Total War: WARHAMMER II

Total War: WARHAMMER II

Nanu's Bretonnia Overhaul
 This topic has been pinned, so it's probably important
Nanu  [developer] 19 May, 2019 @ 9:43pm
Report any Bugs here
This discussion is for bug reporting. Any problems or suspected issues with this mod should be posted here. If it is a script related problem please provide a script log to help me track down the issue.
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Showing 1-15 of 32 comments
sancha_webo 27 May, 2019 @ 5:39pm 
Two things:
-Knights errant dont have weapons in their hands on the battlefield (dont know if this is your mod or a conflict with dryrains)
-If i read the peasant economy ui correctly (not 100% sure as it switches back and forth) the tech, which gives you 1 peasant unit cap per owned city, hasn't given me an increase at all.
Nanu  [developer] 27 May, 2019 @ 6:24pm 
Originally posted by sancha_webo:
Two things:
-Knights errant dont have weapons in their hands on the battlefield (dont know if this is your mod or a conflict with dryrains)
-If i read the peasant economy ui correctly (not 100% sure as it switches back and forth) the tech, which gives you 1 peasant unit cap per owned city, hasn't given me an increase at all.

Knights Errant weapon seems like a conflict, I'll patch in a second once I figure out a fix.

Peasant Economy has a minimum of 10. The formula is 6 plus the sum of your settlement tier levels, so if you start off with a tier 2 and tier 1 settlement, you have 6 + 2 + 1 = 9, with a minimum of 10, meaning you have 10. If you take a level 1 settlement you have 6 + 2 + 1 + 1 = 10.
Last edited by Nanu; 27 May, 2019 @ 10:50pm
sancha_webo 28 May, 2019 @ 5:13am 
yeah but there is a research for bretonnia, which increases your cap by one for each city and finishing this research didnt increase the cap at all.
Nanu  [developer] 28 May, 2019 @ 8:35am 
Originally posted by sancha_webo:
yeah but there is a research for bretonnia, which increases your cap by one for each city and finishing this research didnt increase the cap at all.

I don't touch the vanilla peasant economy script, only the initial numbers it uses. By default it has 6 base peasants and 2 for every settlement. I changed it to 6 base and 0 for every settlement, then added my own custom code that adds to the 6 base. This allows the CA script to handle the techs for adding additional peasants without interference.

The problem is a UI one, when you research those techs the actual value is higher than the UI shows. I can fix it by adding duplicate listeners but I never really got passed the peasant economy cap after researching that tech anyways. Again this would all be easily solvable if the ui wasn't hard coded into the engine (which is astonishingly stupid for a AAA developer to do considering the actual calculations are done elsewhere).

I'll patch for those techs soon, in the meantime just know that the techs do work its just the UI hasnt been updated to listen for those techs.
Any progress on the endless loading bug fix?
Nanu  [developer] 8 Oct, 2019 @ 3:05pm 
Originally posted by John190_homicidal_maniac:
Any progress on the endless loading bug fix?
I posted a fixed version like 2 weeks ago, guess steam never uploaded it correctly. Just reuploaded, hopefully it actually worked this time.
I have tried is custom battle the Peasant Crossbow unit but they are just T-posing and they are not firing either.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1886218904
I dont know if its due to the animation incopability or something but yeah there it is.
Nanu  [developer] 11 Oct, 2019 @ 9:36am 
Originally posted by John190_homicidal_maniac:
I have tried is custom battle the Peasant Crossbow unit but they are just T-posing and they are not firing either.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1886218904
I dont know if its due to the animation incopability or something but yeah there it is.

hmmm, yeah a table called culture_to_battle_animations was missing. Not sure why, but its fixed now.
Veolfen 26 Dec, 2019 @ 2:54am 
Here are a few bugs i noted :

-The Lady campaign perk that add 5 population looks bugged (for example when you start a campaign you're supposed to be a 15 with her, but sometimes it shows 10 even tho it really is 15 because you'll have no malus even tho you're 14/10)

-The Blessing Line (that start from living saint) you added is bugged on the second part : Only the "Blessing of the Righteous Fury" block the access to the other blessings. You can pick the 3 other blessing first and get Righteous Fury last so you can have all 4 Blessings on your Lord/Hero
Here's a small montage i did of this :

http://image.noelshack.com/fichiers/2019/52/4/1577356575-blessingbug.jpg (safe link, it's a popular french picture host)

-Also the Living Saint Skill is bugged for heroes : It can be picked by a Hero who hasn't accomplished his grail vow as long as he is in the army of a Lord who accomplished it.
On the other hand, the Living Saint Skill can't be learned by a Hero who has accomplished the Grail vow if he isn't in the army of a Lord who accomplished it, so a hero in The Lady army can't learn it (even if she has her 3 troth accomplished), but if you make him change army and go into a "Grail" Lord, he will be able to unlock it.

Here are a few bugs i noticed !
Last edited by Veolfen; 26 Dec, 2019 @ 2:56am
Nanu  [developer] 26 Dec, 2019 @ 8:41am 
Originally posted by Veolfen:
Here are a few bugs i noted :

-The Lady campaign perk that add 5 population looks bugged (for example when you start a campaign you're supposed to be a 15 with her, but sometimes it shows 10 even tho it really is 15 because you'll have no malus even tho you're 14/10)

-The Blessing Line (that start from living saint) you added is bugged on the second part : Only the "Blessing of the Righteous Fury" block the access to the other blessings. You can pick the 3 other blessing first and get Righteous Fury last so you can have all 4 Blessings on your Lord/Hero
Here's a small montage i did of this :

http://image.noelshack.com/fichiers/2019/52/4/1577356575-blessingbug.jpg (safe link, it's a popular french picture host)

-Also the Living Saint Skill is bugged for heroes : It can be picked by a Hero who hasn't accomplished his grail vow as long as he is in the army of a Lord who accomplished it.
On the other hand, the Living Saint Skill can't be learned by a Hero who has accomplished the Grail vow if he isn't in the army of a Lord who accomplished it, so a hero in The Lady army can't learn it (even if she has her 3 troth accomplished), but if you make him change army and go into a "Grail" Lord, he will be able to unlock it.

Here are a few bugs i noticed !

Thankyou for reporting these

  • The peasant bug shouldn't be a problem unless CA changed how they handle the peasant cap, I'll take a look at that.
  • Each Lord/Hero type has a unique skill page and thus the links between the skills are unique, I need to know which Lord/Hero's skill page this is in order to fix the problem
  • The Living Saint Bug is known, its not that the skill unlocks for them, its that the engine thinks you have the general selected. If a hero is embedded in a generals army and you open the skill menu for the hero, the engine thinks the general is selected, not the hero. There is no fix for this bug until CA allows us more access to UI/Engine related interfaces.
Veolfen 28 Dec, 2019 @ 3:29am 
-Yeah the peasant bug is mainly a visual problem so indeed no real problem !
-It happens on all lords/heroes, i made the screen from a "Virtue of ideal" Paladin hero who i actually let get a few levels just for the purpose of picking multiple blessings to screenshot them and show them here.
-Okay thanks for the heads up ! Well since we can make it work by switching lord/leaving army then no problem.

Thanks again for the answers !
Kelthzard 1 Jan, 2020 @ 6:06pm 
Hey so I don't know if anyone else has seen this problem, but I currently have an issue where Alberic de Bordeleux doesn't actually start with his Knight's Vow and it more or less makes him unplayable. Any solutions in mind?
Nanu  [developer] 2 Jan, 2020 @ 8:16am 
Originally posted by Kelthzard:
Hey so I don't know if anyone else has seen this problem, but I currently have an issue where Alberic de Bordeleux doesn't actually start with his Knight's Vow and it more or less makes him unplayable. Any solutions in mind?


Originally posted by Kelthzard:
Hey so I don't know if anyone else has seen this problem, but I currently have an issue where Alberic de Bordeleux doesn't actually start with his Knight's Vow and it more or less makes him unplayable. Any solutions in mind?
Knight’s Vow is a trait now, I don’t mess around with theme beyond adding effects. I touched the skill mode sets but o lily to add additions. Starting traits are startpossed, meaning I can’t really change them without making the mod incompatible with everything else. It’s gotta be another mod changing it
Last edited by Nanu; 2 Jan, 2020 @ 8:18am
TheRealWookie 30 Apr, 2020 @ 1:27am 
Heya there seems to be a bug that causes the game to crash if you disband a lord.
Nanu  [developer] 30 Apr, 2020 @ 11:30am 
Originally posted by TheRealWookie:
Heya there seems to be a bug that causes the game to crash if you disband a lord.

This mod doesn't touch anything related to lords being disbanded, probably another mod
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