Total War: WARHAMMER III

Total War: WARHAMMER III

SWO-RD - Progressive Landmarks
112 Comments
stephane.f.david  [author] 3 Sep @ 4:15am 
Fixed, should be working now
stephane.f.david  [author] 2 Sep @ 2:34pm 
Yes, CA modified some buildings with 6.3, updat in progress
Unknown Soldier 2 Sep @ 12:32pm 
As we got the update 6.3, some mods are crashing (as usual). I just wanted to report that this mode seems to produce a crash during the startup of the game. Here the error message:
The following mods cause a crash to the Database:

SWO-RD_Landmarks.pack

The first invalid database record is wh3_dlc26_special_bonewood_totems_3wh3_dlc24_effect_spell_mastery_dummyIsFactionWurrzag in table building_effects_junction_tables and pack file SWO-RD_Landmarks.pack


Besides this, I just wanted to thank you for the work you put into these mods. It's great!
Tom with a Don 22 Jun @ 6:49am 
Mod Order is
Skip Intro
Mod configuration Tool - V0.9 Beta
Better Camera Mod
Map Replacer Framework (With Extra Assets)
Custom Siege Maps For Campaigns Compilation
Remover Characters Traits Limit
SWO-RD Progressive Landmarks
Tom with a Don 21 Jun @ 3:41pm 
I do, I will take a look and try to get the list to you soon
stephane.f.david  [author] 18 Jun @ 8:35pm 
That's weird. Do you have other mods?
Tom with a Don 18 Jun @ 9:26am 
Came across and oddity while playing Gorebad. I captured Karak Eight Peaks pretty early from the greenskins there, and one of the building is the Paradise Gardens III. I took the mod off and captured it in a new game and it wasn't there.
Elitewrecker PT 10 Oct, 2024 @ 11:55am 
So, the issue is that Lost World moves Anurell's tomb landmark normal location to the settlement to the left of Imrik. I assume it would need a patch to redirect your progressive landmarks to their Lost World locations for both to work together.
Elitewrecker PT 8 Oct, 2024 @ 9:08am 
Ok, I was hoping you could figure something out about why it would crash.
But I'll ask if there's anything that can be done in Lost World too.
stephane.f.david  [author] 8 Oct, 2024 @ 9:06am 
Ok, then if ti works without OVN, I'm afraid there isn't much I can do.
Elitewrecker PT 8 Oct, 2024 @ 8:24am 
The crash happens whether it's the player or the AI capturing.
Elitewrecker PT 8 Oct, 2024 @ 8:22am 
Anurell's tomb is a Lost World renaming of the first settlement you capture with Imrik. THe original is "(something) Gulch".
It only crashes if Lost World and this one are used simultaneously.
stephane.f.david  [author] 8 Oct, 2024 @ 8:20am 
"If two buildings levels are pointing to the same superchain, can crash when the AI capture the city (ex Ziggurat of Dawn, with chs and normal version both pointing to same superchain)"
This is a note I made back at WH2 time
stephane.f.david  [author] 8 Oct, 2024 @ 8:11am 
I don't see anything obvious in db to explain it.
I tried to look in a script, I couldn't find a reference to Anurel's tomb
It would be worth knowing if this happens with vanilla instead of combined with OVN
Elitewrecker PT 8 Oct, 2024 @ 7:54am 
Addendum: Important detail missins - when combined with OVN Lost World
stephane.f.david  [author] 8 Oct, 2024 @ 7:53am 
I'll try to fix it. Maybe tomorrow morning I'll have time to do it.
Elitewrecker PT 8 Oct, 2024 @ 7:45am 
After a couple of hours of restarting and toggling of mods, I have narrowed down this mod to a crash when capturing Anurell's Tomb with Imrik.
Any ideas?
stephane.f.david  [author] 1 Sep, 2024 @ 8:01pm 
No new effectt, but gradual upgrade. Sometimes the values at the end are slightly different from vanilla, but they remain close.
Shatilov 1 Sep, 2024 @ 5:11pm 
Does this mod adds new effects & values to landmarks ?
or
Does it gradually upgrade the landmark to reach vanilla effects values at highest level ?
stephane.f.david  [author] 1 May, 2024 @ 9:20am 
I will not have access to my computer for the next 3 weeks. Mod will be updated for ToD the last week of May at best.
Videogamer40000 25 Apr, 2024 @ 5:07am 
I'm not sure if it is because of a mod conflict or the mod itself. But I noticed that the Bugman's Brewery landmark is missing its lower tiers and can't be built because of this. As well as the Lost Underway Junction landmark, missing names for its lower tiers.
stephane.f.david  [author] 24 Apr, 2024 @ 7:42pm 
That's what I had for WH2. But then you have to use everything, and maybe some players like the landmark, but not the regional recruitment.
This modular approach gives more flexibility.
奥威尔·切瑞先生 24 Apr, 2024 @ 1:04pm 
Ever considered consolidating all your mods into one

MOD as an overhaul category
stephane.f.david  [author] 20 Apr, 2024 @ 9:16pm 
Fixed
Kristoffer Gerdien 20 Apr, 2024 @ 4:33pm 
Hey can you update and correct Tiers II-IV of Shrine of Manann in Bordeleaux because there are no effects provided except for Tier I? I can only leave Shrine of Manann at Tier I for its benefits to take effect (I was playing as Bretonnia).
Behrzerker 12 Mar, 2024 @ 4:16am 
Yeah instead of adding a cost in population surplus, you could increase the cost in gold.
I personally don't think that would be necessary, but if you'd really wanna do it, then you could let's say reduce the spread of the prices between each landmark levels.
For example, if the current prices looks currently something like this (no idea if that's actually the case but for the purpose of my explanation we'll just assume it is) :
20%, 40%, 60%, 80%, and then 100% of the cost for the final tier (for a tier 5 landmark in vanilla) ; you could make it look more something like this : 60%, 70%, 80%, 90%, 100% ; with the final cost being more than the vanilla one if you'd like.
Essence 12 Mar, 2024 @ 12:50am 
I think population cost is good as an idea, but bad in the scope of the game, we would need a "population usage overhaul" for it first, which is something ive been thinking about but never manage to solidify an idea about (its just a pretty bland and inconsequential system). Increasing gold cost is a better way to slow progression, but in many cases, Landmarks are overall more aimed towards a later level of city, so spending that build slot, and the gold, to build it, already delays your progression.

So in most cases, if you wanted to reach that landmark in native, compared to this mod, it wouldve been quicker to not use the mod, so it kind of already "fulfills it purpose", even though it may not feel like it does. But it makes it much easier for the player to organize building slots, and also lets the AI build more Landmarks, instead of filling up all the building slots with other stuff, making it a bit more interactive/immersive.
Behrzerker 10 Mar, 2024 @ 1:12pm 
Anyway overall I think it's a bad idea, because landmarks requiring population surplus means that it would take a lot more time to upgrade your settlements, so by the time you get to the required tier of the vanilla landmark, you would have already been able to build said landmark far earlier without this mod. Then what's even the point ?
This mod is supposed to buff landmarks, not nerf them by slowing down progression.
stephane.f.david  [author] 10 Mar, 2024 @ 11:32am 
Population cost removed. Chaos Dwarves have no population... So they couldn't build anything. The idea requires more work...
stephane.f.david  [author] 10 Mar, 2024 @ 11:09am 
oh.. I didn't play with them. Tha's an issue yes...
Elitewrecker PT 10 Mar, 2024 @ 5:06am 
I think he means the fact that Chaos dwarfs don't have population surplus.
stephane.f.david  [author] 9 Mar, 2024 @ 1:30pm 
What do you mean can't build "anything"? And why Chaos Dwarves specifically?
[*VGS*]polocarle 9 Mar, 2024 @ 8:15am 
really bad idea with populatio cause chaos dwarf cant build anything now
stephane.f.david  [author] 24 Feb, 2024 @ 9:44pm 
Mod updated for 4.2. I've also introduced another change: each level now require one population. My goal is to slow a bit expansion. Something similar is planned on the main mod.
Let me know what you think of these change: good idea?
Behrzerker 14 Feb, 2024 @ 9:58pm 
Yeah with only your mod that's what you can except, though you can try adding living world to see if that's what's causing the problem.
stephane.f.david  [author] 14 Feb, 2024 @ 9:07pm 
I just tried a new campaign as Gor Rok. No problem running the first turn.
Behrzerker 14 Feb, 2024 @ 8:42pm 
Itza, as Gor-Rok
stephane.f.david  [author] 14 Feb, 2024 @ 7:52pm 
What faction are you playing? !f it's the very first turn, I can try to start a campaign with the same faction and see if I get the same problem.
Behrzerker 14 Feb, 2024 @ 12:25pm 
No it's the 65th faction, but on the very first turn.
The faction just after Mannfred is The Barrow Legion (Heinrich), starting as usual in Blackstone Post, and has Castle Drachenfels' Library for first landmark (it didn't crash when trying to look in this case).
I have to mention though that sometimes it crashes at 64, so before Heinrich has even a chance to be involved.
And yeah it's with the whole modpack, so unless I go try to look in detail what mod would conflict with yours by bisecting everything for hours on end ; which I have no interest in doing at the moment, since it's already what I had to do in order to find out your mod ; we won't get to know.
stephane.f.david  [author] 13 Feb, 2024 @ 8:13pm 
when you say it crashes when you select their settlement in Deff Gorde, is that at the start of the campaign? Or at turn 65?

From the flags at the top, do you know what the faction just after Manfred is in your game? And what regions they occuy? Do they have a landmark in it?
It's possigle the crash happens just at the beginning of their turn (so after Manfred finish moving, for example when finishing upgrading a building, but before you see them doing anything)

I suppose you don't have a save with just my mod so I can try to replay it without installing all the same' mods as you?
Behrzerker 13 Feb, 2024 @ 6:18pm 
For your information, I wanted to see if there was a particular landmark in Deff Gorge but the game also crashed while trying to select their settlement, so I couldn't. However there was no landmark icon on the right, so unless it was unlisted, there shouldn't be any.
After all of this was done, I ended my turn, and waited for Mannfred's one. To my surprise, nothing special happened. He just moved his army and heroes in the open like normal, without capturing any settlement, and after his last movement, the game simply just crashed, for no apparent reason.
This is all the information I could gather unfortunately. From there, I'll let you draw the conclusions, if you can find any. Good luck.
Behrzerker 13 Feb, 2024 @ 6:18pm 
So after using powerhungry's "Discover All" mod, I was able to tell for which faction it happened. It was The Drakenhof Conclave (Mannfred). Once I knew that, I started the campaign again, removed fog of war and configured the camera settings for this specific faction so that I could track its actions.
Its starting location was at Deff Gorge, in The Barrier Idols province, which is different than vanilla because I am using Forlorn's "Living World State Overhaul". They also had some heroes in the Shifting Sands, between Bhagar and Ka-Sabar, their orginal starting location, most likely for the same reason.
stephane.f.david  [author] 12 Feb, 2024 @ 8:02pm 
As I said, last time I had this kind of bug, was when a faction captured a settlement with a landmark which had an erorr in the db. Since it always happen at the same turn, it looks similar.

I can probably fix it, but we need to narrow the list of suspects.

Maybe try using a 'remove fog of war' mod, to know what is happening just before the crash.

Are you familiar enough with modding to log something?

Game can generate a log, where we could see what faction is playing, it may help identifying the landmark
Behrzerker 12 Feb, 2024 @ 11:59am 
To be more specific, since you're asking, after clicking the end turn button, the game systematically froze and crashed on the 65th faction's turn, until I removed your mod. Then and I could end my turn perfectly fine. Unfortunately I can't tell you which faction it was since I hadn't discover it yet.
However be advised that I have a pretty huge modpack (roughly 400 mods), so it could be a conflict with another mod I have. I suspected it could be another landmark mod, so I removed all of them except yours in order to check, but the issue persisted, so it wasn't that, and I have no idea what else it could be.
stephane.f.david  [author] 12 Feb, 2024 @ 2:41am 
Can you be more specific? This usually happêns when a specific faction capture a specific region, and the landmark for this region is not set up correctly.
It can help if you look at the flags during AI turn, and can tell what is the faction when the crash happens. Or send me a savegame just before the crash, with only this mod activated if possible.
Behrzerker 12 Feb, 2024 @ 12:00am 
Tends to freeze and crash my game in the course of the end turns.
And thus even without any other landmark mod activated.
Elitewrecker PT 17 Oct, 2023 @ 11:36am 
It was crashing before even reaching the main menu, with a warning similar to Arawwn but in a different building.
Just re-downloaded and it's working now :steamthumbsup:
stephane.f.david  [author] 17 Oct, 2023 @ 11:26am 
I re uploaded the mod,in case my previous correction was not correctly sent to workshop, and the fix was only local.
stephane.f.david  [author] 17 Oct, 2023 @ 11:24am 
There was a crash after 4.0, but I fix it. I just tried with only the mod, the game loads. When do you have your crash; when starting a campaign, or even before.
Elitewrecker PT 17 Oct, 2023 @ 11:16am 
I'm getting a crash on launch with a warning with just this mod enabled. Anyone can confirm?