Total War: WARHAMMER III

Total War: WARHAMMER III

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SCM: Tribes of the North SFO Submod
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Tags: mod
File Size
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920.305 KB
28 Apr, 2024 @ 6:14am
20 Sep @ 2:33pm
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SCM: Tribes of the North SFO Submod

Description
Firstly, the most important information.

*****All credit goes to the team that created the original mod. I personally want to thank them for spending hundreds of hours making this expansion to Norsca. Norsca is the faction that needs the most love from CA. I hope this simple submod expands the playerbase that would have missed out on this piece of art.

Here is a link to the team
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3227790113/4361248897893910439/

*****Thank you Venris and your team for making SFO. Cannot wait to see if you make any further adjustments to Norsca!






Basic Mod trouble Troubleshooting
*****We will try help trouble shoot a mod conflict, but we WILL ASK YOU FIRST TO:
Download Prop Joe/Shazbot's Mod manager,[github.com] which will tell you if there are outdated, missing required, or conflicting mods
*****Unsub and resub to this and all required mods incase any were corrupted while being downloaded from Steam, and verify steam game files
*****Don't manually adjust the load order. If you have Prop Joe's mod manager, right click on the word order, to make sure your list is set to default load order.
*****Just try with the required mods to make sure it loads
*****And then if you still don't know what's going on, post more detailed information than just, "Doesn't work/Crashes/I have a conflict."[/b]
*****There is no CTD with this mod, SFO and it's required mods. As always, we appreciate your help and feedback for balancing or issues.

If there are issues the best way to reach me is on the SFO discord. Please @Gabesky in the submods channel. I have a lot of submods and I cannot always keep up with the steam pages.
https://discord.com/channels/323444561659691008/349284291525476363
77 Comments
Erisplay 12 Oct @ 11:08am 
As others have said, use RPFM, go to Character_skill_node_set_items_tables, then _sfo_disabled_traits and delete two instances of werkin_innate_01.
I don't know what's best, to change it or just delete it, deleting has worked fine for me!
Alex Pendragon 6 Oct @ 8:13pm 
update pliz <3
Bastard from the Skies 6 Oct @ 10:08am 
@ExtremeCountdown
@Mr.Cool

Just tried this again as it was bothering me, and it works.

No idea why it didn't work the last three times I tried (with different editors as Admin) but it did this time (I used Sublime Text).

Mod Manager now launches the game with this addon mod okay. It'll do in the meantime.

Thanks to all for the help.
Tiranno Matto 6 Oct @ 9:35am 
I can confirm that the submod is not working in 6.3.1 Rise of the Rat but changing the instances is a solid workaround if you really can't wait for an update! :Owlcat_sad:
Nanio 5 Oct @ 8:20am 
can you update the mod please
Mr.Cool 4 Oct @ 3:31pm 
Also, you can edit the file even if its a .pack file in Notepad++ (Insure it's launched in admin mode), ctrl+f, look for "werekin_innate_01" and change accordingly.
Mr.Cool 4 Oct @ 3:29pm 
Make sure you change both instances of "werekin_innate_01" to "werekin_innate_03". If you don't, it will not work.
ExtremeCountDown 4 Oct @ 1:25pm 
Huh that's weird, first time I did it it didnt work cause I followed the directions a bit too literally and changed both of the "werekin_innate_01" to "innate_03" then had to resub to the mod to fix the file and did it the right way.

Which mod manager are you using? I was using prop joes so maybe that will help if you used a different one.
Bastard from the Skies 4 Oct @ 12:27pm 
@ExtremeCountDown

Yeah, I edited both instances, in Admin mode. Also tried other editors like Sublime.

ModManager just doesn't seem to like the .pack file after that and crashes.
Dmformom 3 Oct @ 3:39pm 
yup im having same issue after editing the file, even in admin. game just refuses to start