Total War: WARHAMMER III

Total War: WARHAMMER III

SFO & Sigmar's Heirs Compatability Patch Ven Fix
38 Comments
Venator  [author] 18 hours ago 
Also Three Stars on my first ever mod is not bad eh? :steamhappy:
Venator  [author] 18 hours ago 
Hey Killing joke, cheers for finding that, I've found a fix for that, but I am currently trying to fix the other issues before I push an update.
Killing Joke 6 Oct @ 1:00pm 
Found 2 more issues, please would be great if someone can confirm:
1. Maidens of Sigmar and Sigmar's Purifiers ROR are not available for recruitment after Mordheim was purified and landmark lvl 3 built. Got Bertha hero, but not ROR
2. It feels like War Wagons (both normal and Grenade Launchers) have some "self-destruction" unit treatment, like bloating corpses of VC. They die in ANY auto resolve without indication that they will die. Like low casualties, noone is highlighted in red, pressing autoresolve button - every single wagon is dead.
Barracuda 5 Oct @ 10:29pm 
Hello,just wanted to report this Issue with The Old World Campaign. The recruitment buildings for some of the Empire Factions change to a blank version of the building that can not be upgraded. This issue only appears when this compatch is loaded.
Mod list:
1, MIXER - Mixu's Unlocker
2, The Old World Campaign
3. SFO & Sigmar's Heirs Compatability Patch Ven Fix
4. [BETA] Sigmar's Heirs, an Empire Overhaul
5. Sigmar's Heirs, an Empire Overhaul - Assets
6. Mod Configuration Tool - v0.9 Beta
7. Console Commands (Modding Tool)
7. SFO: Grimhammer III - RISE OF THE RAT
To Replicate issue:
1. Load into Elspeth's faction in the campaign
2*. Elspeth's recruitment building is one of the blank versions. Also some of the other factions has this problem as well
3. Press Console Command's button at the top left and enter ff into the text box to remove fog of war
3. Look at all of the faction capitals for some of the empire factions to see their default starting building has been changed
Delta-118 4 Oct @ 8:35am 
For people who can't recruit Nuln Ironsides or Hochland Long Rifles; this is a bug with the unit caps, you can turn them off in the SFO settings. If you still want there to be some sort of cap on units, SFO includes a version of Tabletop Caps you can enable through the Mod Configuration Tool.
Delta-118 4 Oct @ 6:20am 
No worries, take all the time you need, and thank you for doing this!
Venator  [author] 4 Oct @ 4:52am 
@Delta-118, my unofficial playtester XD, excellent I shall add it to the list. Unfortunately with time constraints over the next few weeks means I like the opportunity to fix these issue. However, I am keeping track of these comments in a document in order to go through and fix once time permits. The goal would be to have imperial allegiance and the provincial bonus on all units but this will take time.
Delta-118 3 Oct @ 4:46pm 
Just noticed this; elector count "spearmen" (i.e Reikland Spearmen) should probably be renamed to Pikemen (i.e Reikland Pikemen) and all regional troops should probably get the SFO Imperial Allegiance trait.
Lucius Religaris Heil 3 Oct @ 10:59am 
@Venator Good idea! Reiksguard Foot 1st Company
Delta-118 2 Oct @ 1:53pm 
@Venator that Imperial Foot idea sounds awesome to me.
Superbreadninja 2 Oct @ 8:35am 
Does this work with the Lite version made by Chop Chop?
MoistCake 2 Oct @ 7:16am 
@Venator Will give it a try and drop you a message if it works, its not a huge deal of course as it works perfect it seems in single player. Just incase anyone has similar issues in multiplayer :) Thanks though!
Venator  [author] 2 Oct @ 7:08am 
Hi @Moistcake, have you tried playing the base mod and see if that causes the duplication. Otherwise I am not sure what would cause that.
MoistCake 2 Oct @ 7:03am 
I noticed we are doing a Multiplayer campaign with a few mods including this and noticed that alot of things have how can i say best, Doubled in quantity? for example two barracks/training fields to the exact same thing.. starting armies are doubled in quantity and the levy recruitment panel has changed to 'raise dead'.. im not sure whats happening.. When in single player none of the above happens and all seems fine.
Venator  [author] 2 Oct @ 3:09am 
A thought occurs so anyone using the mod feel free to react to this post.

The Carroburg ROR is currently using the Imperial Foot model, if I can fix the animation I would like to keep them in but rename them to something like “Reiksguard 1st Company of Foot” or something similar. Let me know what people think
Venator  [author] 2 Oct @ 2:59am 
Howdy again @Delta-118, yes I felt the same regarding stats and models.
I had also discovered the Disciple issue due to SH changing how religious buildings work.
Essentially the issue for the first change is essentially removing a unit and replacing the unit model. This is something I have to learn.

The religious buildings issue is tricky and when I have time will work on it. Just unfortunately as with most things there are not enough hours in a day.

Also absolutely everyone should learn modding. It’s very rewarding.
Delta-118 1 Oct @ 1:48pm 
On the subject of duplicate RoR's like the Altdorf Company of Honor, the Carrowburg Greatswords, and the Imperial Foot, I think that using the SH models and the SFO stats is probably the best compromise, but that's just my opinion. Maybe I should learn to submod...
Delta-118 1 Oct @ 1:42pm 
Sigmarite disciples aren't available at the special altdorf landmark church, which means they can't be recruited from altdorf since the standard church line isn't available.
RazorChain 1 Oct @ 1:29pm 
Good job, we all start our modding forays as amateurs
Yaki 30 Sep @ 11:51am 
I really appreciate your work. You deserve all the 💕
Venator  [author] 30 Sep @ 9:26am 
You'll have to forgive me this was more to get it working than a long term project. I am very much an amateur
Venator  [author] 30 Sep @ 9:25am 
Hmm, interesting I'll have a look when I have time
Yaki 30 Sep @ 2:32am 
nuln ironsider and hocland longrifle cant be recruited, Even at level 3 of the range buildngs it still says 0/0 recruitable. Am I doing something wrong?
Venator  [author] 29 Sep @ 12:53am 
So @Tevesh this appears to be a feature of base Sigmars Heirs, I’d raise a query there
Venator  [author] 28 Sep @ 1:28pm 
Oh I have no idea about that bug
Tevesh 28 Sep @ 12:44pm 
Am I supposed to have no access to basic military buildings as Volkmar? Cause the original mod's description doesn't say so.
Delta-118 28 Sep @ 8:07am 
awesome!
Venator  [author] 28 Sep @ 2:34am 
@Delta-118 yes there is only 1 Imperial Foot unit now, recruited out of high tier barracks and I think Castle Reiksguard. The Elector Count Unit is know the Order of the High Helm from the Original Mod
Yaki 27 Sep @ 2:39pm 
Thx !!! ❤️❤️
Delta-118 27 Sep @ 2:37pm 
I will be keeping a very close eye on this, I would love to use Sigmar's Heirs and SFO together properly, at last.
Delta-118 27 Sep @ 2:36pm 
did you fix the original issue with there being two Imperial Foot, the SFO and SH versions?
Venator  [author] 27 Sep @ 12:00pm 
I'll try and keep it updated as it's a mod I can't do without
Moon Guy 27 Sep @ 10:59am 
i'll try to play it before it becomes outdated like the others
Moon Guy 27 Sep @ 10:59am 
very good
Venator  [author] 27 Sep @ 3:30am 
@PileErico - I can look into that at some point and see if I can get both to work. Unit abilities and buffs wouldn't be something I know how to do but it could certainly be a good learning experience
ChopChop 27 Sep @ 1:20am 
Nice one, good job on the submod :steamthumbsup: thank you for credits :WH3_clasp:
PileErico 26 Sep @ 7:55pm 
帝国单位的通用被动没有出现在Provincial units上,是因为这些单位已经有了独特被动吗?但感觉不太平衡,瑞克领给的是10%破甲伤害,而sfo里给的被动是8士气和5近战防御
PileErico 26 Sep @ 7:11pm 
让我试试看