Total War: WARHAMMER II

Total War: WARHAMMER II

Crynsos' Faction Unlocker+
Chaos at turn 3
Multiplayer ME gameplay the chaos comes at Turn 3. (Kislev, North Dwarves co-op) perfect in Single Player but bugs at MP. tried with all mods turned off/on
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Showing 1-14 of 14 comments
Crynsos  [developer] 3 Oct, 2018 @ 3:12am 
So you tried with only the Unlocker and Community Framework and it still happens?
DmitryTheONE 3 Oct, 2018 @ 3:25am 
If there is only 2 of those it runs okey. And there is no invasion alert on turn 3.
But after Adding Karak Drak and kislev expansions it starts to bug.
I checked my mod list, I think there are some ghost mods left from SFO maybe
Crynsos  [developer] 5 Oct, 2018 @ 2:45pm 
Well then you clearly have to remove one of those other mods that is causing the issue. I doubt that it's Kraka Drak, Kislev or others are more likely to cause the problem. Just add mods to the game and keep starting up a new campaign until you find the problematic mod and then keep it disabled and add the others.

Also please tell me which mod is causing the issues, as well as telling its creator.
Setheroph 7 Oct, 2018 @ 12:38pm 
Would love to know too if you figured it out before I do the same, If anyone wouldnt mind doing it with me (My campaign mate aint got the time for it) let me know
DmitryTheONE 17 Oct, 2018 @ 7:00am 
Nope, after 4 hours of trying we can not find the mod configuration that mess with chaos
Nerin 17 Oct, 2018 @ 7:22pm 
an odd effect of it that happened with me and a friend of mine. Using those two with the unlocker we had the 3rd turn chaos but we tested it with turning off a few other confederation mods. The second test it didnt happen but their was one diffrence in game the bearsolong razed the city as opposed to sack it, like they did when chaos spawned on turn 3. The game has run smoothly since and had no problems at all.
I have tried to run Steel Faith Overhaul II with Community Modding Framework and Crynsos Faction Unlocker+.

In single player no problems so far (meaning no chaos invasion after turn 3). Though in multiplayer the issue starts with a message:

--Desync Detected--

Both players will have to choose if they want to resync or quit the game -> We both chooses resync obviously

--Resynchronization in progress - Please wait (Campaign will reload once resync is complete)--

Afterwards the game is running again. When both players has finished their turns and enters 2nd turn a note of Chaos invasion/rising pops up. At 3rd turn a movie of the Chaos rising is shown and gives the players a choice to set when the invasion should start. Though Chaos Puppet armies appears during the 4:th turn and the invasion is a fact (tried to fight them off but they are really strong).

If only Community Modding Framework and Crynsos Faction Unlocker+ is turned on everything is alright while no resync messages occurs. Obviously something is wrong with Steel Faith Overhaul II when mixing it together with the listed mods here.

From another thread in the workshop community I saw that Crynsos uses Chaos invasion to be set on the 3:rd turn when he tested the mod itself in december 2017? No reports of sync issues back then?
Last edited by [Pirres Toa] Plattan; 20 Oct, 2018 @ 2:12pm
--UPDATE--

It seems that the issue with the sync originates from the Steel Faith Overhaul II mod which seems to be having other issues such as aborting the game after a finished battle (not auto). Aside from that, excluding Crynsos mods and only running Steel Faith Overhaul II mod gives no Chaos invasion at 3:rd turn so it seems to be alright so far.

Still does not resolve the issue of why the Crynsos mod cant be combined with the Steel Faith Overhaul II mod but as long as you keep the mods separate it works ok.

(Just as a remark for the Steel Faith Overhaul II mod, report your sync issues to the creator of this mod and not to Crynsos)
expandrew 21 Oct, 2018 @ 1:27am 
I'm having a similar problem in the Single Player ME Campaign. It seems that Archaon and Sarthorael are spawned right at the beginning and, as the Empire, I'm having to fight them off by turn 20 with a pretty low-tier army before I've managed to confederate much of the imperial provinces at all.

I am using SFO and Mixu's Lord mods among many others, so it's very possible there's another mod script that's creating a conflict, but my problem seemed similar enough to this one I was hoping I could find some more information here.

Crynsos' this mod is phenomenal and I dunno what you do with your life and your time outside of modding, but it's altogether saintly of you to be constantly helping so many mod subscribers with their bugs.
expandrew 21 Oct, 2018 @ 3:48am 
So I tried disabling all other mods except for this one and the Community Modding Framework, and I've started as the Baersonlings just so I can verify this at the start of the game, but yeah, Sarthorael and Archaon are spawned in upon game start and there aren't any notifications about a Chaos Invasion.

Is that supposed to happen?
expandrew 23 Oct, 2018 @ 4:45am 
--SOLVED--

I'm not sure if this will apply for OPs issue, but I figured out what was going wrong for mine. I had downloaded Kaedrin's Mod Manager from github and was using that to set up my load order. What I wasn't noticing was that the Community Modding Framework had migrated above the Faction Unlocker in my load order, and thus a script was being broken. I don't recall having set it up that way, but it's fixed for me now.
Un Poisson Rouge 23 Oct, 2018 @ 7:51pm 
Yeah my CMF is below Crynsos, but I guess that was an issue with your single player. I'm still getting this in multiplayer, but we are doing an apocalypse Fallout playthrough where the world is destroyed by chaos in the first 20 turns and we have to repopulate it from the ashes
Vive la Raclette 24 Oct, 2018 @ 3:19pm 
Hi all, same problem as @tilson, tried several coop game with crynsos + SFO + compatibility patch and we had chaos invasion at turn 2-3 each time, Venris gave the same answer about that
Relief Dragon 25 Oct, 2018 @ 4:18pm 
Me and my fried have also been having this issue. Except we aren't running SFO. Our problem mod seems to be 'Legendary Lord Respec (Updated for Norsca!!)', once we disabled it our game began to work just fine.
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