Total War: WARHAMMER III

Total War: WARHAMMER III

[6.2] Grandolph's Simple Dynamic Settlements Reborn
 This topic has been pinned, so it's probably important
superforest games  [developer] 28 May, 2024 @ 5:47am
Bugs
Known bugs listed here.

'Sinking' Settlements: Believe it is linked Ogre ownership on initial load (needs further investigation)

Effected settlements (message below if you find others, please list your faction, settlement tier, etc.):
  • Sabre Mountain
  • Challenge Stone
  • Karak Vrag
  • Pigbarter
Status: all won't change now due to this issue until another solution is found

Issue: Defenders of the Plan settlements don't change, but take on whatever culture was there before they were established.
Player Faction: Nakai
Status: Unresolved - may be a CA issue, but still investigating solutions

Issue: Chaos Dwarf Tier III minor settlements not displaying. CA made an error when DLC launched.
Faction: Chaos Dwarfs
Status: Resolved - they now appear properly

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: Resolved

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

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: Resolved
Last edited by superforest games; 5 Jun, 2024 @ 7:11am
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Showing 1-15 of 53 comments
Lokki 28 May, 2024 @ 5:59am 
Chaos Dwarf minor settlement tier 3 graphics don't work. they stay at tier 2 visuals with the mod enabled.
harktheharreld  [developer] 28 May, 2024 @ 6:52am 
Thanks Lokki, I know about this. It was done because of some issues with the models with CA, believe they've fixed on their end. I'll roll out an update for that soon.
Elliott 28 May, 2024 @ 8:46am 
Originally posted by harktheharreld:
Thanks Lokki, I know about this. It was done because of some issues with the models with CA, believe they've fixed on their end. I'll roll out an update for that soon.

Yes I reported this a while back on CA's forum. Basically there was no Tier 3 Factory model for Chaos Dwarfs from their release up to 5.0

During the time it was missing I think the original mod creator set the mod to use the level 3 models but the noticed the factories were dissapearing at tier 3 and perhaps thought both outposts and factories were bugged so set both to only use the level 2 model.

CA have now added the tier 3 factory so I think the band aid fix can be removed.

Easist way to check is to launch Realm of Chaos as Chaos dwarfs and check the Zhar Naggrund province as this starts with a level 3 outpost and factory at the start of the game.
superforest games  [developer] 28 May, 2024 @ 9:35am 
Chaos Dwarves now should function properly! Give a test and let us know!
Elliott 28 May, 2024 @ 10:05am 
Yep just had a look and the level 3 factory in Zhar Nagrund is there in all its glorious smokestacks! I will check that new factories also use the correct model but I very much believe they will
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3256373567
Thanks for the super speedy response!
Last edited by Elliott; 28 May, 2024 @ 10:17am
Rij 28 May, 2024 @ 3:23pm 
I'm playing as dwarfs, The Master's of Innovation to be specific, Pig Barter and Karak Vrag are sinkers
Decidability 1 Jun, 2024 @ 7:20am 
D:\Steam\steamapps\common\Total War WARHAMMER III\!groove_log.txt (20 hits) Line 209: [lib] Registering mod simple_dynamic_settlements_reborn Line 210: [lib] Registered mod simple_dynamic_settlements_reborn Line 211: [lib] [mct] Creating a new option campaign_immortal_empires_enabled to mod simple_dynamic_settlements_reborn Line 212: [lib] [mct] Adding option with key [campaign_immortal_empires_enabled] to mod [simple_dynamic_settlements_reborn]. Line 214: [lib] [mct] Creating a new option campaign_realms_of_chaos_enabled to mod simple_dynamic_settlements_reborn Line 215: [lib] [mct] Adding option with key [campaign_realms_of_chaos_enabled] to mod [simple_dynamic_settlements_reborn]. Line 217: [lib] [mct] Creating a new option campaign_player_only to mod simple_dynamic_settlements_reborn Line 218: [lib] [mct] Adding option with key [campaign_player_only] to mod [simple_dynamic_settlements_reborn]. Line 231: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn Line 232: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 233: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 234: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 235: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 236: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 237: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 238: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 239: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 240: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 365: [lib] [mct_registry] Finalizing settings for mod [simple_dynamic_settlements_reborn], but nothing was changed in this mod! Cool! Line 366: [lib] [mct_registry] Finalized mod [simple_dynamic_settlements_reborn]

D:\Steam\steamapps\common\Total War WARHAMMER III\lua_mod_log.txt (3 hits) Line 10: Loading mod file [script\_lib\mod\simple_settlements_controller.lua] Line 11: Mod [script\_lib\mod\simple_settlements_controller.lua] loaded successfully Line 37: simple_settlements_controller() not found, continuing

I just subbed to this and loaded into an existing campaign, and the initialization dilemma did not pop up for me. I do see the mod in MCT and can toggle it off and on for immortal empires (which triggers auto-saves), and I see the above messages in the logs. (I tried to filter relevant lines but I can share entire log files if you prefer just to see everything.)

It's probably a compatibility issue as I run with around 15-20 other mods, mostly cosmetic and functional stuff like dynamic world, weather overhaul, improved camera, UI tweaks (e.g. ability icons rearranged). There are a couple that could be relevant though, such as tier 4 minor settlements and immortal empires capital fix. Assuming it is compatibility-related, that's of course not technically a bug on your side, so apologies for posting this here, I thought it'd be slightly better than polluting the main comments section.

I'm not an expert at Total War modding but I am a programmer, I have RPFM set up and can enable the context viewer & script console to dig in if you can give me any pointers on where to start digging. Any debugging suggestions would be super helpful/appreciated, thanks in advance for any help you can offfer!
superforest games  [developer] 1 Jun, 2024 @ 9:57am 
Originally posted by Decidability:
D:\Steam\steamapps\common\Total War WARHAMMER III\!groove_log.txt (20 hits) Line 209: [lib] Registering mod simple_dynamic_settlements_reborn Line 210: [lib] Registered mod simple_dynamic_settlements_reborn Line 211: [lib] [mct] Creating a new option campaign_immortal_empires_enabled to mod simple_dynamic_settlements_reborn Line 212: [lib] [mct] Adding option with key [campaign_immortal_empires_enabled] to mod [simple_dynamic_settlements_reborn]. Line 214: [lib] [mct] Creating a new option campaign_realms_of_chaos_enabled to mod simple_dynamic_settlements_reborn Line 215: [lib] [mct] Adding option with key [campaign_realms_of_chaos_enabled] to mod [simple_dynamic_settlements_reborn]. Line 217: [lib] [mct] Creating a new option campaign_player_only to mod simple_dynamic_settlements_reborn Line 218: [lib] [mct] Adding option with key [campaign_player_only] to mod [simple_dynamic_settlements_reborn]. Line 231: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn Line 232: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 233: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 234: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 235: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 236: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 237: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 238: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 239: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 240: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 365: [lib] [mct_registry] Finalizing settings for mod [simple_dynamic_settlements_reborn], but nothing was changed in this mod! Cool! Line 366: [lib] [mct_registry] Finalized mod [simple_dynamic_settlements_reborn]

D:\Steam\steamapps\common\Total War WARHAMMER III\lua_mod_log.txt (3 hits) Line 10: Loading mod file [script\_lib\mod\simple_settlements_controller.lua] Line 11: Mod [script\_lib\mod\simple_settlements_controller.lua] loaded successfully Line 37: simple_settlements_controller() not found, continuing

I just subbed to this and loaded into an existing campaign, and the initialization dilemma did not pop up for me. I do see the mod in MCT and can toggle it off and on for immortal empires (which triggers auto-saves), and I see the above messages in the logs. (I tried to filter relevant lines but I can share entire log files if you prefer just to see everything.)

It's probably a compatibility issue as I run with around 15-20 other mods, mostly cosmetic and functional stuff like dynamic world, weather overhaul, improved camera, UI tweaks (e.g. ability icons rearranged). There are a couple that could be relevant though, such as tier 4 minor settlements and immortal empires capital fix. Assuming it is compatibility-related, that's of course not technically a bug on your side, so apologies for posting this here, I thought it'd be slightly better than polluting the main comments section.

I'm not an expert at Total War modding but I am a programmer, I have RPFM set up and can enable the context viewer & script console to dig in if you can give me any pointers on where to start digging. Any debugging suggestions would be super helpful/appreciated, thanks in advance for any help you can offfer!

Thanks for posting here! It may be a few issues. One, definitely recommend loading into a new campaign to see if it works. Loading into an already ongoing campaign mid way and then adding this may have issues, but settlements should still switch out once conquered. So give that a try, and see if it works at all.

Two, edit: capital fix should be compatible and Tier 4 looks like it is compatible. My guess is then the first part
Tier 4 touches the same tables as this mod, so it may not be compatible without a submod, and that definitely is an issue. Not planned atm, sorry! Will test it out in a bit.

MCT functionality is still in the works, so those added functions actually don't do anything yet! They are just toggles that aren't hooked into anything. You just found our laying the groundwork!
Last edited by superforest games; 2 Jun, 2024 @ 9:06am
harktheharreld  [developer] 2 Jun, 2024 @ 9:03am 
Originally posted by Decidability:
D:\Steam\steamapps\common\Total War WARHAMMER III\!groove_log.txt (20 hits) Line 209: [lib] Registering mod simple_dynamic_settlements_reborn Line 210: [lib] Registered mod simple_dynamic_settlements_reborn Line 211: [lib] [mct] Creating a new option campaign_immortal_empires_enabled to mod simple_dynamic_settlements_reborn Line 212: [lib] [mct] Adding option with key [campaign_immortal_empires_enabled] to mod [simple_dynamic_settlements_reborn]. Line 214: [lib] [mct] Creating a new option campaign_realms_of_chaos_enabled to mod simple_dynamic_settlements_reborn Line 215: [lib] [mct] Adding option with key [campaign_realms_of_chaos_enabled] to mod [simple_dynamic_settlements_reborn]. Line 217: [lib] [mct] Creating a new option campaign_player_only to mod simple_dynamic_settlements_reborn Line 218: [lib] [mct] Adding option with key [campaign_player_only] to mod [simple_dynamic_settlements_reborn]. Line 231: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn Line 232: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 233: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 234: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 235: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 236: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_immortal_empires_enabled Line 237: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 238: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_player_only Line 239: [lib] [mct_registry] Searching for saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 240: [lib] [mct] Checking saved settings for simple_dynamic_settlements_reborn.campaign_realms_of_chaos_enabled Line 365: [lib] [mct_registry] Finalizing settings for mod [simple_dynamic_settlements_reborn], but nothing was changed in this mod! Cool! Line 366: [lib] [mct_registry] Finalized mod [simple_dynamic_settlements_reborn]

D:\Steam\steamapps\common\Total War WARHAMMER III\lua_mod_log.txt (3 hits) Line 10: Loading mod file [script\_lib\mod\simple_settlements_controller.lua] Line 11: Mod [script\_lib\mod\simple_settlements_controller.lua] loaded successfully Line 37: simple_settlements_controller() not found, continuing

I just subbed to this and loaded into an existing campaign, and the initialization dilemma did not pop up for me. I do see the mod in MCT and can toggle it off and on for immortal empires (which triggers auto-saves), and I see the above messages in the logs. (I tried to filter relevant lines but I can share entire log files if you prefer just to see everything.)

It's probably a compatibility issue as I run with around 15-20 other mods, mostly cosmetic and functional stuff like dynamic world, weather overhaul, improved camera, UI tweaks (e.g. ability icons rearranged). There are a couple that could be relevant though, such as tier 4 minor settlements and immortal empires capital fix. Assuming it is compatibility-related, that's of course not technically a bug on your side, so apologies for posting this here, I thought it'd be slightly better than polluting the main comments section.

I'm not an expert at Total War modding but I am a programmer, I have RPFM set up and can enable the context viewer & script console to dig in if you can give me any pointers on where to start digging. Any debugging suggestions would be super helpful/appreciated, thanks in advance for any help you can offfer!

Just to clarify, are the settlement changing after you or anyone else conquers them? The initialisation across the map won't work, but settlements should still change out when captured.
Gobsnek 2 Jun, 2024 @ 9:59am 
I haven't tested out this version of the mod yet, but I can report that Skavenblight used to sink!
superforest games  [developer] 2 Jun, 2024 @ 11:38am 
Originally posted by Gobsnek:
I haven't tested out this version of the mod yet, but I can report that Skavenblight used to sink!
No issues with Skavenblight on our end. What faction were you playing as?
Decidability 2 Jun, 2024 @ 3:50pm 
Thanks so much for the replies, I took a day off from playing yesterday but I’m probably going to play later tonight, so I can totally spin up a new campaign with my set of mods just to confirm compatibility for you.

It sounds like it’s expected/intended that the dilemma/processing only triggers on turn 1? Is there any way I can manually trigger it in an existing campaign from a scripting console? Or that wouldn’t work because it’s querying the original owning factions and not current? I don’t have the code in front of me as I’m on my phone, otherwise I’d check before asking.

I’ll probably finish out this campaign with it off if so as I already have a fair amount of non-Empire territory, but I will check the compatibility later both for you and so I know to re-enable it for my next one. 🙂
superforest games  [developer] 2 Jun, 2024 @ 7:44pm 
Originally posted by Decidability:
Thanks so much for the replies, I took a day off from playing yesterday but I’m probably going to play later tonight, so I can totally spin up a new campaign with my set of mods just to confirm compatibility for you.

It sounds like it’s expected/intended that the dilemma/processing only triggers on turn 1? Is there any way I can manually trigger it in an existing campaign from a scripting console? Or that wouldn’t work because it’s querying the original owning factions and not current? I don’t have the code in front of me as I’m on my phone, otherwise I’d check before asking.

I’ll probably finish out this campaign with it off if so as I already have a fair amount of non-Empire territory, but I will check the compatibility later both for you and so I know to re-enable it for my next one. 🙂


The initialisation only occurs at game start. It reads every settlement across the maps against the current culture and original culture. After it only checks when a settlement is captured, otherwise there’d be constant slowdown.
Decidability 2 Jun, 2024 @ 7:54pm 
Mod: !!!!!MinorTierFourAll.pack Mod: !aa_ability_icons.pack Mod: !campaign_weather_overhaul!.pack Mod: 1UltimateLighting2.pack Mod: @@@bettercameramod.pack Mod: @com_wh3_frbe.pack Mod: @deco_naval_ext.pack Mod: @spartanvi_wh3building_icons.pack Mod: _disable_intros.pack Mod: _living_world.pack Mod: Br_GunsVFX.pack Mod: Br_smoke_fix.pack Mod: cpecific_traits_manager.pack Mod: dcb_no_penalty_too_many_trade_agreements.pack Mod: dcb_no_strategic_threat.pack Mod: easier_confederations.pack Mod: Freiya_Campaign_Camera.pack Mod: groovy_mct.pack Mod: high_contrast_border_colors.pack Mod: Home_Region_Movement_Large.pack Mod: immortal_empires_capital_fix.pack Mod: marthreload.pack Mod: Simple_Dynamic_Settlements_Reborn.pack Mod: sm0_recruit_defeated.pack Mod: speedyCamera.pack Mod: zzz_community_bugfix_mod.pack

Can confirm it pops on a brand new campaign. There's everything I have enabled above. ☝️

https://steamhost.cn/steamcommunity_com/id/decidability/screenshot/2449474411845174615/
Romulus 3 Jun, 2024 @ 1:05am 
My mod manager gives the following error message:

Simple_Dynamic_Settlements_Reborn.pack
script\_lib\tables\unique_settlements.lua

[19:4] '}' expected near '['

It still works when I launch the game. So don't know if that's just the mod manager or a genuine error.

Cheers and thanks for the hard work
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