Total War: WARHAMMER III

Total War: WARHAMMER III

Encounters at Derp - Double Treasure, Amanar, Etc
95 kommentarer
LordOmlette  [ophavsmand] 6. okt. kl. 5:13 
Excellent!
Oh_Man[TFE] 6. okt. kl. 0:06 
I fixed that VCO script break btw
Oh_Man[TFE] 29. juli kl. 4:14 
Noice
LordOmlette  [ophavsmand] 28. juli kl. 16:26 
Is now compatible with VCO, High Elf Sea Patrol, and OvN Araby. Ran out of time so I'll add fishmen compat later.
LordOmlette  [ophavsmand] 21. juli kl. 16:29 
Sorry everyone, VCO compat is taking longer than expected. It should be ready by this weekend though.

Same update should include compat for Sea Patrol, Araby, Fishmen, etc.
EzUNreal 21. juli kl. 1:11 
This is incompatible with Rhox's vampire coast campaign, but is this compatible with Victory condition overhaul that also has vampire coast campaign features?
Stale Memes 13. juli kl. 10:51 
@LordOmlette Mind you, those bugged maps are still playable, they're just very boring. No falling through the floor or anything like that at least in my experience, but I believe that also exists.
Stale Memes 13. juli kl. 10:50 
@LordOmlette I'd be down for seeing that removed!
I believe we were using Waka's Campaign Land Battles and FPSRanger's custom maps, but without the framework and whatever dependencies there are. Seemed to work just fine. Technically neither of those should affect sea encounters, I BELIEVE. I could very likely be wrong. It might just be a base game bug.
LordOmlette  [ophavsmand] 13. juli kl. 10:14 
@Stale Memes - The amount of gold she gets from her vanilla double treasure post-encounter was absurd in WH2 but with all the power creeping in WH3 maybe that nerf is no longer necessary? Probably remove it next release.

This mod doesn't touch battle maps in any way, so unless battle maps really are tied to specific locations, I shouldn't be causing that. But I don't know for certain so I'm asking around to see if anyone else does
Stale Memes 13. juli kl. 9:39 
@LordOmlette The latter, just a flat plain with maybe a skybox. No terrain or anything...And what does it lower about Aranessa? Would it make sense to undo that or is it a technical necessity?
LordOmlette  [ophavsmand] 13. juli kl. 9:31 
@Stale Memes - the recent changes to rare and magic items is self-contained and shouldn't be affected by this mod. The items rewarded by either winning an encounter battle or making a dilemma choice are handled entirely by the game engine based on what's in the db. This mod only touches a single one of those and that's to lower Aranessa's double treasure bonus, not to affect items.

When you say "blank sea encounter maps", does that mean the dilemma never fires or the battle is on a featureless map?
LordOmlette  [ophavsmand] 13. juli kl. 9:22 
@Krakenous - sorry completely missed you asking this earlier. The bulk of that is in omlette_encounters_at_derp.lua, I believe you could just grab that and that would be enough. (Note if it doesn't work it could be that I forgot something but I'm not gonna put too much thought into this.)
Stale Memes 13. juli kl. 1:00 
Ahoy there! Does the sea encounter part of this mod require an update after the recent changes to magic items? I myself had no issues with it in this regard, BUT using a similar mod (Murranji's Land Encounters, namely) rewarded me with a magic item that apparently isn't supposed to drop and didn't have a rarity attached to it. Could see the same thing maybe occurring here, but I of course have no idea how that might work under the hood.
Different question: Are blank sea encounter maps tied to specific locations, a conflict with a map mod or a vanilla issue? Have encountered a few of those before, will be happy to report on stuff if I / we know what to look for.
Krakenous 21. juni kl. 7:14 
Been a while so thought i'd check in. Is is possible to have JUST the "rogue pirates attack anyone" changes? Or if it's a RPFM fiddle I am happy to do it myself. I'm curious because I can't find any other mod that does just that, makes roving the seas wayyyyy more fun!
LordOmlette  [ophavsmand] 25. mar. kl. 13:02 
I didn't get to any of the things I wanted to get to, but the following is still outstanding:

1) making sure it works with VCO without any issues
2) making sure it works with fishmen
3) the basic pieces for incorporating Piratical Encounters are all in, just gotta add the rest
Oh_Man[TFE] 14. mar. kl. 19:49 
inside script -> battle -> quest_battles folder is the cutscene fix stuff
LordOmlette  [ophavsmand] 14. mar. kl. 9:09 
@Oh_Man[TFE] @thefightintitan - I don't think I'll be able to take a look this weekend, but thank you very much for tracking this down. Gonna try and take care of this and also fishmen compat next weekend
thefightintitan 14. mar. kl. 9:05 
@LordOmlette, I'd love to see this mod work together with VCO. I like the hunt for the harpoon you've implemented and enjoy the other aspects of this mod like the aggressive Rogue factions!
Oh_Man[TFE] 14. mar. kl. 7:43 
It's inside Victory Conditions Overhaul mod
BasedMemes 7. jan. kl. 12:40 
No not yet maybe in a month or so
LordOmlette  [ophavsmand] 7. jan. kl. 10:11 
@BasedMemes - nice, did you upload the fix anywhere?
BasedMemes 7. jan. kl. 9:03 
That cutscene fix was total cancer btw. Absolutely aweful to troubleshoot.
BasedMemes 7. jan. kl. 9:02 
I managed to fix the cutscene some days ago and made new tables for the battles front end. The issue here is the vanilla db references the player army as Luthor for all factions. So like Luthors forces would be a non controllable army that will sit there on the hill top to the players left if they play as any other coast lord.
LordOmlette  [ophavsmand] 6. jan. kl. 20:53 
@BasedMemes - aha, I get you. I honestly have no idea, I don't ever use quick battles. What I do know is that the *start* of the quest battle is very weird with the camera pointing to nothing and I can't seem to fix that. But once the quest battle intro finishes, the battle itself works as expectd.
Overall, the cutscenes don't work, that wasn't ever my focus.

What DB issues? What script breaks? I haven't encountered either
BasedMemes 6. jan. kl. 16:34 
The front end is like the quick battle menu. Does the cutscene work in campaign? I don't see how it can with the way it's set up as is. The DB is also full of issues that will cause script breaks.
LordOmlette  [ophavsmand] 5. jan. kl. 10:39 
When you say "enabled for the front end", what do you mean? I've been so busy with family problems that I haven't had a chance to play a Vampirates campaign yet, but everything wrt the final battle + Amanar worked fine in 5.3, and none of that changed in 6.0 as far as I can tell
BasedMemes 2. jan. kl. 13:45 
Hey I'm investigating the Final battle, and I can definitively say it does not work if enabled for the front end. Can anyone verify if it works on the campaign map?
ElyonHU 13. dec. 2024 kl. 16:33 
pls up
Sly 9. juli 2024 kl. 20:04 
Thanks for the Old World update
LordOmlette  [ophavsmand] 19. juni 2024 kl. 15:52 
@sigmars_disciple - Neither mod explicitly mentions the other, but I do not believe they are compatible with each other, but that's fine because they are 2 *very* different experiences. PL goes with any Coast faction but Nanu's is primarily just for Sartosa.

One possibly very relevant difference is that you can leave Nanu's mod enabled while playing non-Coast factions while that isn't necessarily recommended with PL.

To test the main feature for the most recent update of this mod, I did 1 run without either enabled, 1 w/ Pirate Life Enabled, and 3 w/. Sartosa Overhaul. I would recommend doing one campaign with each to see which you like more.
sigmars_disciple 19. juni 2024 kl. 15:17 
As you seem to be quite the knowledgeable dude on Coast mods (it's an "offrace" for me despite of thousands of hours ingame) and the author of the cool Pirate Life mod isn't too helpful on that front, recommending "not to run any Coast related mods":

This lovely mod & Pirate Life can be run together, this and Nanu's as well, what about Nanu's x PL? I'm aware that they might have some overlapping changes, but as long as the essentials (added recruiting options) work...

I want to get as many mortal units to Aranessa as I can, incl. the Vampirates vanilla overhaul & Ogre Pirates exp for her. If you have ANY nugget of knowledge whether these mods could run together with yours (which I now MANUALLY MOVED ABOVE MIXER/IEE, as REQUIRED!) that would be <3 <3 <3, @LordOmlette. Either way, I appreciate you and your perfectly 5.0.5 compatible mod!
LordOmlette  [ophavsmand] 19. juni 2024 kl. 13:57 
@sigmars_disciple - thank you for your feedback
sigmars_disciple 19. juni 2024 kl. 13:27 
Hey brother, I see. Well, if what I'd predict happening - that a good chunk of your users experiences only "half" of your mod's functionality without knowing they need to manually move it, I guess you'd know about it ;) Maybe your users read more or better than the average user here on the Workshop, even FAR MORE actually <3
LordOmlette  [ophavsmand] 18. juni 2024 kl. 23:41 
@sigmars_disciple - haven't used either Deepwar or Hecleas in recent campaigns because I'm speed-running them to test mods, not to actually play for fun. Both mods are up to date as far as the authors are concerned, I see no reason to disbelieve them.

You are correct, if you want to use this mod with either IEE or The Old War, then load it above both. I have no intention of renaming anything and forcing anyone to resubscribe
sigmars_disciple 18. juni 2024 kl. 21:13 
Hey @LordOmlette Do you use either one of the two right now in 5.x campaigns? I'd be careful with DeepWar AI, it hasn't been updated in a while... But I don't know, that's why I haven't tried in a while. It's not the type of mod where I'd find it immediately obvious whether it works 100% as it should... Thanks <3
LordOmlette  [ophavsmand] 3. juni 2024 kl. 10:34 
@thefightintitan - this mod only makes rogue pirates attack everyone. Land-based rogue factions are not my concern. If you want more aggression from the AI, use Deepwar or Hecleas.

I'll fix the link later on. In the meantime, there's nothing in Nanu's Sartosa Overhaul that would be incompatible with this mod.
thefightintitan 3. juni 2024 kl. 6:57 
@LordOmelette a few questions:

1. Does this mod make the Rogue factions more active/aggressive enough to attack settlements like the WH2 mod roguier rogues? (I really loved that mod). https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2565917932

2. The pirate overhaul link you added doesn't work - any idea if this is compatible with Nanu's Saratosa overhaul?
LordOmlette  [ophavsmand] 30. apr. 2024 kl. 12:28 
The new current pirate encounter breakdown in patch 5.0 is undead pirates with weight 90, druchii corsairs with weight 10, 123's bonkers hard encounter army with weight 999 if Pirate Life mod is active. Compare to previous version which was undead pirates 100%.

Adding support for other pirate races will have to wait until all my other mods are updated but in theory there's nothing stopping anyone else from doing the same without anyone have to overwrite or conflict with anything. Open to suggestions which will, of course, be considered after all my other mods are updated.
Agent Tower 16. mar. 2024 kl. 21:32 
That did the trick in an ongoing campaign by the look of it, as soon as I changed it to 5 Rogue Pirates started to immediately percolate into the oceans yet again. Happy days. Thank you for your time. :papyruswacky:
LordOmlette  [ophavsmand] 16. mar. 2024 kl. 8:40 
@Agent Tower - that's correct, -1 means respawn indefinitely, 15 means turn delay before respawning.
Agent Tower 16. mar. 2024 kl. 6:36 
No worries, and aye, it seems easy. You've left a comment on the command that CA removed, on line 244 it has:

roving_pirate:add_respawn (true, -1, 15);

Is 15 meaning the number of turns do you think? I'll change it and see if they turn up sooner. It didn't seem to work during the WH2 days, but maybe that only applies for an ongoing campaign and it needs to be a fresh one. I can probably make do with an inventive use of propjoe's console commands for now, spice things up. Mixu added a bunch of cool looking pirate fleet admirals in his Legendary Lords mod for instance, one subs in for Gentleman Jenkins which is neat.

And sounds good RE more random encounters, my method was very hacky, being able to kind of 'plug in' scripts without editing the main one the way I did sounds alot better. Thanks for letting me know, looking forward to seeing it potentially when Thrones of Decay turns up, take care.
LordOmlette  [ophavsmand] 16. mar. 2024 kl. 0:22 
BTW, not pestering at all. The fewer subscribers a mod has, the more receptive I am to feedback
LordOmlette  [ophavsmand] 16. mar. 2024 kl. 0:20 
@Agent Tower - no intention of changing the cooldown for the Rogue Pirates respawn rate, but you seem pretty handy with modding so you can probably change it for yourself.

I remember working with piercebuster on Pirates of the World. Adding a way for other people (read: not me) to have an easy way to add their own random encounters is still on the TODO list. You can see the start of it when any sea battle that results in a wipe causes a new shipwreck to show up. I'll take another look soon, probably when Thrones of Decay drops
Agent Tower 15. mar. 2024 kl. 20:56 
Hey Lord Omlette, still loving this mod since WH2 days. Are you open to any suggestions related to it, though? I have two.

Have you thought about intergrating a version of 'Pirates of the World' into the mod? There's a WH3 version called 'Piratical Encounters', but it hasn't been touched since October and hasn't added support for OvN Araby. Because they both edit the same vanilla script, I'd rather use your script because of all the fixes. But I patched it just fine for a recent Old World campaign. It's just an expansion of the vanilla army generator dice RNG with it checking if the Cothique and Araby mods are installed.

The other is to see if it's possible to reduce the respawn time for the Rogue Pirates to like 5 turns, because with fighting the AI they become rare to see indeed lol.

Many thanks, and sorry if this is a pester, no worries if you're not interested in adding them.
LordOmlette  [ophavsmand] 11. feb. 2024 kl. 14:13 
@Stale Memes - steam character limitation is the bane of my existence.

I don't think your friend is wrong about 3 buttons vs 1, I believe it was only the most recent shanty that you got that would provide the bonus/effect.

Your friend should've gotten a Modded Campaign Victory message since they got Amanar. Other vampirates + Lokhir should've gotten the Modded Campaign Defeat message. Since you (TK) don't fit either, you *should not* have gotten that message. That's definitely a bug.
Stale Memes 11. feb. 2024 kl. 13:31 
Either way, thank you very much for your quick work. Got me looking forward to playing Coast again myself. All that's missing is the campaign cinematics now to top it off, but I fully understand if that's not feasible or possible.

...And Steam's shouting at me again for writing more essays! Damn you, character limitation!
Stale Memes 11. feb. 2024 kl. 13:30 
@LordOmlette: Alright! A little late to the party and we didn't get to try again before the fix, but it did work like a charm! Also, we got to stare at a different wall during the monologue this time, a floor one instead of a ceiling one. Thank you very much! I would like to offer a few suggestions as well if you don't mind.
For one, the "Modded Campaign Defeat" message is a tad strange. I get what it's supposed to say, but "Defeat" at a glance had me wondering if we did something wrong. Perhaps "Vortex Campaign Victory" or "Modded Campaign Completion" or something along those lines might work better. Secondly, I THINK VC used to have three separate buttons for the three Shanty verses in the second game, but according to my friend there's only one. Was that an oversight or a deliberate design choice, or is he just blind?
LordOmlette  [ophavsmand] 10. feb. 2024 kl. 16:09 
@Stale Memes - try now please.

If the opening camera is fixable, that's gonna take more research, I'm not sure what the deal is there. Possibly because the WH2 quest battle map is so jank compared to WH3. But the final battle should be winnable now. (I'm not entirely sure how this went wrong, I really thought I fixed it last time, but it should work now.)

For Lokhir, if a vampirate gets the harpoon, he can steal it from them by defeating the faction leader, and that will prevent from gaining control of Amanar. (Vampirates can still try to steal it back from him or from each other.)

At some point I should probably improve Amanar's targetting UI, instead of 4 nearest targets I should let you pick the target like in Middenheim Grand Cannon. Maybe I'll try that after the next update.
Stale Memes 9. feb. 2024 kl. 8:34 
@LordOmlette: Ah, I see. No worries, take your time! I'm sure you'll have to update your mods in the near future anyway for the stuff coming at the end of February. We're planning to try the battle one more time and then continue on without doing the quest if it doesn't work.
We - or at least I - love your mod and look forward to doing something with Amanar as Lokhir once CA finally brings in Elven Colonies for the Dark and Wood Elves again. Does Lokhir get his own quest battle, by the way? ...Or any other specific effects from this mod?
LordOmlette  [ophavsmand] 9. feb. 2024 kl. 8:17 
@Stale Memes - OK, that's my fault for wording that incorrectly. The final battle if there's more than one vampirate in the campaign. Since it's 1 vampirate + 1 non-vampirate, the final mission is still a quest battle