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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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3256373567
Thanks for the super speedy response!
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!
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.
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.
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/
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