Total War: WARHAMMER

Total War: WARHAMMER

Autonomous Bretonnian Dukedoms + PCBSO
62 Comments
Zorander  [author] 2 Jun, 2019 @ 12:27pm 
@Reitschuster[GLTP]: No, it would have needed another complete rework and I didn't feel like doing that. It was too difficult to balance anyway.
Reitschuster 1 Jun, 2019 @ 9:27am 
Does that still work?
Judgelight 17 Dec, 2017 @ 10:01am 
@Zorander - no problem, I totally understand.
Zorander  [author] 17 Dec, 2017 @ 3:27am 
@Judgelight Level 5: Meeeh. Unfortunately, I'm just no longer convinced of the idea that re-arranging the Bretonnian provinces/regions is such a good way to make at least one aspect of the campaign map 'better'. And it's pretty annoying to do >.<
Good thing I wrote a guide on how to implement most of these changes via the Assembly Kit and the PFM, so interested individuals could potentially take on this adventure themselves... :D

@BAMBO_PY: Not planned at the moment, I'm still lagging behind in two mods I wanted to release for TW:W II :/
Judgelight 16 Dec, 2017 @ 8:09pm 
Hey I know this is a long shot - but any chance this could be updated/fixed? For some reason scripts such as the the orc one at the start of the campaign aren't working...

If you stopped working on warhammer I mods - no problem, I understand. Thank you for your other mods :)
BAMBO_PY 14 Dec, 2017 @ 3:55am 
Pls this mod for total war warhammer 2 :D
Malykriss 29 Aug, 2017 @ 3:17pm 
Yeah at this point I just think it's gonna be easier to just start from the beginning.
Haha nah nah the guide is really great, believe me. I'm just still a rookie with modding :D
Zorander  [author] 29 Aug, 2017 @ 4:23am 
@Sigmar: The error could be one very tiny detail, but tracking stuff like this down is usually sooo annoying >.<
Yeah, I kept all the old provinces 'alive' by letting them keep their original capital. The minor settlements within them got their own, new province.
Sorry about the guide being too confusing, I really tried :X
Malykriss 29 Aug, 2017 @ 1:30am 
Hmm well that's a bummer..
So basically what you did that makes it work is to just give the minor settlements a new province?
I decided to start from scratch. I most likely made some other mistakes during the process and now that I know a bit more or what I'm doing I can hopefully follow the guide with less confusion.

Anyway, thank you so much for putting the time in helping me out, Really means a lot.
Zorander  [author] 28 Aug, 2017 @ 5:57pm 
Unfortunately, I haven't found any obvious errors while looking through it.
I see you've created a new province for each of the original Bretonnian major settlements, e.g. Carcassonne.
I wouldn't do this, as this leaves essentially empty provinces such as wh_main_carcassone_et_brionne (only one n here) as unused husks in the tables.
Carcassonne could stay in its original province, while Brionne is moved to the new one.
Immediately after starting a campaign as a Bretonnian faction, a script kicks in that triggers Orc rebellions in owned province capitals.
Theoretically, this script could be tied directly to the original provinces, now husks. If the script searches for the province capital within the given province, I'd assume it wouldn't find anything and prevent further execution or similar.
That would just be good practice though, it's not necessarily the cause of the error
The compiled .pack files doesn't work for me either. Campaigns crash at 50% of the loading bar :/
Malykriss 28 Aug, 2017 @ 5:11pm 
Wow well, I would highly appreciate that! Thank you O: Here's a link to the dB zip file.

https://we.tl/J1JwZhzHWo

If it helps I followed your guide relatively closely, but by the looks of it I must have missed something or maybe forgotten to delete something... at this point idk really.
Zorander  [author] 28 Aug, 2017 @ 4:46pm 
@Sigmar: If you zip up the files within ...\steamapps\common\Total War WARHAMMER\assembly_kit\raw_data\db and send them to me, I can take a quick look at it. But I can't guarantee that I'll find the error outright.
Zipping up these text files in the aforementioned directory is a good way to backup Assembly Kit data, by the way.
Malykriss 28 Aug, 2017 @ 4:35pm 
Ahhh alright...hmm...well it's good to know that. Guess I'll have to reconsider a couple of things. Well, I went to an earlier backup of a pack file that works. That version is still pretty barebones, but I tried continuing from there on. When I changed the building slots in start_pos_regions up to 8 for the bretonnian major settlements (all except couronne, bordeleaux and carcassone, they were already at 10 slots at this point) it started crashing for me again. The strange thing is that in this backup I hadn't done the changes to the provinces yet. Idk, I guess I'll just have to go step by step and see what's causing the problem >__>

But if I don't find the solution then I'll just go back to using PCBSO though, so it's no problem :D I just really liked having something like this mod which emphasizes on the lore, but with all the problems it can cause I can understand why PCBSO is way more preferable.
Zorander  [author] 28 Aug, 2017 @ 4:20pm 
@Sigmar: Sadly, re-arranging provinces just screws with so many campaign map concepts :/
Especially when you split provinces up into smaller ones. Quest objectives and scripts can trigger faster due to a higher number of provinces, corruption will be harder to handle (less anti-corruption building possible per province) and unexpected things like that.
For example, if you give the Empire's four city-states their own provinces, the Chaos invasion comes earlier. It's tied to an invisible score which, among others, checks how powerful the Empire is territory-wise.
Adjusting all relevant scripts/buildings/abilities to fit the re-arranged provinces is theoretically possible, but one would have to make a vanilla version of the mod, a SFO version, a Radious version and redo them every now and then

Regarding the crashes, yeah, great fun. Maybe a province lacks a capital or has more than one? I'm afraid I've gotten so much into the routine that I don't think about each single step anymore :O
Malykriss 28 Aug, 2017 @ 2:02pm 
Well, idk what I did, but now the game crashes on the loading screen to the campaign >_<
Malykriss 28 Aug, 2017 @ 12:19pm 
Well I can completely understand it. I think it should be a bit easier now that DLC for the first game won't come so frequently, unless they release DLC for the combined map and that applies to game 1. We'll just have to wait and see. And with compatibility, such is the issue with all start pos mods anyway no?

Ah well, I think I'll test it out myself and see what the AI does with the mods that I use :) Thanks again for all your tips and guide! I can let you know if the mod works properly once I'm finished :D
Zorander  [author] 28 Aug, 2017 @ 11:12am 
@Sigmar: The Reikwald idea came from someone more knowledgable of WH lore than myself. It's apparently correct this way.
We had a much more complex project in early production a few months ago, but I quit because I didn't feel like redoing all of it with every patch, and province re-arrangement just outright kills mod compatibility as long as CA does not allow modders to add new region/settlements to the map.

The AI will, for example, build two T3 barracks in two adjacent provinces that share a huge border with each other, instead of moving an army two steps across the border.
But I haven't really tested it enough I guess.
I just used Warhammer Wiki back then, but most of the time I had someone else to find out about lore stuff for me :calm_creep:
Malykriss 28 Aug, 2017 @ 10:52am 
Ohh cool! This is really helpful :D Thanks a lot, I really appreciate it man :) I'm currently working on creating the new provinces. I actually really like the idea in your guide of splitting reikland and reikwald and I have some other ideas that I've written down and test with.

I was just wondering, what were your experiences with the AI when you made altdorf, middenheim, nuln, talabheim and karaz-a-karak into their own provinces? I also use an AI mod so I thought maybe I should just see for myself.

And finally, did you check the warhammer fantasy wikia to find info on each settlement or do you have other sources? Because I do want to make the settlements as close to the lore as possible.
Zorander  [author] 28 Aug, 2017 @ 6:33am 
@Sigmar: There is a table called campaign_building_chain_slot_unlocks available in the Assembly Kit. This table associates a building chain from the game with a positive integer.
The given integer controls how many secondary building slots this particular building chain will unlock with each tier.
It only works properly for primary building chains as far as I know.
Instead of manually editing and exporting this table each time the mod needs to be recompiled, an already finished version of this table can be imported into the .pack file via PFM.

It works like right click -> "Add" -> "Directory" and then select the db directory within it the .zip file I uploaded. It'll work when the folder structure looks like the one I showed in my last post.
Malykriss 27 Aug, 2017 @ 2:12pm 
Ahhh wait, I assume you mean the ones that give each main building tier extra building slots?
Malykriss 27 Aug, 2017 @ 9:36am 
Oh no worries! Thank you so much, but what does this unlock table do exatly? And how can I use it, since it's not a pack file?
Zorander  [author] 27 Aug, 2017 @ 8:07am 
@Sigmar: Sorry for not answering quicker, but I would've linked the guide anyway >.>
You can use my my unlock table [www.dropbox.com] updated for Norsca if you want.

It can be imported into the .pack file via PFM while applying finishing touches. Needs to be structured like this:
https://steamuserimages-a.akamaihd.net/ugc/96105264967720553/2F6FAD7EBC88994073B25F1F8857E9C01D57986B/
Malykriss 26 Aug, 2017 @ 4:48pm 
Wooooooooooooooooow nevermind, I'm blind. I just remembered you have a guide for the entire thing. Man I feel dumb now xD Terribly sorry for the spam m8, I just removed the other two comments so they don't clog the comment section. Thanks for creating this guide and for all your work :) I'll get back to it then.
Vanbombgun 25 Jul, 2017 @ 6:58am 
Okay thanks for the reply, I'll try to troubleshoot the issue a bit.
Zorander  [author] 24 Jul, 2017 @ 8:54am 
@Vanbombgun: I have never encountered this issue while testing the mod, nor do I have any idea what could be causing it. Sounds rather serious nevertheless.
As I'm currently in my exam period, I just don't have the time to look into it... sorry.
Vanbombgun 23 Jul, 2017 @ 8:02pm 
Not sure if its a mod conflict, but province capitol Averheim is behaving strangely. The main building chain does not appear in the building browser and after confederating Averland as the Empire I cannot upgrade it. The ai had upraded it to T3 or it starts at T3, not really sure which. It has the upgrade hammer on it in the ui but doesnt allow uprading when you hover over it. It wont even bring up the tier list with the options greyed out.
Malykriss 30 May, 2017 @ 1:05am 
Thank you so much man :)
Zorander  [author] 29 May, 2017 @ 5:08pm 
@SIGMAR: It is possible with DAVE, but you will need to manually apply finishing touches to the capital relocation mechanic and then cleanup via PFM. See Psychopriest's tips [imgur.com] and my guide for more on mod cleanup.
The raw db files for the current release can be downloaded here [www.dropbox.com]
If you only want to do very minor things (add a building slot here or there), directly editing the .pack file via PFM could be an option for you. I created four pictures and a .txt file the last time someone asked me how to do this. They are available here [www.dropbox.com]
Malykriss 29 May, 2017 @ 3:58pm 
Hey Zorander, I was wondering if I could alter this mod for myself with DAVE. Is it even possible to do so? Or do I have to do all of it from scratch? Because if it's doable then that'd make things soooo much easier for me, especially since it's difficult for my to dedicate the time to modding cause of work and all :)
Sylindr 22 May, 2017 @ 12:06pm 
I love the PCBSO in general, but this is REALLY cool. Improves the bretonnia campaign massively. Props!
Michael {United Critics} 27 Apr, 2017 @ 4:52am 
Yeah I agree that is weird.. But then thanks for letting me know, and also, thanks for telling me that about crynsos mod with more slots :D Will use it :)
Zorander  [author] 26 Apr, 2017 @ 8:07pm 
@Michael: Yeah, the mod launcher marks every mod released before the latest patch as outdated. No logic here. Even icon mods and retextures, which technically can't really become outdated, will be shown with this annoying warning sign. Very cool feature :calm_creep:

It doesn't work with any faction unlocker, because both of these mod types heavily edit the startpos.esf file. Crynsos and I worked together to adapt my building slot mod for his Campaign Faction Unlocker. It's far closer to a healthy campaign balance, with more building slots depending on city types.
The ABD mod arose from my experiments with re-arranging campaign map provinces and regions. I wanted to gather some feedback from the community, which is the part that actually worked out nicely!
A mad version of this mod where I went a little overboard is available here [www.dropbox.com].
Michael {United Critics} 26 Apr, 2017 @ 11:28am 
what faction unlocker will this work with? I wanted to play Mousillon in the bretonnia area, but when I turn on the faction unlocker, made by crynsos. But then it does not work as it shows in pictures with 8-10 building slots or so. any other that would work?
Michael {United Critics} 26 Apr, 2017 @ 11:22am 
oh ehm my bad then, until now after ur update on 26th April, it has said outdated for me, therefor I tought that could have been the cause of not working.

But if it is not that, maybe mod conflict? or remove the mod & redownload it again.
Zorander  [author] 26 Apr, 2017 @ 6:55am 
@SIGMAR: I downgraded Marienburgs stables from T2 to T1, but increased its maximum slot amount from 8 to 10. The two last slots only come into play once the city is upgraded to T5, so this is a very soft early game nerf for them.
Schwartzhafen now starts out with a much better garrison and walls, so the AI player may hopefully be able to attack some weakly defended settlements while their starting settlement is kept safe by the improved defence. The AI tends to attack walled settlements much less frequently. They're still remain in a geographically bad spot, though.

Furthermore: My mod does not change anything about AI personalities. How often has this behaviour occurred?
Could be just as well CA's AI chilling out or any other installed mod I guess.

@Michael: Very unlikely. Creative Assembly has never updated the Assembly Kit for Patch 1.6.1. This means my mod was always as up-to-date as possible, and every other mod on the workshop is designed for patch 1.6 or earlier as well.
Michael {United Critics} 26 Apr, 2017 @ 5:30am 
Maybe due to the mod not being updated to the last update they made for the game?
Malykriss 26 Apr, 2017 @ 2:15am 
Hey Zorander, I'm not sure if anyone has reported this already, but after trying this mod out for multiple campaigns, I have realized that it causes the vampire counts factions in Sylvannia to go a bit stupid. The main vampire counts faction stays painfully passive after the first few turns and just stops creating new armies. It just focuses on building and upgrading its structures. Often it doesn't even have an army. The Von Carstein always take the moot, but then they sorta stop doing anything else and get beaten in the early game. Templehof is the only one actually doing something every now and then, but in general all 3 of these factions feel a lot more dumbed down because of this mod.

Sorry for posting so often, hope I'm not being too annoying :D Does anyone else have the same issue?
Malykriss 14 Apr, 2017 @ 7:03pm 
I'm not sure if it's a good idea to tamper with AI personalities cause then it could cause conflicts for people who use mods that change the AI personality tables such as Loreful Diplomatic Affinity.
But idk, I'm not that much of an experienced modder. Either way I don't think it's that necessary that Marienburg becomes its own province if it's gonna cause issues like this.

Keep up the good work!
Malykriss 14 Apr, 2017 @ 7:03pm 
Alright thanks m8 :)

I can already say taht I am loving this mod. It's fantastic. I haven't encountered anything unusual til now, though I'm still in the early game (Playing beastmen)

I think the settlement slots are perfect in almost every province. Again, it's just von carstein that's struggling, but that's about it for now.

About Marienburg becoming its own province, I think the idea sounds cool, and the wastelands could maybe get 6 slots I guess. But as you've mentioned the AI probably murders couronne if they get too many slots, but the thing is I play with campaigns of the old world mod and that adds some upkeep to the buildings that they build, so maybe that helps a bit.
Zorander  [author] 14 Apr, 2017 @ 1:54pm 
@SIGMAR BLESS THIS RAVAGED BODY: I think it's unlikely to be possible without significant scripting. The amber mechanic is based on food from previous Total War games, where food was provided by farms and certain buildings would then "occupy" the provided food until their destruction.
But yeah, not really my field of work. I know that the authors of this mod played around with the amber mechanic and allowed Orcs to have their own version of it. Someone else released a resource mod for the Empire. They are likely to know more.
Malykriss 14 Apr, 2017 @ 11:09am 
Well I REALLY like what you've done so far and what you're planning ^^
This could become one of my favorite mods, and I can imagine it'll only become way cooler when TWW2 comes out and all factions can conquer everywhere.

I have one more question, and I'm not sure if you're the right person to ask this, but is it possible to mod the amber system of the wood elves for it to be a resource that they gain per turn? I thought this would be better than the current system because it just seems a bit out of character for the a wood elf player to conquer half of the map to win. But if each settlement gives the player amber per turn then it would also reduce the need to capture settlements I think.
Zorander  [author] 14 Apr, 2017 @ 10:58am 
@SIGMAR BLESS THIS RAVAGED BODY: Yes, the Vampire Counts AI definitely handles the 10-slot Drakenhof really well. The AI generally profits from building slots quite a bit because in vanilla, it often decides not to build an important building that could potentially unlock much better units and such. With more space available, these faulty AI decision become less significant.
The AI's tax rate income cheats on Hard, Very Hard and Legendary difficulty also make more buildings per settlement even stronger.

I know the balance is wonky with this mod. That's why I never link to it in my other mods and recommend people to try out my main PCBSO or some of Zingertits' mods instead.
It has been an experimental project right from the beginning and it's more of a "province/region/settlement changes playground".
The real value here comes from the people who give me feedback down in the comments, so thank you!
Malykriss 14 Apr, 2017 @ 10:35am 
Thanks for the fast reply! Yes I'm sorry for the spam xD Those were just questions and suggestions that came to mind a bit after I posted the comments :)

And yeah that's fair enough. I just personally am really used to Drakenhof having 10 slots and it also helps the AI a lot.

And well about Black Crag, I don't know, it just sounds to me like the Greenskins would be at a disadvantage against the dwarves, but I'll get a better idea of that when I try out the mod :)
Zorander  [author] 14 Apr, 2017 @ 9:50am 
@Nyraan: Thanks!

@SIGMAR BLESS THIS RAVAGED BODY: It's not compatible with Crynsos' Faction Unlocker+ because making it compatible is a lot of extra, especially manual PFM work. As this mod currently is still pretty unbalanced, needs some tweaking and can't be edited properly once compiled, it won't be made compatible anytime soon.
I have thought about all the things you suggested, but people generally all prefer different things when it comes to that. Some want Karak Eight Peaks to be independent, others think that this is a terrible idea.
Yes, Schwartzhafen is probably in need of a starting province buff. CA probably wanted it to be a challenge for the player to start out as Schwartzhafen, but for the AI it just seems too much of a challenge. I would re-do this mod right now if I had the time.
And could you please combine your posts into a single one next time, as long as you don't reach the character limit?
Malykriss 14 Apr, 2017 @ 9:16am 
With schwartzhafen it's just that in most of my campaigns they get killed very early and they are too weak to do much because they don't construct high tier units nor economic buildings, usually.
Malykriss 14 Apr, 2017 @ 9:15am 
Also, have you considered adding changes to Drakenhof, Schwartzhafen, black crag and karak eight peaks? I thought maybe Karak Eight Peaks could also have 12 slots which would also make it more of an important objective for belegar and skarsnik
Malykriss 14 Apr, 2017 @ 9:13am 
This doesn't happen to be compatible with crynsos' faction unlocker+ no? I would love to use these two mods together :)
Nayran 10 Apr, 2017 @ 11:06am 
"mod become unpopular" ? This mod is GREAT ! :D All I have ever dreamed and more.
Thank you.. really. You saved me the trouble of doing this mod myself. Now I can finally start my first campaign since Bretonnia patch.. after doing some additions to my horde script ofc haha
Zorander  [author] 6 Apr, 2017 @ 2:09pm 
@Theobald: Thanks for joining the discussion. I answered you in the forum thread you've created.
Theobald 6 Apr, 2017 @ 1:15am 
- A split K8P (to make combat for the very hold and ots hinterlands a separate stuff and more interesting happenings down there)

- There's already a mod doubling the requirements in terms of province holdings or settlement razings (More Time Bonus for Objectives)

- I'm all for the other PCBSO changes

I'm taking the liberty to send you in the discussion tab some suggestions based on my previous works

I do have a question though - can MORE than 12 slots be given ? I've seen something about 20 slots Welves capitals.