Total War: WARHAMMER II

Total War: WARHAMMER II

World Root System
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Lethani  [developer] 1 Aug, 2018 @ 10:21am
Bug Reports
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Last edited by Lethani; 1 Aug, 2018 @ 10:55am
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Lethani  [developer] 1 Aug, 2018 @ 10:28am 
(Shifting of nanO.bytez):
Originally posted by nanO.bytez:

So, after a very swift campaign against Bilbali I captured their port town on the same save on which Brionne bugged out and this settlement works just fine, so broken Brionne is either a freak occurence, some sort of very specific mod conflict that I can't pin down on any one mod or simply a bug with your mod.
I'll be starting a new campaign (want those sweet seasons back) and see if this occurs again with Brionne. If not it might have been the same mod causing the issue that also shredded the seasons script trigger from SFO. If it does, I'll just have to deal with it but maybe I'll be getting around to capturing other originally Bretonnian ports, since Bilbali isn't Bretonnian and there might actually be a bug specific to Bretonnian settlements or a conflict with another mod that alters Bretonian settlements or building chains. Although off the top of my head the only mod I have installed that does that would be SFO itself but they got their grubby fingers in every building chain.


As for the settlement and port building chains I am similarily stunned.
I started another WE playthrough a few day back with this mod and SFO, expanded eastward and the coastal cities of the Border Princes worked just fine for me.
I then decided I needed MOAR mods but at least had the grace of starting a fresh WE campaign but I tested each of the dozen or so new mods on my Brionne siege quicksave. Among them UI Modding Framework, Tiered Tax, Cultural Settlement Skins (although supposed to be strictly mesh / texture), Old World Rites and Landmarks Of The Old World as the most likely culprits. In short every newly added mod that may even remotely touch settlements.
Not one of the mods seems to be responsible unless it irrevocably fonked things up at campaign start.
My next step will be to breeze through to another coastal city and take that to see if the issue is isolated to Brionne but that will have to wait until after work.


Alright, after a couple hours of testing and juggling mods around in that godawful thing CA calls a mod manager I have absolutely no clue which of the round dozen mods I recently installed may have caused either one of my current problems. Although it looks like Trebor's Old World Legendary Lord Overhaul may have caused the season script to go haywire. Haven't tested that one since it was causing a bunch of other unrelated weirdness with SFO and I uninstalled it post-haste. Might have been active during launch of my lates WE campaign though. The other culprit could be Loreful Diplomacy which I also dumped along the way, although I doupt it. Seasons now work again for me with fresh starts.

nanO.bytez 1 Aug, 2018 @ 11:54am 
Good idea that. I tend towards rambling xD
On a high note however, I might have found the most likely culprit in terms of possible incompatible mods: Landmarks of the Old World which adds the "Hall of Ministrels" landmark to Brionne and a whole bunch of other lore firendly landmarks to other cities but I can only really be sure if I capture some of them and have that same issue occur.
I've come to consider LOTOW something of an essential mod for pretty much every faction but the woodelves since they don't really make use of regular landmarks so one could just turn it off for their WE campaign but if it really is incompatible you should probably put a disclaimer on so we don't have this problem constantly pop up just because people left Landmarks in their modlists and then come screaming "bugs!".. like I totally did not! :3
kingbobbito 7 Aug, 2018 @ 11:29pm 
Is anyone else having issues with the edict that provides extra gold? It's still applying the reduced building cost but switching it on and off in one of my outpost provinces isn't giving me any gold.

Can't think of any mods that would conflict, other than SFO my only other mods are things like unit upkeep and lord changes, nothing that affects edicts or buildings or the geomantic web.
Lethani  [developer] 8 Aug, 2018 @ 8:55am 
What do you mean with "switching it on and off"? Did you just cancel the edict or switched between two?
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