Total War: WARHAMMER III

Total War: WARHAMMER III

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Rhox  [developer] 20 Apr, 2024 @ 9:12am
Known issues & FAQ & Future Plans
Known issues
Other mod related issues
List of incompatible mods:
  • Tribe of the Wolf: Reinterpretated and merged into this mod.
  • Legendary Surtha Ek for WHIII: Reinterpretated and merged into this mod.
  • Kar Odacen
  • Kremlo the Slann
  • Hrothgarr Bloodrage
  • Cryswar FLC
  • LYH Legendary Characters Expansion
Don't run this mod with the above mods for compatibility. Yes, you're free to run this mod with these but refrain from reporting any bugs in that case.

Marauders get a double bonus from some of the effects
This happens when you use Mixu's LL together with this mod. If you care about it, use this mod

I can't get Confederation Dilemma from Skaeling
Due to using Mixu's Legendary Lords together. Mixu overrode the function to block the event for Skaeling. While we can re-override it, I thought it wasn't a proper thing to do.

I don't see the Hakka model in the faction selection menu
COU (Champions of Undeath) is overriding the frontend selection model for some reason I don't know. disable it if you want to see the model.

I can recruit Khorne Marauder horse guys
According to the user report, it's due to "Bastion Redone" mod


Known issues coming from this mod
Horse units have a unique card but they don't have unique looks in battle
That is because unit variants do not work on land_units_to_battle_personalities_junctions_tables

Early in the process, we decided to use unit_variants way (unit stats stay the same but only the skin is different) instead of making separate unit entries for each of these units, as making separate unit entries means we have to make over 100 unit entries and keep them to fit vanilla units and make it interesting enough to make some difference with vanilla counterparts.

So we used the unit_variants way, and the downside of this is we can't change the riders' skin defined in land_units_to_battle_personalities_junctions_tables

Some skills unique to the Wulfric faction are only available after reloading the game
My guess is some engine restriction. If you know how to solve it, I would be grateful if you let me know

FAQ

Q. ToD is just 10 days away, why did you guys release it now?
A. For that reason, The work ToD requires could last more than a month. So we're releasing it now. If you want to keep playing, put all the mods you're using in the data folder, and use the Steam Beta branch.


Q. I'm going to make a translate mod or a submod, do I need your guys' permission?
Q. Why I'm not seeing some of the vanilla Norsca faction names?
A. As long as it's submod, no permission is needed. If you want to make a standalone mod by using some models in the mod, get permission from the guys who contributed to it. You'll see who contributed to what in the credits section. But, for translators, I have one favor to ask. Make your pack file name's priority higher than ours, make zzzzz_rhox_fc_norsca_other_things_should_override.loc file, and delete all the entries from it, no not the text column, but the entire data. That is because any mod's loc entry will get priority over vanilla's localization if the Player is not playing in English. If this isn't done, all faction names will be blank if the player isn't playing in English
If you're a user, delete the zzzzz_rhox_fc_norsca_other_things_should_override.loc file in RPFM to see the locs


Q. Why is there no full compatibility with The Old World? Or RoC?
A. Manpower. We were already having issues with testing the factions in IE. Adding TOW to the equation would be too much. If you're interested and want to add script and DB to the mod to add full TOW support, contact HKrul. Same for the RoC.


Q. Why are some units not appearing in the custom battle?
A1. For regional variant ones, they're in fact non-unique but a reskin. You can play with them by changing the faction you're playing in custom battle. (Top left side just below your culture name)
A2. You know that we got a preview of the unit that gets affected for the chosen effect in the tooltip. But, there is one quirk in this. The units in the custom battle are included in the preview even though that faction can't access this unit.

And this would lead players to search where they could get the unit when there isn't a way for it. So we decided to remove the units from CB if some faction can't get access to this unit.

Q. I can't seem to find where to recruit the unit I see in the affected unit preview
A. If you don't see them in the normal chains, they'll be at the landmark


Q. Do we get something extra when I turn on another mod with this mod?
A. If you turn on Details Matters mod Marauder missile guys will have a quiver with them. If you use Audio Mixer, you'll hear the drum sound of Uzelek and Oerl's Horn Sound (He is under LCCP until the ToD patch drops)

Q. Will you add LL or LH if I request?
A. We're not likely to add more LL or LH besides the ones for Frodlings. And we're extremely unlikely to add the characters requested in the replies.

Q. Will you guys make Bjornling into a full-order faction?
A. No, they believe in Chaos Gods. make a submod or another mod.

Q. Is mod X compatible with this mod?
A. Besides the ones at the top of this discussion, I don't know. I was already having a hard time catching bugs and testing features. Adding other mods into the equation is too much


Future Plans
  • Beorg will be moved from LCCP to this mod after ToD, and a regional variant will be added.
  • Einarr of Baersonling will gain his narrative mission chain based on his novel
  • Fjordlings faction: This faction will have a similar vibe to Thom's Wh2 mod Northmen of the New World's Aghol
  • New agent Skald for Bjornling: Likely after the ToD. The one in the current pack is WIP
Last edited by Rhox; 28 Apr, 2024 @ 2:29am