Total War: WARHAMMER III

Total War: WARHAMMER III

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(Decky) Tech-Tree Compilation SFO Submod [SFO 1.36 Update]
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216.068 KB
21.5.2023 klo 23.53
26.4. klo 1.35
17 muutosilmoitusta ( näytä )

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(Decky) Tech-Tree Compilation SFO Submod [SFO 1.36 Update]

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Technologies position adjusments for solving conflicts with such mods as Decky's Tech-Tree Compilation and SFO Grimhammer 3.

Although I've implemented compability for all races, feel free to report possible bugs like some technology has disappeared although it was supposed to be there).

Links:
- SFO 3: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2792731173
- Decky Tech Tree: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3117083206
- Decky (Tomb Kings) + Tomb Kings Extended + Arkhan the Black + SFO Submod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3272864417

Current Compabilities:
Total War Warhammer 3
• Nurgle: No conflicts. No technologies from SFO.
• Khorne: No conflicts. No technologies from SFO.
• Slaanesh: No conflicts. No technologies from SFO.
• Tzeench: Solved conflicts. Moved SFO technologies to prevent tech overlapping each other.
• Daemons of Chaos (Daniel): No conflicts. Does he even has technologies?
• Ogre Kingdoms: No conflicts. Technologies don't conflict with each other.
• Cathay: Conflicts solved. Fixed Yao-Ming SFO technologies positions to prevent conflicts.
• Kislev: Conflicts solved. Fixed Boris SFO technologies positions to prevent conflicts.
• Chaos Dwarfs: No conflicts. No new SFO technologies - No conflicts.

Total War Warhammer 2
• High Elves: Conflicts solved. Moved SFO tech positions to right further.
• Dark Elves: Conflicts solved. Moved SFO tech positions to right further and adjusted Morathi SFO tech positions.
• Skaven: Conflicts solved. Fixed Lord Skrolk SFO technologies positions to prevent conflicts.
• Lizardmen: Conflicts solved. Fixed positions from Decky to be fit with SFO reworked technologies.
• Vampire Coast: Conflicts solved. Moved decky technologies to be compatible with Luthor Harkon unique technologies.
• Tomb Kings: Conflicts solved. Adjusted each Tomb King lord technologies for compability.

Total War Warhammer 1
• Empire: Conflicts solved. Adjusted SFO tech positions + moved some Decky technologies.
• Vampire Counts: Conflicts solved. Rearranged positions for SFO technologies.
• Wood Elves: Conflicts solved.
• Bretonia: Conflicts solved. Technologies were conflicting with each other. Moved decky technologies farther to right for freeing space for SFO techs.
• Dwarves: No conflicts.
• Norsca: Conflicts solved.
• Chaos Warriors: No conflicts. No technologies from SFO.
• Greenskins: Conflicts solved.
• Beastmen: Conflicts solved.
143 kommenttia
xpangel 7.6. klo 1.40 
If this submod doesn't change the original tech tree components like base mod, it causes some tech tree translation mod to be partially invalid.
839097368 18.5. klo 5.23 
I suppose we need an update?Seems there's a crash here
Mikker 5.5. klo 23.43 
i have try everythink but i can not get a new tech tree ass lizzardmen
kodiak 27.4. klo 6.22 
Good afternoon, I have subscribed, re-subscribed and verified files but Kislev still appears to missing all the techs. I haven't touched load order but was wondering if I have conflict? Many thanks.
Sageboba 27.4. klo 3.19 
Thanks for the update!
weather with you 26.4. klo 22.54 
cool
bnw82002 26.4. klo 10.50 
Thanks for updating!
Roseo 26.4. klo 4.38 
@KoKa-KoJla that was it, great! somehow didn't think about dependencies
KoKa-KoJla  [tekijä] 26.4. klo 4.16 
@Roseo, probably mod preloads SFO chevrons (due to having most likely increased order), changing mod order (so rank icons mod will be 1st in order) should fix the issue
Roseo 26.4. klo 3.44 
Hey, for some reason it reverts the ranks icons after rank 3 back to vanilla chevrons. Checked through rpfm but absolutely nothing should conflict.