Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
very cool mod, i love where this is going.
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.
i have now clan Gangrous with skurvy snipers. xD
so only the player is locked.
This is with your mod and Sfo
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.
this way you get it only with the right lord.
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.
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.
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.
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.
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.
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!
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.
They have been added as requirements and are needed to fix the OG mods to patch 6.3.
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.
I have made this mod ready, so when the team of Skaven Clans get the time and upload, mine should work alongside then.
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.
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.
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.
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.
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.
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.