Total War: WARHAMMER III

Total War: WARHAMMER III

[BETA] Adjustable Armies Updated
 This topic has been pinned, so it's probably important
AceTheGreat  [developer] 20 May @ 10:05am
Known Issues, Limitations, and Compatibility
Here we can discuss the known issues, limitations, and any compatibility issues. Please feel free to report mod conflicts or bug information. When possible, please provide the steps to reproduce any issues, as well as any other information you believe might be relevant.

In general, please do not report any known issues or limitations unless you have new information to provide.

NOTE: Please also note that this mod will require an update for every patch, even minor ones. I will try to update as soon as I am able to, so please be patient.

Issues
Attrition
In-game crashes are generally caused by armies suffering attrition damage, and the No Attrition Mod can prevent these crashes in most cases. However it is possible for other mods to apply attrition damage in ways that the No Attrition Mod cannot cover, leading to crashes. We have not found another way to solve this.

You may use this mod to revert only besieged attrition back to vanilla values. This is not extensively tested.

Status: Known Issue

Unit Health Set to 1HP After Battles
Some players have reported that after fighting battles, some of their units have their HP set to 1. Based on the frequency of reports, this issue seems to be especially rare. I have not been able to reproduce the issue, so any additional information on this is appreciated.

Status: Need to Reproduce

Limitations
Army Unit Transfer
Currently, the player is not able to transfer units into an army with more than 20 units in it. This limitation is hard-coded into the game, and there is no known simple fix. It will likely require new script logic that manually delete and add the units into the appropriate armies, similar to the hero refresh.

Status: Known Issue

Compatibility

Please report any conflicts you experience when using other mods. A majority of mods should have no issues whatsoever. I personally use 150-200 mods and have not experienced any crashes.

As mentioned earlier, mods which change or add attrition values or apply attrition directly will likely cause crashes. Some users have had success with larger gameplay overhauls such as SFO or Radious, but since these mods touch so many areas of the game, there is a higher chance of running into issues.
Last edited by AceTheGreat; 28 Jun @ 12:47pm
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Showing 1-14 of 14 comments
Aku 19 Jun @ 8:46am 
Hey, thanks for making this! I've been testing this mod with my own personal 500 mod list, which includes sfo. I run the game for 100 turns and note crashes. Typically, if the game is crashing at the end of the turn, I think it can be attributed to this mod. I am through about half of the mods I have now and these ones seem to cause crashes from my list so far:
Athel Loren - WoodElve Corruption
Skaven Corruption
Kislev Ice Corruption v2
Fimir Marsh Creep
Tomb Kings Desert Corruption
And basically any of [G-T-F] Gnombert's cool mods that add in new corruption types. I imagine this is because of new types of attrition added by these corruption types that are not caught by the no attrition mod.
Any of <<FSF>>Ranger's incredible custom siege map mods, such as:
Altdorf | Capital of the Empire
Khemri | City of Kings
Castle Couronne | Capital of Bretonnia
Castle Drachenfels | Now for the Campaign Maps
Uzkulak | Place of the Skull
Karaz-A-Karak (Everpeak)
Walled Norscan Capitals
Hanyu Port | A custom Siege Map
Mordheim: City of the Damned
Custom Siege Maps for Campaigns Compilation
GCCM
My guess from reading script logs like this:
"SCRIPT ERROR, timestamp <781.9s>
ERROR: determine_siege_equipment_bundle() called but cannot find a suitable effect bundle to apply to rebel/rogue army unit with key [kys_und_monarch]"
which appear a lot right before the game crashes has me thinking this has to do with ai factions sieging walled settlements, or atleast these custom walled settlements. I am not currently running Waka's Campaign Land Battles Map Pack, but I am going to try running it to 100 turns to see if this is just a problem with siege/walled settlements or if it is a problem with all custom maps.
Unfortunately that cool new walled fort mod seems to crash for the same reason, though I have not isolated that mod for testing yet to determine for sure.
If anyone can corroborate this with testing, please check my work. And if anyone can think of a workaround for this also share your thoughts. Honestly, with no attrition for sieges, having the ai try to siege at all leads to them making dumb decisions, so if there were a way to get the ai to no longer attempt sieges/try building siege equipment, that might be an elegant solution, but I'm barely able to throw a compat patch together in rpfm so changing ai behavior is unfortunately beyond me.
I have most of the big new faction/race mods and am about to start testing them, once I'm done I will report the results.
AceTheGreat  [developer] 19 Jun @ 4:37pm 
Thanks for sharing your list. I think crashes are somewhat to be expected due to the attrition issue, at least for those mods which add new corruption types.

More interesting I think is that a map mod would cause crashes. Based on the script log you posted, it seems to have something to with siege equipment in particular. I think having siege attrition set to 0 can affect the cost of building siege equipment, so maybe the relation lies there. But of course I will need to take a closer look into it.

Something I want to test is disabling all attrition, but keeping siege attrition enabled. As I understand it, garrison armies are still limited to 20 units when using this mod. It may be possible that they are protected from any attrition-related crashes because of this. And re-enabling siege attrition would revert the siege equipment costs back to normal, maybe preventing the crash you mentioned. There's no guarantee that any of that is correct, but I think it's worth testing.
AceTheGreat  [developer] 19 Jun @ 7:11pm 
If anyone is interested in testing with only besieged attrition enabled, you can subscribe to this: link. It will overwrite the besieged attrition value in the No Attrition mod, so you would keep both enabled.
AceTheGreat  [developer] 20 Jun @ 6:29am 
After some brief testing last night, I can see that besieged attrition is being applied properly when the player besieges an AI settlement, seemingly without issue.

I also put on a large garrison mod, because I can see that the player's settlement garrisons can go above 20. I will need to try and force an AI army to besiege a player settlement to see if this causes issues.

I also saw that the siege engine costs are still impacted when the army is greater than 20 units, so enabling besieged attrition may not solve the issue with those map mods, if that is the cause.
Aku 20 Jun @ 3:20pm 
Thank you for replying and taking the time to test this too! I need to do further testing of the individual custom map mods in isolation but I am planning on doing that after getting through the big faction/race mods. I am setting province control to -20 across all factions and corruption to +20 so that rebel factions spawn all across the map and immediately start trying to siege settlements to see what breaks using the context viewer. So far here are the faction/race mods that I have tested to turn 100 like this without issue, with sfo:
Tigermen of Cathay
Sir Cedric de Mousillon: Bretonnian Exiles
Odo d'Outremer & Suliman le Saracen: Errantry Crusade
Knights of the Flame: Faction Overhaul
Solland: Faction Overhaul
Sylvania: Faction Overhaul
Outremer: Faction Overhaul
Knights of Origo: Faction Overhaul
Chaos Ogres
SCM Might of the Maw
Champions of Undeath: Richard the Halfmast
GMD Sharkmen 3 THE FINAL WAY
Hashut's Legendary Lords BETA
Chaos Dwarf Legendary Characters
Dwarf Legendary Characters
Lords of Athel Loren
Lords of Cathay
The Broken - Faction + Crystalback collection
Ivan Radinov - Commander of the Gryphon Legion
Dmitry Tzaryov for Praag (Ropsmenn Clan) v2
Mengil Manhide & The Manflayers by Mortrau
The Black Sun Fleet by Mortrau
Blackskullz Horde by Mortrau
Rotblood Tribe
The Chronicles of Mortkin - Norsca Faction Mod
Dead of the Orient - Immortal Empires
Champions of Undeath: Blood Knight Heretics
Champions of Undeath: Bloodline Agents
Champions of Undeath: Conquest of the Blood Dragons
Bad Legendary Characters - Legendary Lord / Legendary Hero
Um's Villain Mod - Update Dirty Characters
Thalandor Doomstar, Legendary wood elf Lord of the Asrai
The Blightwing Duchy
We'z Speshul Black Pit
We'z Speshul - Da Howlerz
We'z Speshul - Da Cage Breakaz
Bonepilla Championz
Dark Land Orcs
The Sect of Akhalee - Temple of Blood [For IEE]
Dynasty of the Damned
Mixu's Mousillon
The Return of the Ironskin Tribe
Alshua's Ellyrion
Bertrand the Brigand, Thieves' Honor
Lords of Chivalry
The Dukes of Bretonnia [BETA]
Sigmar' Heirs, an Empire Overhaul
Guns of the Empire
GIS' Orc Guns, Pirate, Warmachine Expansion
Nanu's Pirates of Sartosa Overhaul
Oldhammer: Putrefus Biletide - Game 3 edition
The Black Watch - Miao Ying's Personal Army
From the Grave - Vampire Counts custom expansion
Singe's Unit Compilation
Units of the Imperial Provinces I-VI
Legendary Sarthorael (previously Demoted Sarthorael)
Lords of Naggarond
Graetor's Legendary Grand Masters
Grator's Bretonnian Holy Orders
Knightly Orders of Morr and Bassiano Dutra
Order of Solland
Copher Faction Overhaul
Lords of the Night - Konrad & Sylanvian Levy
LYH Legendary Characters Expansion
GLF Hero Expansion
Far Eastern Dwarf
TDQ - The Dragon Queen III
Ahn-Zelezy - Huanchi's Fang - Lizardmen Legendary Lord
Lustria Rises - Lizardmen Overhaul
Vile VerminLords: It's Time-Time
GMD Path of Feral 2
Roar of the Jade Sea: Yin-Yin, the Sea Dragon
Roar of the Jade Sea: Yin-Yin, the Sea Dragon: Jade Pirate Submod
Zheng Shih, the Vam-Pirate Queen
Dragon General Fu Yuanshan: Faction Overhaul
Cataph's Southern Realms (TEB)
Red's Estalia Overhaul
Cataph's TEB x Red's Estalia Compatibility (Re)Patch
Cataph's Kraka Drak: the Norse Dwarfs
Norse Dwarf Extended: wanderer of the karaz ankor
Norse Dwarfs: Wanderers of the karaz ankor [Vanilla ADDON + Cataph's Kraka Drak Compatibility]
Cataph's High Elf Sea Patrol

I'm currently running these mods together with 40 units and have not had any crashes, but I still have the big ones like Legendary Characters, Nagash, OVN, SCM, Skaven Clans, etc. to test, one of them is causing a crash, I'll figure out which and try to figure out why, since I know a lot of people like those mods.
EnumaEllis 21 Jun @ 12:37pm 
I got a crash specifically right after all other faction's end turns load, not sure which attrition im suffering?
Aku 21 Jun @ 4:14pm 
Okay, after some more testing it seems like, tentatively, the only big race/faction mod that is causing a crash that I have found is OvN Fimir. I've still got some testing to do to ensure it's actually the fimir alone and not it in combination with another mod, and also why the fimir would cause a crash. If anyone plays 40 units with the Fimir mod and it is stable, let me know.
Hey EnumaEllis, as of right now what I've found is that mods that add custom siege maps, and the fimir mod, may be causing the crash. I'm still trying to figure out why that is, but if you are playing with the Fimir mod, or any mods that add new siege maps or affect walled settlements, siege maps, siege equipment, etc., try disabling them to see if you have more stability.
Aku 22 Jun @ 5:04pm 
Okay, further testing with just the fimir confirms it is incompatible, but luckily it seems to be the only big faction mod that is incompatible. The only thing I can find referencing the fimir in the script log is this:
"SCRIPT ERROR, timestamp <502.4s>
ERROR: determine_siege_equipment_bundle() called but cannot find a suitable effect bundle to apply to rebel/rogue army unit with key [nor_cha_fimir]"

So, originally I figured it must be that the fimir have some sort of chaos corruption mechanic being as they're technically a chaos faction, but it seems to be something to do with how siege equipment/siege attrition is being handled if I am interpreting it right. Same as the custom siege maps.

If anyone reading this is decent at modding, can you take a look at this and see if we are on the right track with it being an issue with siege maps/siege atttrition?
Aku 24 Jun @ 4:28pm 
Hey! Thanks for the quick update and thank you for making that vanilla attrition mod for testing. I still need to try testing everything to 100 turns, but here is what I have found so far. I try with sfo by setting corruption high, control -20, more armies and increase movement, research etc. Without sfo I use ultimate campaign configuration to increase total corruption, total aggression, decrease public order, etc. With both the goal is to get as much ai fighting as possible. Here is what I've found so far:
1. With the vanilla attrition mod, I get crashes on random faction turns, with and without sfo.
2. With the vanilla attrition mod, I still get end turn crashes with the fimir with and without sfo.
3. With the vanilla attrition mod, I have yet to get an end turn crash with custom campaign siege maps, but have gotten plenty of crashes on random factions (further testing needed)
4. Without the vanilla attrition mod, I still get crashes for fimir and custom campaign maps, but when just running 40 unit armies I can make it to at least turn 50 without crashes.

I would suggest this means that the vanilla attrition mod itself is causing the crashes on random ai faction turns. I will keep testing to determine if the vanilla attrition mod stops the end turn crashes for custom campaign maps, because that would mean that the vanilla attrition mod may have fixed one thing but broken something else. It would also mean the reason the fimir are causing a crash is different from the reason the custom siege maps are causing a crash.

Your logic with the vanilla attrition mod makes sense, so I'm now even more confused about what could be causing these crashes.

I posted my script logs from crashes in the mod troubleshooting discord and prop joe said the errors in the logs probably aren't related to what is causing the crashes : /
AceTheGreat  [developer] 29 Jun @ 11:30am 
Alright so for OvN Fimir, I can see there is indeed a new attrition type, and the fix would be as simple as overwriting the DB entry for its damage with 0. The same fix would apply for other mods that add new attrition.

No Modded Attrition for now this only has the OvN Fimir attrition damage set to 0, but more can be added as time goes on.

For the cases 1 and 3 that you mentioned, were you using the OvN Fimir mod as well, or any other mods with new attrition types?
Aku 2 Jul @ 11:04am 
Hey AceTheGreat, thank you! I will test the No Modded Attrition you've made to see if that resolves the fimir crash. Right now I am testing the other big faction mods for stability one by one, but if there are any other popular mods you know of that add a new attrition type we can start compiling a list. I suspect that the skaven clans mod might somehow be circumventing the no attrition mod, but it's just as likely that the skaven clans mod is just not very stable.

To answer your other question regarding cases 1 and 3, I use the ultimate campaign configuration tool to increase corruption, aggression, 1 turn recruitment, all tech unlocked for ai factions to get the ai very active to stress test and try to get a crash, and then I use the turn skipper to run to turn 100 or more. If no crash, I try it again with sfo. When testing the vanilla siege attrition mod, I only had it, the no attrition mod, and the adjustable armies mod active, and I was getting crashes on random faction turns. I do not know why that would happen, it does not make sense to me. I have reinstalling the game and then retesting the vanilla siege attrition mod coming up on the schedule, so I will try it again. If anyone else reading this would be willing to test it and share your results, it would be a great help. As far as I can tell, the custom siege maps have stopped causing crashes and I do not know why. It is possible that they still technically cause crashes, but it is only under very precise conditions.

I'll keep testing, but can you explain what part of the game cannot handle adding attrition to units when there are more than 20 in an army?
AceTheGreat  [developer] 3 Jul @ 6:57am 
Alright thanks, I just wanted to confirm that there weren't any other new attrition types in those cases, besides ones you were specifically testing. I'll follow your testing strategy on my end and see if I have the same results, and I'll also try to run a long campaign normally.

I am not sure why there would be end turn crashes, unless the player is getting besieged with a garrison more than 20 units. Otherwise I am not sure.

And the underlying reason for attrition causing crashes in these cases is unknown, but it was deduced by those working on this mod before me in Da Modding Den. I have searched through the games scripts - at least the ones CA exposes - but I could not find anything about the attrition calculation. Most likely there is some code or calculation which expects a maximum of 20 units and goes out of bounds when there are more, but I can't really know for sure.
So, I appreciate the incredible effort that must have gone into making this even somewhat work, that said, unfortunately, this is not working for me. I subscribed to this today and sadly it crashes after I autoresolve an easy settlement defense battle against Wulfrik as the Empire. I've made sure that I have the no attrition/allied unit limit mod installed, as well as the memory reader. I'm using the WH3 mod manager (not CA's one) and in the event this is a load order issue, here is my current load order:

Expanded Buildings Overhaul
Tier Five Settlements For All Factions - Compilation
Shorter Weapon Trails
Building Slots Extended - Bastions, Forts & Gates - 12 Slots
Johnny's Advanced Buildings | Unlimited Submod
Cataph's Southern Realms (TEB)
Audio Mixer
MIXER - Mixu's Unlocker
Additional Buildings: Bastions, Forts & Gates
Additional Buildings: Bastions, Forts & Gates | Economy Submod
Additional Buildings: Bastions, Forts & Gates | Military Submod
Additional Buildings: Bastions, Forts & Gates | Province Submod
Landmarks of Legend
UI Slider
3 Rows of Building Slots
Deithland: An Empire Roster Overhaul
[BETA] Sigmar's Heirs, an Empire Overhaul
Sigmar's Heirs, an Empire Overhaul - Assets
Disable startup splash screens / intros
Fort Maps for Encampment Stance
Mixu's Legendary Lords
Mixu's Legendary Lords: Asset Pack
AI Anti-Cheat
Landmarks of Eternity
Fort Maps
Mod Configuration Tool - v0.9 Beta
[EoM] Guv's Smoke and Gunpowder Mod (WH3) (Updated 2023-09-03)
Herald's Control Mod - Logistics & Economy
Immortal Landmarks
[BETA] Adjustable Armies Updated
Shattered Units Are Vulnerable
Johnny's Advanced Buildings (now with Warriors of chaos)
No Supply Lines
Console Commands (Modding Tool), the mod works 100000% please just use it and enable the script break warning
Expanded Electoral Machinations and Intrigue
Recruit Defeated Legendary Lords
No Attrition/Increased Allied Recruitment
Warband Upgrade Ultimate
Caravans of the Old World
Caravans of the Old World - Kislev addon
Caravans of the Old World - Southern Realms addon
Memreader (win64)


Now, I will admit, I added this very late into a game. I'm almost done with the End Game Crisis and was just wanting to see if this would work before I used it on any future runs. I'm not sure if that had anything to do with it or not, but figured I'd mention it. I will also add that, as a result, I have not been able to extensively test this. It could very well be an incompatibility and I've just not reasoned out the what and why yet. The fact it's crashing after an autoresolve done by me (so if the AI is fighting each other in the turn this is happening, it may not be crashing) says to me it could maybe be a unit mod incompatibility and with that regard, the big overhauls I'm running right now are Sigmar's Heirs and Deithland.

Beyond that, I'm running mechanic overhaul/tweaks/additions for the most part as you can see. Sorry if this isn't the most helpful or if this is a lot of works for a nothingburger, I'm just trying to be detailed and like I said, I've kind of been using this run as a test bed myself, and so far, I've not had any crashes until I tried to get this working. Again, my own fault for adding it late in the run to some extent, and I did do a quick test by just starting a new Empire campaign and autoresolving the first fight and it didn't crash after that. I was just curious if maybe you knew something, because I'm not sure why a new game would work, even on a small battle, versus the one I'm currently running, especially since all the armies involved in the crash only have 20 units or under.
I think the crash is happening from vanilla attrition for garrisons because of non garrison 40 unit armies sitting in their settlements when they start being sieged. The garrison army is fine, but if there is another army in the settlement, say to defend, that has more than 20 units, it would take siege attrition. Or at least that's my theory.
It would be cool to get more movement on this mod from its page on Da Modding Den again. I remember seeing on there that some previous version of this mod made by a different group circumvented the attrition problem, but it never went anywhere.
Do you know when the no attrition check runs? I'm getting crashes with Um's Villains but cannot for the life of me figure out why that would be. Possibly new LL defaulting to a vanilla affect bundle that includes vanilla attrition not caught by the attrition check, but I do not know.
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