Total War: WARHAMMER II

Total War: WARHAMMER II

Chaos Invasion Mod - Soul's The End Time Comes 2.3
 This topic has been pinned, so it's probably important
MrSoul  [developer] 27 Jan, 2021 @ 11:07am
SOUL PLEASE HELP ME OUT HERE!! - Bug Reporting, Mod Conflict PSA's, etc
Weird problems not listed here? Found a new bug testing the mod? New to modding altogether? Trying to rework my script for your own nefarious purposes in service to the dark gods? Confused by all my rambling posts and discussion pages?

Drop me a line here, I can't promise I know all the answers, or will even check this all the time but I will make new effort to least look here once a week to help people out with the mod.



Please read before posting reports:
  • For Q's and bug reports with this mod specifically (ie not just asking general modding Q), PLEASE do a test to try and replicate any bug or crashing you see with just the main mod and the unit mods, otherwise just way too many variables for the troubleshooting process with other mods enabled.
  • As well if suspect a specific mod conflict, PLEASE do a test of just this mod, the unit mods and your mod in question before posting.
  • I will try take a guess with bug/crash reports with the mod that are NOT done as I've described above, but don't be surprised if I can't help you is all.
  • Oh, and for things like unit balance, bugs with units mod adds in from other mods, I don't have any of the stats for their stuff in the mod(I only use names for their units in the script so will spawn them, hence why always been "required" mods), so please direct feedback/reports to the respective unit mod makers.
Last edited by MrSoul; 23 Aug, 2021 @ 10:08pm
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Showing 1-15 of 46 comments
MrSoul  [developer] 3 Feb, 2021 @ 2:55pm 
Archived conversation from mod main page:
Mr.Soul [author] 10 minutes ago
if no change when you load campaign test, recheck mod, uncheck next like a rippling wave lol do 1 by 1 test process first assuming(hoping) only one mod, if doesnt fix it once checked whole lot thats where this becomes nightmare trying to source multiple culprits and i recommended literally giving up and going back to the from scratch strategy i mentioned below as it is easier to identify multiple mods causing issues as you add them, rather than subtracting them from testing process...can tell ive only done this for a few hundred hours working on this mod eh lol

Mr.Soul [author] 13 minutes ago
sorry should explain my 1 by 1 thing more in case confused, test 1 by 1 as in, load entire list, start at top, uncheck one mod at a time, test for 6 turns until invasion happens. Protip maybe same some time too, call it doing the Be-lakor, and your using OvN SO can see Belakor in the new camapign list? yes? great, pick him, now does he spawn as a rando empire general dying of attrition in NW Norsca? ya thats immediate sign broken script, I'd "do the belakor" to test your list 1 by 1 instead of waiting for 6 turns each time, then once think found culprit and sussed it out of the order (rem it could be multiple mods, had that issue before pulling my hair out thinking was just one), do the test mod for 6 turns to make sure invasion is happening.

Mr.Soul [author] 22 minutes ago
My advice @Jethro, like gotta go through your list with fine tooth comb, test 1 by 1, or just start from scratch with base mods want the most, which for you seems like, start from scratch with my mod, ovn and sfo, and then slowly add mods want onto it.

Mr.Soul [author] 23 minutes ago
haahahahahahah wow that's a lot of mods dude. K first off, list on main page linked to is like horribly out of date as a compilation. Have both old and new Amazon submods for OvN, like OvN submods in general nearly all been redone and in particular old OvN amazon submod was causing issues. I highly doubt issue here is mine, or SFO prob just have an old mod in there, or something causing script conflict cause ya with test version by turn 6 and JUST SFO/UNIT MODS I was having invasion happen.

JethroKirby 2 Feb @ 2:53am
So I ran the test version with my my (rather extensive) SFO modlist and the invasion did not happen within the first 20 or so turns. Was playing Thrott seeing as he starts up there. Is it random or is it guaranteed to happen on a certain turn? I'm specifically speaking of the test mod that is. For reference, I'm using this modlist minus a few things that aren't to my taste.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2365857186
--end--
JethroKirby 7 Feb, 2021 @ 12:54am 
Hey, sorry I didn't notice your reply. After further testing with that modlist, I realized that it is completely borked. I'm not even sure how there were a few people in the SFO discord who claimed that list worked after the update.

I ended up switching back to CTT as I honestly prefer the battles with that mod and my rather extensive list DOES indeed work with yours. From running your test mod, I can tell it is going to be fun at end game. I'm still testing to make sure everything else works as intended but so far so good.

Thanks for taking time out to help me out. I wasn't expecting that :D
MrSoul  [developer] 8 Feb, 2021 @ 8:17am 
No problem at all, one of my biggest pet peeves having to track down mod compat issues, glad to hear you've got a handle on it though, ya surprised anyone was backing that list too.

Either way, awesome to hear, good luck and enjoy!
Almatar 4 Aug, 2021 @ 10:02am 
The game crashes when you defeat archaon for the second time: (
MrSoul  [developer] 4 Aug, 2021 @ 4:23pm 
Originally posted by Almatar:
The game crashes when you defeat archaon for the second time: (
Running a full campaign test this week, i'll keep an eye out for it.
Done a test with test mod, can confirm the mod/script by itself does not cause a CTD when defeating the WoC faction, and have seen "Age of Peace?" just trigger now.

For your notes, are you just running this mod/unit mods?
If you are, I'd try verifying game cache.
If running other mods, I think your problem may lie elsewhere unfort. I'd try working off a save as close to crash as you can get, and disable mods one at a time, unfortx2 this process may not work as, there are many mods you simply cannot remove mid campaign so trouble shooting may be impossible at this point :(
Last edited by MrSoul; 4 Aug, 2021 @ 5:21pm
MrSoul  [developer] 4 Aug, 2021 @ 5:23pm 
oh, and incase its just a atypical rando Total War engine crash, I'd had crashes with campaigns like that in past, thought all was lost, tried reloading in desperation and worked.

These games can be...finicky at times even with no mods lol
Been playing for a while with your excellent mod but latest update seems to cause CTD at start up with this active. Any idea what might be causing this?
MrSoul  [developer] 21 Aug, 2021 @ 10:11am 
Originally posted by Merchant of menace:
Been playing for a while with your excellent mod but latest update seems to cause CTD at start up with this active. Any idea what might be causing this?
Weird, I can confirm from hours of testing this week alone mod should not case a CTD, if possible can you share your full load order, or just this mod?

I'll double check right now too the workshop didn't f up the upload lol

Edit: Yeah just tested with full load list and redownloded off steam so not my version of mod off my comp, working on my end.

Now have been db's added in order to spruce up the recruitment([prevent korne from recruiting slaneesh demons for example), however only for those four factions (norsca challengers) and no data coring on my end with the mod, but might be something you're running is causing a CTD conflict with those tables, double checking everything in the RPFM manager too, will report here if find anything but ya if I can see your load list(even just a screen cap of your KMM) might be able to help you identify which mod could be causing issues now.
Last edited by MrSoul; 21 Aug, 2021 @ 10:21am
MrSoul  [developer] 21 Aug, 2021 @ 10:36am 
Originally posted by Merchant of menace:
Been playing for a while with your excellent mod but latest update seems to cause CTD at start up with this active. Any idea what might be causing this?
Double check your required unit mods. Going to have to make a vanilla variant now with a sep script for those don't like those mods as no longer will the mod work without them, made a discovery, was fine before because I only used them in the script, now their file names are present in the db so they are actually required now.

Just had a CTD testing that now.

Make sure they are all above in the load order(should be by themselves with mod naming conventions but if this mod loads before unit mod it'll CTD under this logic we've arrived at.
Last edited by MrSoul; 21 Aug, 2021 @ 10:36am
MrSoul  [developer] 21 Aug, 2021 @ 1:25pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2581297504

If not into the unit mods too, made a vanilla version today
Originally posted by Mr.Soul:
Originally posted by Merchant of menace:
Been playing for a while with your excellent mod but latest update seems to cause CTD at start up with this active. Any idea what might be causing this?
Double check your required unit mods. Going to have to make a vanilla variant now with a sep script for those don't like those mods as no longer will the mod work without them, made a discovery, was fine before because I only used them in the script, now their file names are present in the db so they are actually required now.

Just had a CTD testing that now.

Make sure they are all above in the load order(should be by themselves with mod naming conventions but if this mod loads before unit mod it'll CTD under this logic we've arrived at.
Thanks for the clarification I didn't sub to the Expanded beastmen mod. But now I have so no more CTD! Looking forward to being destroyed by chaos :D
MrSoul  [developer] 21 Aug, 2021 @ 7:05pm 
Originally posted by Merchant of menace:
Originally posted by Mr.Soul:
Double check your required unit mods. Going to have to make a vanilla variant now with a sep script for those don't like those mods as no longer will the mod work without them, made a discovery, was fine before because I only used them in the script, now their file names are present in the db so they are actually required now.

Just had a CTD testing that now.

Make sure they are all above in the load order(should be by themselves with mod naming conventions but if this mod loads before unit mod it'll CTD under this logic we've arrived at.
Thanks for the clarification I didn't sub to the Expanded beastmen mod. But now I have so no more CTD! Looking forward to being destroyed by chaos :D

Awesome, and no problem, glad to hear it is working now! As mod page says, enjoy and good luck! xD
Almatar 27 Aug, 2021 @ 11:01am 
I can't declare war on the Khorne warriors who appear in the sea near kurron, the War Declaration button is not active, 15 turns have already passed.
Almatar 27 Aug, 2021 @ 11:04am 
They are just robbing my lands near Langil.
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