Total War: WARHAMMER II

Total War: WARHAMMER II

CJ's Campaign Configuration Mod - Requires Mod Configuration Tool
CJ3200  [developer] 19 Sep, 2020 @ 5:08pm
Bug Reports
Report bugs here
< >
Showing 1-15 of 43 comments
CJ3200  [developer] 19 Sep, 2020 @ 6:26pm 
Right now the health effect for OP lords is wonky. Adding a mount resets the health stat to vanilla. Putting another skill point into a battle stat brings the health stat back to the modded value. As far as I've been able to tell, this is due to the way CA did the hp values and there isn't much I can do about it.
Last edited by CJ3200; 20 Sep, 2020 @ 2:56am
CJ3200  [developer] 21 Sep, 2020 @ 11:48am 
When playing as Chaos, the OP lord settings also get applied to Throgg and Wulfric. I'll post here when fixed.
David 22 Sep, 2020 @ 9:30am 
Looks like it isnt compatible with mods that increase the number of skill points per level that lords get.
Rhosalth 22 Sep, 2020 @ 9:39am 
Originally posted by David:
Looks like it isnt compatible with mods that increase the number of skill points per level that lords get.
Strange i have a similiar mod that does this and is working fine.
CJ3200  [developer] 22 Sep, 2020 @ 10:12am 
Originally posted by David:
Looks like it isnt compatible with mods that increase the number of skill points per level that lords get.
Can you post which skill point mod you're using? Most skill point mods are just DB tables, so they shouldn't conflict. I use a skill point mod (custom by me, not posted) and have no issues.
CJ3200  [developer] 23 Sep, 2020 @ 8:48pm 
Originally posted by CJ3200:
When playing as Chaos, the OP lord settings also get applied to Throgg and Wulfric. I'll post here when fixed.
Chaos lords fixed. Unfortunately, due to the way the other two Chaos legendary lords are script locked, the OP stats won't be applied until the beginning of the turn after you recruit them.
David 24 Sep, 2020 @ 10:19am 
Found the reason for my Issue. More Money More War has the skills table in it and so its overwriting my skill point mods
Magnesium Mango 24 Sep, 2020 @ 9:23pm 
Originally posted by CJ3200:
Right now the health effect for OP lords is wonky. Adding a mount resets the health stat to vanilla. Putting another skill point into a battle stat brings the health stat back to the modded value. As far as I've been able to tell, this is due to the way CA did the hp values and there isn't much I can do about it.

Additionally, I found something that is not necessarily a bug but possibly an interesting way the game mechanics work. If the hp value is adjusted outside of the campaign (in main menu) and then reloaded, the modded hp stat prior to adjustment will be considered the vanilla value and will increase by the percentage of the modded value, rather than the vanilla value. I was messing around with Karl and i reloaded my game a few times, after which Karl's health was at 175000 or so. Not sure if this is actually meaningful, but thought it was worth mentioning in addition to what you said above.
Ulfur 28 Oct, 2020 @ 5:08am 
Recently had the climate settings not work properly on an Imrik mortal empires campaign. The desolation of nagash is still considered red with all the negatives associated with it despite having set all climates to suitable prior to starting the campaign itself
CJ3200  [developer] 29 Oct, 2020 @ 9:44pm 
Originally posted by Ulfur:
Recently had the climate settings not work properly on an Imrik mortal empires campaign. The desolation of nagash is still considered red with all the negatives associated with it despite having set all climates to suitable prior to starting the campaign itself
Hmm...ok. Are the rest of the climate negatives in other settlements being removed appropriately? Also, if you complete a battle there is a function that runs through all your settlements and double-checks that the negatives have been removed. So try playing a battle and see if it re-sets.
Last edited by CJ3200; 29 Oct, 2020 @ 9:44pm
Ulfur 21 Nov, 2020 @ 12:10am 
Originally posted by CJ3200:
Originally posted by Ulfur:
Recently had the climate settings not work properly on an Imrik mortal empires campaign. The desolation of nagash is still considered red with all the negatives associated with it despite having set all climates to suitable prior to starting the campaign itself
Hmm...ok. Are the rest of the climate negatives in other settlements being removed appropriately? Also, if you complete a battle there is a function that runs through all your settlements and double-checks that the negatives have been removed. So try playing a battle and see if it re-sets.

Sorry for taking so long to get back to you. All of the other climate negatives in other settlements are still there. Winning a battle there didn't remove them but I think I've managed to narrow it down to either of Mixu's legendary lords as it only started when I added those mods to my list. I'll see if removing them fixes it

Edit adding the second post I did to here

Just tested it without either of those active and the climates are still being treated as unsuitable and negative so it seems to be an issue on my end rather then from your mod. I'll keep troubleshooting to see what it is

Weirdly using the scaled setting works just fine, its just the all suitable one doesn't.
Last edited by Ulfur; 21 Nov, 2020 @ 12:38am
Dante 26 Nov, 2020 @ 3:08am 
Confirming Ulfur's Bug and reporting another bug

I'll try to explain as best as I can. I started my campaign with 0 corruption bonus then mid-way through gave the Vampires a bonus in corruption. Saved and loaded game and it worked. But when I set it to 0 again, save and load game - the bonus still exists. Same with untainted corruption for me.

seems like you can only give bonus but not take it away. This is the same for untainted.
Last edited by Dante; 26 Nov, 2020 @ 3:14am
Lee 16 Dec, 2020 @ 11:50am 
I can't reduce the spell cooldown at all. Mine stuck at +100% all the time no matter which setting I choose. Only by disabling the mod the spell cooldown returns to normal. Help?:steamfacepalm:

Edit: I'm sorry I fixed it. Cooldown settings requires a new game to set. Make sure to set it correctly or suffer for the rest of the game.
Last edited by Lee; 16 Dec, 2020 @ 11:57am
InquisitiveBard 17 Dec, 2020 @ 8:07am 
Hey man, I'm not sure if anybody has reported this yet, but, I've encountered a perk-point/skill bug with this mod.

If you set the game to start all recruited lords and heroes out at a specific level above level 1 (lets say 10 for instance, like I do mine), it looks to work.

However, if you pick the immortal perk for a lord or hero, and then that character gets injured, this is where the weirdness happens. Once that lord or hero is ready for recruitment again, if I recruit it, they have multiple perk points available to spend on leveling up. And it's not anywhere near the normal amount or what they could've possibly racked up from one or two battles just before getting wounded.

I'm talking 6, 8, and even up to 10+ perk points.

I think there is a bug where the mod is not differentiating between a newly recruited lord/hero, and a re-recruited lord/hero who was wounded.... I mean it's kinda nice, but it's definitely leveling up characters reaaaaally fast and breaking some of the immersion.
Last edited by InquisitiveBard; 17 Dec, 2020 @ 8:08am
CJ3200  [developer] 18 Dec, 2020 @ 6:01pm 
Originally posted by Ulfur:
Just tested it without either of those active and the climates are still being treated as unsuitable and negative so it seems to be an issue on my end rather then from your mod. I'll keep troubleshooting to see what it is
this is a weird one. I'll have to dig through the game files and see if the desolation is treated any differently than the other settlements.
< >
Showing 1-15 of 43 comments
Per page: 1530 50