you know if the bug continues. Either way if someone could test it out and let it know if it's just me or is an issue for everyone that would be helpful. And keep up the mod man, really enjoying it so far.
Eldar_Nerevar 14. jan. kl. 2:25 
thankyou so much! cant wait to become el syf and raid Araby
medusa0  [ophavsmand] 13. jan. kl. 19:16 
@Eldar_Nerevar:
Try deleting the following tables from this mod on your end (RPFM, Open from Content):
building_chain_availability_sets_tables
building_chain_set_items_tables
building_chains_tables
building_culture_variants_tables
trde_building_effects_junctions_data under building_effects_junctions_tables
building_instances_tables
building_level_armed_citizenry_junctions_tables
building_levels_tables
building_set_to_building_junctions_tables
building_upgrades_junctions_tables
building_upgrades_junctions_tables
cai_construction_system_building_values_tables

Edit building_units_allowed_tables to delete references to "wh_mod_special_blood_keep_red_duke_1" and
"wh_mod_special_blood_keep_red_duke_2".

Afterwards run the error checking diagnostics to see if anything else need to be edited. This way you can keep the ability to recruit the new units.

Good luck!
Eldar_Nerevar 13. jan. kl. 12:43 
@medusa0 hey i understand if its not something you would be willing to do? i have rpfm if its simply a case of deleting a few things i could do it myself if you point me in the right direction?
henryVI 12. jan. kl. 10:24 
great little mod! only suggestion - any chance of creating some unique victory conditions for the faction? VC add so much flavour, other than that, plays well with lots of other mods!
medusa0  [ophavsmand] 12. jan. kl. 8:40 
@Eldar_Nerevar:
I looked OVN Lost World's pack file. To make the mods compatible, I will have to split off the unique building for the Red Duke from the Nuln landmark.
Eldar_Nerevar 12. jan. kl. 2:34 
medusa0 , have a look at OVN lost world , its what the game should have been on launch in terms of graphically
KrugPrime 11. jan. kl. 16:39 
Makes sense. I managed to make it work quite well anyway after drawing her out with an ambush.
medusa0  [ophavsmand] 10. jan. kl. 18:47 
Good feedback. I can give him Siege Attacker. Lord Falk is the only character serving the Red Duke that isn't dead by canon (Renar, Corbinian, and Maraulf are all dead), he can be a Wight King, though he should have a alternative model as he is described as wearing relatively modern plate armour compared to vanilla Wight Kings.
I haven't used OVN Lost World, chances are its Blood Keep model is tied to the building key. I got the Scourge of Aquitaine to use its own version of the Blood Keep building key, so that is why it does not use the OVN Lost World model.
Mistersander 10. jan. kl. 11:44 
Any chance you could make this compatible with the old world mod ?