Total War: WARHAMMER III

Total War: WARHAMMER III

Skaven Clans United - submod for Skaven Clans
107 Comments
Meow Meow 4 Oct @ 8:20pm 
It's not certain, but it seems like the research on ‘Rictus’ and ‘Moulder’ has been reversed.
Sindri Myr 2 Oct @ 3:08am 
solution for compatible with sfo maybe just make a new tab for your tech instead of fitting them inside the vanilla tech tab? i tried to look at doing this myself but i never do anything that complex in mods i just change numbers sometimes. too advanced a change for me.

very cool mod, i love where this is going.
K-9  [author] 1 Oct @ 5:22am 
Undea
The Ai also got the option to build the buildings.
When the last bit of the "locked behind faction" is done, they will have to confederate first.

Medbraktlik
It looks like SFO uses a different tech-tree than vanilla, that's why the techs aren't showing up.
My vision was that the "techs" was to be given, but they currently take 1 turn. Even though I have set them to demand 0 researche like some vanilla tech.
When I find what gives the vanilla tech, but not mine, it should solve this incompatibility with SFO.
Undea 29 Sep @ 2:02pm 
i notice, that the ki is building the other clan buildings.
i have now clan Gangrous with skurvy snipers. xD
so only the player is locked.
K-9  [author] 29 Sep @ 5:31am 
Undea
It's actually what I'm working on, as I found something in the creation kit, that could tied specific things to ancilleries/traits like the sword of khaine.
But irl takes some much time right now, so I don't get that much modding done.

The tech is the first implement of that feature, as I can lock specific things behind that.

Medbraktlik
It might be that my mod and SFO places the techs at the same place in the tech tree.
Then the load order picks which one is shown.
Can you post a picture to me, then I might be able to move my techs to another location.
Undea 29 Sep @ 12:22am 
how about lock the tech behind a legendary lord skill, wich is already activated?
this way you get it only with the right lord.
Undea 29 Sep @ 12:17am 
@Medbraktlik
same here, i dont see any tech from this mod.

@K-9
good work so far.
i was waiting for a mod like thisfor years.
Medbraktlik 28 Sep @ 2:28pm 
seems like your clan techs are incompatible with sfo tech tree. they are not showing up.worked fine with sfo turned off. Great mod btw!
Bone daddy. Ainz Ooal Gown 28 Sep @ 6:02am 
ah ok
K-9  [author] 28 Sep @ 5:46am 
tww2alldlc_pro
The OG mod had it, so some buildings, units, agents and LM are made available and therefore it's a need for this.

Bone daddy. Ainz Ooal Gown
You should still be able to build the buildings, and recruit the units.
There has been implemented the first step for locking and tying to faction leaders by a tech. But it's currently available for all without confederation.
Bone daddy. Ainz Ooal Gown 27 Sep @ 2:57pm 
so how do you get the other clans units cause it used to just be you build the buildings then recruit
tww2alldlc_pro 27 Sep @ 9:13am 
why you need rootblod mod if new version of skaven clans doesnt requie this , could you take a look at that ?
Flooped 26 Sep @ 1:24pm 
Thanks man! all good from my side
Bone daddy. Ainz Ooal Gown 26 Sep @ 12:39pm 
thanks man
K-9  [author] 26 Sep @ 3:02am 
Hey guys

Sorry for the late answer, I have fixed the issue and you should all be able to start the game with this mod again.
Otherwise let me know.
Cakeguy1459 25 Sep @ 8:04pm 
Same problem here, after i disabled this mod it got fixed so dunno what the issue is
nightspeed1992 25 Sep @ 7:08pm 
im getting the same problem as flooped, and i have all dlc.
Bone daddy. Ainz Ooal Gown 25 Sep @ 9:46am 
that wouldnt make sense tho cause the only dlc i dont have is malakai and wood elves
Flooped 24 Sep @ 8:35pm 
Hi i have the same problem as bone daddy, when i enable this mod with the skaven clans mod, it crash the game with the message of db.pack makes the crash and a file message from canopic jars. This mod requires having all the dlc right? maybe that is the problem
Bone daddy. Ainz Ooal Gown 24 Sep @ 6:59am 
I tried it without rotblood and it crashed so its probably something to do with rotblood
Bone daddy. Ainz Ooal Gown 24 Sep @ 6:56am 
hmm ok lemme try without rotblood rq
ToasttheImp 24 Sep @ 4:58am 
Bone, I had the same issue and for me it was caused by rotblood tribes. Though I had a seperate issue were this mod caused the game to crash but I think thats a combatability issue
Bone daddy. Ainz Ooal Gown 23 Sep @ 10:20am 
I play with alot more mods tho but i dont know what else could affect skaven
Bone daddy. Ainz Ooal Gown 23 Sep @ 10:19am 
alot tbh but the main mods are SFO, Mixu, recruit defeated leg lords, lost calm, landmarks mods, vic con overhau, legendary characters, legions of nagash, MCT. those aren't skaven mods tho so ill say the skaven mods i run "skaven clans blood for the blood god", additional units skaven, vile vermin lord, servants of the horned rat, skaven food overhaul, moulder menagerie, skaven esoterica, skaven tech tree overhaul, skaven council of 13,and then a few mods that effect undercitys.
K-9  [author] 23 Sep @ 10:03am 
Bone daddy. Ainz Ooal Gown
Which mods are you running with?
As it's most likely some who also have to overwrite the same vanilla file I did.

I busy irl, but I'm working on the new stuff added in modding 6.3, so I don't have to overwrite that file.

TruestMoo
Thanks for the kind word.
Bone daddy. Ainz Ooal Gown 23 Sep @ 9:45am 
I keep getting a crash report about canopic jars when i run these with my other mods
TruestMoo 21 Sep @ 4:52pm 
I'm just here to say keep up the great work, I think this is a beautiful mod as it is currently and potentially, I eagerly await each update now, this brings the spice to the Skaven i've truly wanted.
K-9  [author] 14 Sep @ 10:13pm 
Lyvewyrez
It works again, as the OG mod has been reuploaded for 6.3.
Yes, when done all things like plague creation, flesh lab, Ikit's workshop and so on will be available through confederation when done.
But not everything is in yet, and something aren't working properly currently.

The 6.3 update stalled my work, as I couldn't check/test what I was modding, and right now irl takes most of my time.
But I'm still working on bringing the rest in and getting everything to work properly.
Lyvewyrez 14 Sep @ 7:10am 
Sorry if this is beating a dead horse, trying to parse the current conversation. This mod doesn't(?) work properly in 6.3 as you're still waiting on original authors to update (potentially others stepping in)? Not sure where it is at.

Also, going by what someone said earlier, I just want to clarify. When everything is working properly, should we be able to get another clan's special resource and feature, such as plague creation / infections if you confederate a plague clan, or the crafting options if you confederate Clan Ferrik? I'm mostly interested in either of these two options, but so far my testing hasn't added either of the features when I confederate them, so wanted to confirm if that is still the case. Thanks for your help with this mod!
K-9  [author] 9 Sep @ 3:14pm 
okkebeltman
That one escaped me, as I read it as they were going to make patches on Discord, I'll make some adjustments and remove the old ones. Thanks for pointing that out.
okkebeltman 9 Sep @ 2:49am 
Just so you know, they are not "patches" but reuploads. You should not run both at the same time, only the new versions from SCM
K-9  [author] 8 Sep @ 8:46pm 
The patches are out for Rotblood, Skaven Clans and the assest packs.
They have been added as requirements and are needed to fix the OG mods to patch 6.3.
RAAMPEAK 4 Sep @ 9:37am 
it requires mod that are outdated, the rotblood and skaven clans
scydrapheen 3 Sep @ 11:49am 
Thanks for the update info
K-9  [author] 3 Sep @ 11:19am 
*Update*
On the modding Discord, Skaven Clans have been talked about, and it seems that if the OG Team haven't updated by Monday, some others make temporary patches for a couple of mods, which is currently broken after patch 6.3.
K-9  [author] 2 Sep @ 5:01pm 
The mod is currently unavailable until the OG get's an update, to the changes CA has made.
I have made this mod ready, so when the team of Skaven Clans get the time and upload, mine should work alongside then.
scydrapheen 25 Aug @ 8:28pm 
I tested a bit and this is amazing, seriously. I tried in an ongoing campaign with all clans already confederated and everything seemed to integrate well. Mechanics, tech, as well as special resource collecting. This is playing as Skryre.
K-9  [author] 25 Aug @ 1:10pm 
New update, this should take care of the overwriting of units models, as I found 14 instances where the normal vanilla units where used with a difference model.
Some mechanics from vanilla are partially in, as it should make it save game compatible when I'll get the scripts working. They do not function correctly as is.
scydrapheen 16 Aug @ 4:52am 
No worries, take your time, and thank you
K-9  [author] 16 Aug @ 2:12am 
Bumble
Are you playing on a new game after the patch, and is it still an issue in custom battles?

scydrapheen
I'll check it out tomorrow, as I'm busy irl today.
scydrapheen 15 Aug @ 5:44pm 
I dropped it in the bug report
Sadiesuchus 15 Aug @ 5:40pm 
Hey K-9, just checked it again. It is not fixed for me.
K-9  [author] 13 Aug @ 1:43am 
scydrapheen
I'm not sure, as all mechanic scripts contains a part which fires when loading a save.
As when changed, they’re looking for the owner of the legendary lord, Ikit Claw, Throt the Unclean and so on, and not the OG faction that had the mechanics.
scydrapheen 12 Aug @ 4:36pm 
Ok, well looking at those 3 clips you provided, it seems to be going well. Do you think it would be save game compatible, if one has yet to confederate with the factions associated with mechanics?
K-9  [author] 12 Aug @ 12:30am 
scydrapheen
There are some mods out in the workshop, who adds the vanilla mechanics through confederation.
So if I can't get my scripts to work properly, I will look at adding them as dependencies, if I can get the OG mods mechanics to work with one of them.
scydrapheen 11 Aug @ 6:14pm 
Having multiple faction mechanics at the same time, has it ever been done before? I really wish you good luck with that. It will be the coolest thing ever for this mod.
K-9  [author] 11 Aug @ 12:00pm 
Valen
That depends on how the mods are made, some might work if they only look for the Flesh Lab in the script. But if there are direct overwrites of link to Throt/Moulder they might not.
Valen 11 Aug @ 11:11am 
If you add the faction mechanics to all factions on confederation, will mods to those mechanics still apply?(I use mods for the workshop and flesh lab)
K-9  [author] 11 Aug @ 8:49am 
Rotblood should be downloaded, as it's the last dependency from the OG mod and I have started integrating stuff from it.
Some other mods have been testing and checked for compatibility, and I found no issues. Else let me know.
Currently testing some scripts, for faction mechanics.

Bumble
I have tested a couple of clans in campaign and custom battle, and they should have the right faction colour now. Else let me know.