Total War: WARHAMMER III

Total War: WARHAMMER III

Simple Dynamic Settlements
Azrael 12 Sep, 2022 @ 5:11am
Collective: Minor Bugs & Minor Glitches
Location: Dread Rock, The Dragon Isles
Issue: Totem doesn't disappear after settlement changes faction.
Player Faction: High Elf (Tyrion)
Status: Resolved (Totem object has been removed from the game)

Location: Helmgart, Axe Bite Pass
Issue: It's an Empire Fort, but changes into a normal settlement when conquered.
Player Faction: Bretonnia (Louen Leoncoeur)
Status: Unresolved

Location: Pigbarter, Mouth of Ruin
Issue: Occupied tier 4+ settlements keeps disappearing after save reload.
Player Faction: Affects any race other than Ogre Kingdoms.
Status: Unresolved

Location: 326, 790 (?)
Issue: Script Error, breaks mod functionality. A Norsca attacking Vanaheimlings.
Player Faction: High Elf (Tyrion)
Status: Resolved (No Script Errors reported as of the latest patch)

Location: The Challenge Stone, Mountains of Mourn/Chaos Wastes
Issue: At higher tiers, the whole settlement goes invisible.
Player Faction: Greenskins (Grimgor), affects possibly any non-Beastmen race.
Status: Unresolved

Location: Fateweaver's Crevasse, Abyssal Glacier
Issue: At tier 3, the settlement looks like the Black Pyramid.
Player Faction: Lizardmen (Kroq-Gar/Oxyotl)
Status: Unresolved

Location: Gristle Valley, The Grey Mountains
Issue: Invisible settlement, causes CTD when Golden Order (Empire) controls it.
Player Faction: Wood Elves (Sisters of Twilight)
Status: Unresolved

Location: Sabre Mountain, Path to the East
Issue: At higher tiers, the whole settlement goes invisible.
Player Faction: High Elf (Tyrion)
Status: Unresolved

Found any other minor bugs or glitches? Leave a message with info and it'll be added to the list. Please specify location, the exact issue, and your current faction. I'll try to confirm that your problem is on my side as well.
Last edited by Azrael; 7 Dec, 2023 @ 6:08am
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Showing 1-15 of 77 comments
InΔmatus 12 Sep, 2022 @ 1:38pm 
I've noticed that all VC settlements in Sylvania are facing the same direction. And it appears that so do occupied empire cities (I was going westward) after they change their skins. Could it be somehow resolved so they'd be facing in different directions? It's probably coming across as minor, but my immersion breaks T,T
Azrael 12 Sep, 2022 @ 4:26pm 
Originally posted by InΔmatus:
I've noticed that all VC settlements in Sylvania are facing the same direction. And it appears that so do occupied empire cities (I was going westward) after they change their skins. Could it be somehow resolved so they'd be facing in different directions? It's probably coming across as minor, but my immersion breaks T,T

Ah I get what you mean. I'll add it to the list. I personally haven't conquered Vampire and Empire factions yet so I'll check it out.
Last edited by Azrael; 12 Sep, 2022 @ 4:31pm
Grandolph  [developer] 13 Sep, 2022 @ 4:18am 
Originally posted by InΔmatus:
I've noticed that all VC settlements in Sylvania are facing the same direction. And it appears that so do occupied empire cities (I was going westward) after they change their skins. Could it be somehow resolved so they'd be facing in different directions? It's probably coming across as minor, but my immersion breaks T,T
So the rotation of settlements is handled by a separate table the mod doesn't touch, and changing it per settlement isn't really something I know how to do or covered by the scope of the mod. the mod also doesn't change the settlement BMD's or textures so anything missing from them is either another mod or a bug in the game.
Azrael 13 Sep, 2022 @ 4:57am 
Originally posted by Grandolph:
Originally posted by InΔmatus:
I've noticed that all VC settlements in Sylvania are facing the same direction. And it appears that so do occupied empire cities (I was going westward) after they change their skins. Could it be somehow resolved so they'd be facing in different directions? It's probably coming across as minor, but my immersion breaks T,T
So the rotation of settlements is handled by a separate table the mod doesn't touch, and changing it per settlement isn't really something I know how to do or covered by the scope of the mod. the mod also doesn't change the settlement BMD's or textures so anything missing from them is either another mod or a bug in the game.

It's what I thought at first too. But the textures in the large two towers of the Vampire capital cities still have floating roofs, could be a beta problem from dev's part - because this mod is the only thing I have that touches settlement appearances.

EDIT: Changed OP accordingly until further notice.
Last edited by Azrael; 13 Sep, 2022 @ 4:58am
Grandolph  [developer] 14 Sep, 2022 @ 5:44am 
Originally posted by Elysion:
Originally posted by Grandolph:
So the rotation of settlements is handled by a separate table the mod doesn't touch, and changing it per settlement isn't really something I know how to do or covered by the scope of the mod. the mod also doesn't change the settlement BMD's or textures so anything missing from them is either another mod or a bug in the game.

It's what I thought at first too. But the textures in the large two towers of the Vampire capital cities still have floating roofs, could be a beta problem from dev's part - because this mod is the only thing I have that touches settlement appearances.

EDIT: Changed OP accordingly until further notice.
Yeah the floating roof thing is a vanilla bug, I noticed that in RoC even before I made this mod tbf.
Azrael 14 Sep, 2022 @ 8:37am 
Originally posted by Grandolph:
Originally posted by Elysion:

It's what I thought at first too. But the textures in the large two towers of the Vampire capital cities still have floating roofs, could be a beta problem from dev's part - because this mod is the only thing I have that touches settlement appearances.

EDIT: Changed OP accordingly until further notice.
Yeah the floating roof thing is a vanilla bug, I noticed that in RoC even before I made this mod tbf.

Yeah I dropped it in feedback, perhaps dev will read it.
IfThenOrElse 2 Oct, 2022 @ 6:28am 
Hey there, The AI is doing something on the end turn that seems to be breaking the script.
The below error pops up right after wh_dlc08_nor_norsca attacks wh_dlc08_nor_vanaheimlings at 326, 790.

SCRIPT ERROR, timestamp <185.7s>
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [CampaignTimeTrigger] but the script failed with this error message:
[string "script\_lib\mod\simple_settlements_controller.lua"]:132: attempt to index local 'uniqueData' (a nil value)
Azrael 3 Oct, 2022 @ 3:59am 
Originally posted by thesniperdevil:
Hey there, The AI is doing something on the end turn that seems to be breaking the script.
The below error pops up right after wh_dlc08_nor_norsca attacks wh_dlc08_nor_vanaheimlings at 326, 790.

SCRIPT ERROR, timestamp <185.7s>
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [CampaignTimeTrigger] but the script failed with this error message:
[string "script\_lib\mod\simple_settlements_controller.lua"]:132: attempt to index local 'uniqueData' (a nil value)

Hm must be a very specific circumstance, I haven't had this problem before. I'll add it to the list. Meantime I think it can be bypassed by wiping out one of those factions early.

Can you be more specific about what settlement is at 326, 790?
Last edited by Azrael; 3 Oct, 2022 @ 4:03am
IfThenOrElse 5 Oct, 2022 @ 12:40pm 
No clue - I have had a couple of script fails from this mod - all the same error. It might just be worth having a nil check in the script. At least then, it wont stop scripts from firing.
Grandolph  [developer] 6 Oct, 2022 @ 9:51am 
Originally posted by thesniperdevil:
No clue - I have had a couple of script fails from this mod - all the same error. It might just be worth having a nil check in the script. At least then, it wont stop scripts from firing.
do you happen to know which settlements were being taken during those points? looks like something is set as a unique settlement but isn't present in the unique settlements table so when it try's to look it up its breaking the script. can put in some error handling around that but would be better to know which settlement is missing/incorrectly tagged.
Azrael 11 Oct, 2022 @ 3:46am 
Originally posted by thesniperdevil:
No clue - I have had a couple of script fails from this mod - all the same error. It might just be worth having a nil check in the script. At least then, it wont stop scripts from firing.

Yo, we need more info - would like to test this from my side so Grandolph has something to work with too. Could you post the logs and tell us what faction you're playing?

I've made it a habit of wiping out all the Norsca tribes early to circumvent this issue.
Grandolph  [developer] 11 Oct, 2022 @ 9:49am 
Originally posted by thesniperdevil:
No clue - I have had a couple of script fails from this mod - all the same error. It might just be worth having a nil check in the script. At least then, it wont stop scripts from firing.


Originally posted by Elysion:
Originally posted by thesniperdevil:
No clue - I have had a couple of script fails from this mod - all the same error. It might just be worth having a nil check in the script. At least then, it wont stop scripts from firing.

Yo, we need more info - would like to test this from my side so Grandolph has something to work with too. Could you post the logs and tell us what faction you're playing?

I've made it a habit of wiping out all the Norsca tribes early to circumvent this issue.

So i did a check and Karaz-a-Karak was not on the uniques list, though even when taken it didn't cause the script to break so think this issue might be rooted in something else
IfThenOrElse 18 Oct, 2022 @ 7:12am 
I'll keep an eye out. I usually play with the script debugger active as well as the context viewer being enabled - so I get to see a big red cross the minute something is up. I jsut took a break from the game for the past few weeks! (tabletop caps also has a nil error too!)

At work atm, but the only location evidence I saw that might be relevant was on that first bug report I gave - where the error happened after the norscan factions fought over those co-ordinates. Might be a false posittive though.
Azrael 19 Oct, 2022 @ 4:37am 
Originally posted by Grandolph:
Originally posted by thesniperdevil:
No clue - I have had a couple of script fails from this mod - all the same error. It might just be worth having a nil check in the script. At least then, it wont stop scripts from firing.


Originally posted by Elysion:

Yo, we need more info - would like to test this from my side so Grandolph has something to work with too. Could you post the logs and tell us what faction you're playing?

I've made it a habit of wiping out all the Norsca tribes early to circumvent this issue.

So i did a check and Karaz-a-Karak was not on the uniques list, though even when taken it didn't cause the script to break so think this issue might be rooted in something else

Added a small issue, Helmgart is an Empire Fort but changes its look to a normal settlement if Bretonnia or any other faction takes hold of it. Seems like an easy fix.
niuxia1997 4 Nov, 2022 @ 1:24pm 
Currently these the models of the following locations do not appear on the campaign map as they turn into tier 4 and tier 5 major settlements:

1.The Challenge Stone 2.Pigbarter

It happens when I play as Grand Cathay and high elf. It also happens to AI factions as well (Greenskins) I believe part of the reason is that these 2 major settlements are occupied by orge kingdoms at the beginning of the game and they do not have tier 4 or tier 5 buildings
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