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1. get the newest version of RPFM(Rusted PackFile Manager)
2. open it and at the top left "open packfile"
3. finde the unit mod in steam\steamapps\workshop\content\1142710
4. open the unit mod and finde the db/main_units_tables
5. copy the unit names from the "Unit" line
6. open the Tomb Kings Desert Corruption mod and open the db/campaign_map_attrition_unit_immunities_tables
7. make a new row paste the unit names in the "Unit" line add the "Attrition"; save ; done ^^
or use wemod
-> if the mod dosnt work in the first place changing some values wont change that ^^
ah the meaning of the values its try and see ^^
final tipp wait for the update then tell me if it solved the issue (no time frame on that tho)
for those using non vanilla unit mods. If you want your new units to be compatible <- look there
would an graphic only thing work? no since the tomb kings dont have a corruption
you could also just use wemod and get rid of any attrition
Is it possible to make it softer at the edges? or maybe the corruption doesnt spread all the way to the edges?
yeah
open the mod with rpfm go to
materials/environment/campaign/campaign_combi_corruption.xml.material
<name>breakup_smoothness</name>
<type>float</type>
<value>0.5</value>
</param>
<param>
<name>breakup_tiling</name>
<type>float</type>
<value>0.1</value>
</param>
<param>
<name>corruption_breakup_tiling</name>
<type>float</type>
<value>0.75</value>
change those values between 0 and 1 (maybe up to 2)
2. open the unit mod and finde the db/main_units_tables
3. copy the unit names from the "Unit" line
4. open the Tomb Kings Desert Corruption mod and open the db/campaign_map_attrition_unit_immunities_tables
5. make a new row paste the unit names in the "Unit" line add the "Attrition"; save ; done ^^
burned lands looks allready pretty fire with chaos dwarfes
but since i dont own the dlc i cant make a dedicated mod for them
Would love a quick YouTube video about it
1. get the newest version of RPFM(Rusted PackFile Manager)
2. open the unit mod and finde the db/main_units_tables
3. copy the unit names from the "Unit" line
4. open the Tomb Kings Desert Corruption mod and open the db/campaign_map_attrition_unit_immunities_tables
5. make a new row paste the unit names in the "Unit" line add the "Attrition"; save ; done ^^
there are mods that changes both weather on the campaign and weather on the battlemaps, the campaign changes seems not to be compatiblewith the corruption mods.
for weather effects you should ask Mazisky
the vanilla corruptions dont have dedicated weather effects that are tied toghether between campaign map and battle map
with one execption
Snow.
snow can be incoporated on both maps, like with my chaos snow mods. but only because they added a special snow table that allows you to edit precicly that
"Faction 'wh2_dlc09_tmb_dune_kingdoms' was found to be valid in multiple preferred corruption sets: {FavouredCorruptionNone, FavouredCorruptiontombkng, }. A faction should only ever be contained within one of these sets. Cannot apply post-battle corruption swing."
It seems to happen to wood elves, tomb kings and kislev factions (I use all your stuff!), and my theory is it's a bad interaction with the recruit defeated legendary lords mod resurrecting ai factions.
Still testing to see if that's the case but wanted to ask if you think this theory makes any sense/you've had any experiences with these mods interacting. Thanks again for your mods!
@YinYangTW Apparently it has something to do with the name of the mod using uppercase, if the mod's name in the files is in all lowercase it should fix it I assume
To fix the mod's incompatibility, just make the mod's name lowercase in the mod files, I guess.
Gaining sufficient corruption means that Tomb Kings armies take attrition in desert territory made by this mod. Oops!
can there be a greenskin corruption?
keep trying you prob can make it
and if its to much of a hassle...just use wemod ^^