Total War: WARHAMMER III

Total War: WARHAMMER III

Easier Confederations & Vassals
326 Comments
Lethums 27 Sep @ 2:16am 
Yea that's the one! Thanks for the reply.
VanguardMk1  [author] 27 Sep @ 1:06am 
You mean the event for a few turns after you confederate? This mod doesn't touch that, so it should be compatible.
Lethums 26 Sep @ 11:11am 
Is this mod compatible with "No Confederation Penalty," or does it already eliminate the confederation penalty by itself? :er_wave:
Doomed World 22 Sep @ 3:12pm 
Thank you, to i can finally confederate the Rat without having to give them lobotomy first
VanguardMk1  [author] 14 Sep @ 6:39am 
Just use a previous save where you have 150+ relations with another faction that can be confederated.
maverick 14 Sep @ 5:07am 
What's the best faction to test this mod quickly if it's really work? thanks in advance
Marakano 12 Sep @ 5:03am 
Thanks man :thronesdiplomacy:
VanguardMk1  [author] 11 Sep @ 9:17am 
I took a quick look and it should work just fine. We edit different things. If it doesn't work for some reason, try changing the load order for these mods.
Marakano 11 Sep @ 12:50am 
Walahmar 6 Sep @ 2:48pm 
The return of the King! So thankfull for the update @VanguardMk1 ! :steamhappy:
Ant 27 Aug @ 9:01am 
@失落星 It has to be another mod you have or multiple mods conflicting of some way, I run just this mod and have had no issues yet.

What mods are you using?
失落星 27 Aug @ 8:58am 
I had a problem that as long as I had other factions come to me to sign a trade deal at the end of the round, I agreed, and the game would crash after a while, I thought it was caused by a faction mod at first, but it seems to be caused by a diplomatic mod
VanguardMk1  [author] 26 Aug @ 11:53am 
Yeah, that mod is great. It's a great safety net if some legendary lords are on the other side of the map and can get wiped out before you even manage to reach them. Highly customizable too!
Ant 26 Aug @ 9:06am 
@Waveshaper check this mod out if you are just trying to get the LL, I know you said you only do Vanilla but as stated with your frustration vanilla sucks
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854819509&searchtext=legendary+lords

This mod allows you to acquire LL once you have defeated their faction
Waveshaper 30 Jul @ 10:26am 
I'm trying to confederate a single legendary lord as Malekith and turn 130 without success. They are down to 3 settlements, I have 50, needless to say millitary strenght difference is insane in my favor, they don't expand, they recieved over 200.000 gold gifts (each of the 4 factions), fuck this game and whoever thought confederation hidden modifiers should be a thing.

I try to play as vanilla as possible and removed all mods but I wll never, EVER again play without this mod of yours. Creative Assembly have no fucking clue how their game works and their balancing team should be mopping the floors.
PhazezGova 15 Jul @ 11:26pm 
I loaded your mod after AI's and I think yours overwrites the part of the mod. That's perfectly okay. I think that works, thank you :)
VanguardMk1  [author] 15 Jul @ 12:18pm 
That mod and mine will probably override some things of each other. You'll need to mess with the load order of that mod and mine to get the effect that you want. It's sadly inevitable that some mods will be partially incompatible and overwrite each other.
PhazezGova 15 Jul @ 11:46am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2905096541

The following is in the mod, can this cause problems that I may not have noticed yet, do you know? "Confederations will now mainly be usable for factions in a last_stand situation (this applies to both the player and the AI)."
PhazezGova 15 Jul @ 11:27am 
Great, thank you @VanguardMk1
VanguardMk1  [author] 15 Jul @ 10:08am 
@Hubris I may have found the reason for that. There was no line for major Dark Elf factions present for confederation in the table, so there wouldn't have been a change. I've added lines for most factions now so major factions should be affected too. If it still doesn't work, please let me know.

It didn't really need an update apart from that, but you won't have the yellow warning icon anymore.
APE ALLY 15 Jul @ 2:33am 
Is it updated or need does it need an update?
Flames of Icarus 8 Jul @ 4:22pm 
Is this mod compatible with the Old World map mod by Chaosrobie?
PhazezGova 4 Jul @ 11:15am 
Need the mod an update?
Zohan 21 Jun @ 11:48am 
@Hubris @VanguardMk1 same thing for me, it used to work very well but now it just doesn't do anything, i tried to fix it with RPFM but i just can't seem to. To me it looks like it should work, but i just don't get any bonuses
wasp 18 Jun @ 1:49am 
crashes alot after patch please update
drago562 18 Jun @ 12:33am 
update please
ZeButcher888 17 Jun @ 1:00am 
its working for me.
Hubris 5 Jun @ 7:15pm 
Even with no other mods enabled, I do not get ANY bonus to confederation requests. Ive run 5 Different campaigns attempting to use this mod with no effect. Malakith, Ikit, Vlad, Archaon, and Wurzag.
NONE of those campaigns got any kind of boost to confederate requests.

Load order isn't a problem if its the only mod active, so I'm unsure if I'm doing anything wrong, if anything at all... I'm just pretty sure this thing doesn't F'in work.
VanguardMk1  [author] 19 May @ 10:32am 
This mod doesn't add or remove diplomatic options in the diplomacy screen and I'd rather not add that because that would just make this mod more and more incompatible with other stuff. They have a confederation mechanic, so it's not included in this mod. Same for the Greenskins.
Imperial Obligation 17 May @ 10:00pm 
Is there a way to get this to work with the new Dwarf confederation mechanic? THAT one in particular is a bit of a headache since the grudges needed to confederate continue to go up faster than I can accumulate.
TLO 4 Apr @ 4:37pm 
@Comrade_Commissar

I may be wrong because I don't remember that function in SFO but funny enough someone was having issues with AI acting weird in their game and asked Venris if there was any change in the mod and as of an hour ago of this post he said:

Venris [author] 1 hour ago
@Trust in Trance: SFO does not edit AI.
Comrade_Commissar 29 Mar @ 8:55pm 
Is this compatible with SFO? In SFO, AI has been adjusted so that they confederate less often
Homuya 28 Mar @ 7:53am 
@VanguardMk1

Can you stop reminding me I wasted 30 turns in this xD

Ty for the information btw, I guess I just needed to train more armies. My last resort in vanilla has been if it was completely impossible to get them down to 1 province and peace them out to then confederate them later on but its bad.

So stupid though that after 151 it makes no more difference /=
VanguardMk1  [author] 28 Mar @ 3:42am 
There's no difference between 151 and 400 relations for deals. You likely made it harder for yourself by giving them money, which makes them stronger and therefore less likely to confederate.
Homuya 28 Mar @ 2:22am 
This mod is so needed, I tried to play without it but I cant confederate Katherina as Konstantin (Or whatever his name is)

Im at almost 400 RELATIONS...400. Game is ever since 250 at -10 or -12 and the lowest was -4 and no matter how much money I keep giving them it always stays at -10 its so painful.
VanguardMk1  [author] 27 Mar @ 7:49am 
There were issues with mods in general, and they just released a hot fix for that. I'll update the mod now, if it even needs an update.
madcow002000 26 Mar @ 1:30pm 
I like this mod but the new 6.1 update doesn't let me run anything, even if it's showing green and updated. Can anyone confirm it works? Because it doesn't for me.
不改是我的 26 Mar @ 8:21am 
更新啦
Vulkan 25 Mar @ 9:34pm 
Kindly update the mod to the new version. Many thanks.
Evilraccoon 25 Mar @ 8:58pm 
Please update this mod for 6.1,it's a real good mod,best wishes.
Setari 25 Mar @ 8:31pm 
Is this going to be updated for 6.1?
VanguardMk1  [author] 18 Jan @ 10:43am 
Yeah, you can easily make your own version that combines them if you have a bit of modding knowledge.
VanguardMk1  [author] 18 Jan @ 2:21am 
@Sylph, due to the way modding works for this game, they can't really be made compatible. You can drop my mod lower in the load order than them though, that should keep most of it functioning while you get the benefits from the other mods.

There's a value in a row that I changed so you don't get a large confederation penalty if the other faction captured a new region within the last few turns. Unfortunately that same row also contains values for those other mods that affect those trading and strategic penalty values. So one mod with that row will always overwrite another mod that changes the same row.

I don't accept money for my modding work. I think paying people to make specific mods also goes against the User Agreement.
mman 13 Dec, 2024 @ 1:45pm 
please update for 6 great mod
VanguardMk1  [author] 19 Nov, 2024 @ 10:47am 
You can safely disable this mod at any time. Does the option return if you do that? Does the option stay if you disable this mod before your last attempt and try again? Did the event that stops confederation for a few turns bug out?
Brad 19 Nov, 2024 @ 9:09am 
same, lost the ability to confed
Wildman John 11 Nov, 2024 @ 8:35am 
I had that problem playing 100% vanilla in my last campaign super elf
Piss Baby 7 Nov, 2024 @ 8:49pm 
for the last 6 months or so whenever me and my friends play in multiplayer we have a bug where after a player gets there second or third confed it removes the option to confederate for the rest of the game, the confederate tab in diplomacy stops appearing. and i don't just mean for 5-7 turns like normal, i mean i'm 120 turns into a lizard-man game and haven't been able to confed since turn 18. wondering if this is a known bug or if anyone else has had this problem/ if theirs a fix
TSS117 7 Nov, 2024 @ 6:47pm 
Any word on an update?
300전사 19 Oct, 2024 @ 4:25pm 
HI, first of all, thank you for a great mod, but I have an idea for the empire faction. When i vassal same empire faction I wish they can use the vassal's Elector Count State Troops and also make Marienburg to Elector Counts again?