Total War: WARHAMMER III

Total War: WARHAMMER III

[BETA] Adjustable Armies Updated
463 Comments
DoriamVell 7 Oct @ 3:06pm 
Hi, thank you for your work
I have a question: there is mod to forceful embedded all hero for AI. Will it break game if it embedded 20 hero to one army, or there is script/engine limitation that just prevent such army configuration?
love-381 7 Oct @ 2:07pm 
First of all, thank you for providing this mod. However, there is a crash in the ai turn. and If you don't mind, can I get the 6.2.2 version file? I want to use this mod even if I do rollback. (I am sorry that I am not good at English.)
Lost In Draft 7 Oct @ 12:22am 
Wow this mod is life changing thank you so much.
Aress 4 Oct @ 11:12am 
@AceTheGreat, ok i posted the save game in the repo, thanks.
AceTheGreat  [author] 4 Oct @ 10:40am 
@Aress Thanks for sharing the list. I know some players have reported issues with Radious in the past, so it may be related to that. In any case I will take a look at the list and see if I notice any obvious conflicts.

You could either upload it somewhere (Google Drive, Mediafire, etc) and share the link, or you could post it to the repo [github.com] as a new issue.
Aress 4 Oct @ 9:44am 
@AceTheGreat Yes, I have no attrition mod. I'm using Radious mods and I started this campaign with patch 6.3.1. I have posted a list of my active mods. How can I share the save file?
Pete el pachorras 4 Oct @ 9:25am 
This is a common problem with the game itself; long games tend to crash, and it's hard to see a game that doesn't break before turn 300. But as I said, it's a recognized problem with the game itself; it's more noticeable in its co-op version. The mod has nothing to do with it.
AceTheGreat  [author] 4 Oct @ 8:47am 
@Aress Camaloux's script log seems to support the notion that the script itself is fine as well.

Could you confirm that you have No Attrition Mod, and if you have any other large gameplay mods or mods that might alter attrition? Also out of curiosity, what patch did your campaign start on?

If possible, would you be able to share your mod list and save file in the Known Issues thread? As I mentioned in there, I haven't been able to reproduce any of these crashes on my end, so I am finding it difficult to help.
Aress 4 Oct @ 8:39am 
UPDATE: The game crashes on turn 126 during the AI turn. I am unable to continue playing
Aress 4 Oct @ 4:40am 
UPDATE: I removed the mod, the armies are down to 20 units, I saved and reloaded, enabling the mod again. The AI now completes the turn. This confirms that it's not the mod/script causing the issues, but rather when the armies exceed 20 units. It doesn't happen every time; it occurred to me on turn 113."
Aress 4 Oct @ 3:09am 
UPDATE: Now it crashes every time during the AI's turn. It only works when the mod is disabled. I tried the GitHub version and the Steam Workshop version; they both crash.
Aress 4 Oct @ 1:10am 
Thank you AceTheGreat, this could be very helpful if it crashes again. This is what happened to me: the game kept crashing during the AI's turn. I removed the mod and forced the game to load, and the AI finally completed its turn. I then saved the game, quit, and reloaded. I tried loading the save without the mod, and then I tried loading the original crashing save again. This time, the AI completed its turn without the game crashing. I can't really explain it. I play with 55 active mods, so I guess sometimes things are bound to go wrong
AceTheGreat  [author] 3 Oct @ 11:00am 
I am having trouble reproducing these crashes. I have tested a few campaigns using only the required mods plus MCT, and I have not experienced these crashes.

I am re-uploading the latest version one more time. I have also uploaded the .pack file to GitHub in case anyone would like to try installing it directly: link [github.com].

For anyone still receiving consistent crashes, feel free to leave a message in the Known Issues thread . I added a few points to the thread that you should include in your post. As much detail as possible would be helpful.
vic91190 3 Oct @ 10:12am 
Same problem as Aress. Testing the new version.
AceTheGreat  [author] 3 Oct @ 8:33am 
@Aress Nothing that would have effected the execution of the code. I will revert just in case, though.
Aress 3 Oct @ 7:07am 
The game crashed after the October 3rd update; the previous version worked fine. What was the update? Maybe I can patch it myself.
AceTheGreat  [author] 2 Oct @ 7:16pm 
@julian.walzl93 Does this happen when using only this mod and the requirements?
julian.walzl93 2 Oct @ 10:32am 
hi man,
first i want to say thanks for your amazin work,
second i have the same krash problem, i tried a lot of time yoour solution,
but maybe work for 2 turn and krash again
AceTheGreat  [author] 28 Sep @ 9:46am 
Also a list of mods you are using could be helpful too, in case there is a conflict.
AceTheGreat  [author] 28 Sep @ 9:42am 
Hm good question. You could either post the relevant part in the known issues thread, or if you want you can open an issue on the repository [github.com] and attach the file there.
Camaloux 28 Sep @ 3:22am 
I was able to play for a certain number of turns but now I have the same problem as Greg. At the very end of the AI's turn sequence, the game crashes. I tried deleting the AI faction that played the last to see whether the culprit was the force assault script, but the crash happened anyways. I think it actually happens during the sequence of scripts execution at the start of the player's turn. I have a script log and a crash report, how can I send them to you?
Camaloux 27 Sep @ 10:33am 
You brought to my attention that I was in fact using an earlier version of the mod (due to an habit of copying mods files directly to the data folder), so that's on me. Everything's working now indeed :D
cableguy 27 Sep @ 9:33am 
Can confirm new campaign works once I force updated the mod
AceTheGreat  [author] 27 Sep @ 8:31am 
I am definitely able to start a new campaign without issues using only the required mods + MCT. In the past, crashes that occurred during campaign load were often from a version mismatch. For anyone having this kind of crash please try the following:
1. Make sure you are on the latest 6.3.1 patch, and not the beta or rollback patch.
2. Make sure you have the latest version of the mod. You can force it to update by doing this .
3. Check if the crash still occurs when using only this mod and its requirements.

One other thing to try is to disable the new "Force Siege Assault" setting in MCT. In theory it would not cause these types of crashes, but it was the most recent addition to the mod.
AceTheGreat  [author] 27 Sep @ 8:31am 
Hm, I am not sure why there would suddenly be new crashes, especially during a new campaign start/load. For some types of crashes, the relevant logs can be obtained using this mod: link . If there are any script errors causing the crash, they usually appear near the bottom of the file. I am not sure if the crashes during campaign start will appear here, however.
Camaloux 27 Sep @ 8:02am 
Same here: this mod or the no attrition one currently crashes my game when attempting to start a new campaign
BLM's Strongest Warrior 26 Sep @ 6:18pm 
Can confirm, I'm having the same issue as Greg.

Although, in my case, I can't load up saves even without a crash first. Seemingly, campaigns just become bricked on random turns, and every turn after that can't be loaded.

Hopefully whatever's causing this isn't TOO hard to find.
kingbahl 26 Sep @ 3:33pm 
You are the GOAT ♡♡♡:steamthumbsup:
Greg 25 Sep @ 9:18am 
Really enjoyed and appreciated this mod, many thanks to all those involved in creating it.

Sadly since 6.3, have experienced crashes during the end turn. Sometimes this would be early, like first ten turns, sometimes wouldn't happen until much later. Not only this but once a campaign save has had a crash, I'm unable to even load a save for that campaign, including earlier turns which I find very odd. I have narrowed it down by disabling all else, and it is either this mod or the No Attrition mod it depends on.

I know very little about modding, or even where to find my crash logs, but if supplying them would be of any use to perhaps solve this seemingly complex issue, I'd be glad to try and assist. Seems like a fair few people are having similar problems. I don't know of any other way to get 40 unit armies, so would love to be able to return to playing how I am used to.
Van Der Meer 23 Sep @ 10:59am 
Thank you very much for your reactivity! Really appreciate it and now its working properly!
AceTheGreat  [author] 23 Sep @ 8:05am 
Updated for 6.3.1.
AceTheGreat  [author] 23 Sep @ 8:05am 
@Van Der Meer Glad you're enjoying the mod. I have not had much free to time to devote to that fix, so unfortunately I don't have an ETA on that.
Van Der Meer 23 Sep @ 7:37am 
My god… This hotfix just fucked up all my army build…
ngeri_bo 23 Sep @ 6:59am 
just updated to hotfix 6.3.1.., and this mod wont work. my current savegame armies return to 20 stacks. please update.
Ganon Cannon 23 Sep @ 4:11am 
Yea this mod causes a crash as of todays hot fix. Not sure what they changed to possibly affect this pretty weird.
FayeValentine 23 Sep @ 3:13am 
Just updated to Hotfix 6.3.1, the mod is now outdated. Please update.
Van Der Meer 21 Sep @ 4:50am 
Hello. thank you for your mod. very nice one and it improves drastically quality of life on the game. having only 20 units per army was honestly too small. My question is the next. How is it going for the issue with exchange units between army? Is there any plan to fix it? Thank you again to bing back alive this mod
731自愿实验品马路大 20 Sep @ 1:28am 
Today is September 20, 2025, and the module is operating normally.

I can use it without any issues, but some other people are unable to operate it.
AceTheGreat  [author] 5 Sep @ 6:28pm 
@Bones There is a workaround for this, check the video on this workshop page.
Bones 5 Sep @ 6:13pm 
Heroes can't join armies once they go above 20 unit count.
AceTheGreat  [author] 3 Sep @ 7:42am 
@z.skau I double checked and the mod is working on the new patch. Did you try these steps to force Steam to re-download the mod? Also make sure you do not have any betas enabled.

@Nekatau I haven't played Mirrors of Madness, so I am not sure what you are referring to. If you mean the number of entities per unit, there are some mods on the workshop that should be compatible.

@victor.a.rom No it does not affect garrisons.
z.skau 3 Sep @ 12:00am 
Why does it no longer work, I see you said its updated. Ive tried reloading all my mods but nothing works.
Nekatau 2 Sep @ 3:54pm 
and how to change the number of units themselves, as in the mirrors of madness in a regular battle? only in the campaign
victor.a.rom 2 Sep @ 1:53pm 
Does this also effect the unit cap for garrisons? If not then there would be little reason to build up settlement defenses.
AceTheGreat  [author] 2 Sep @ 9:18am 
Updated for 6.3.0.
Romes_Finest 2 Sep @ 5:01am 
Cool. THanks. Thats good.
AceTheGreat  [author] 1 Sep @ 12:26pm 
@Romes_Finest Ah if you mean the beta for the new patch, then yes this mod will not work. It increases army sizes by modifying memory addresses, and these addresses change every patch. I will only update the mod when the new patch is on live.

Cpecific's Traits Manager may have the same issue, assuming it is modifying memory addresses as well. Memreader itself is likely fine.
Romes_Finest 1 Sep @ 6:32am 
I'm not sure how much this concerns you, but memreader is definitely outdated or something, because Cpecifics trait manager doesn't work with the BETA either. So, I'm not sure if this is just memreader at fault.
Romes_Finest 1 Sep @ 6:30am 
Sure. The game breaks when loading the campaign map with IE expanded installed, just shuts off.



I tried to isolate the issue a bit and I think its the latest BETA that doesnt let me use the mod. Even with every other mod off and the three required to power up this one, I can't recruit 40 units. But the issue goes away with BETA uninstalled.
AceTheGreat  [author] 31 Aug @ 12:36pm 
@Romes_Finest Can you explain more about the issue you are having when using the two mods together?