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I can look into his starting army, as I want it to be close in strength to his original.
While I don't plan on doing the chariot upgrade as it would a mortal unit turning into a daemonic unit, or giving him mounts, I am not opposed to adding more toys for him to play with in future!
Especially now that we got this newest DLC.
Azazel on the other hand...
Let me know if there is any odd behavior. CA changed how mercenary pools worked so there was a bit of script work that had to happen to make things function properly again. Mostly if AI Sigvald recruits non-Slaaneshi units. (He shouldn't, but with how things changed there is a chance something slipped by).
After I play a campaign of Dechala and the Mask I will come back and see if I want to make any further changes.
But very happy to finally have the Slaanesh DLC (or I will be tomorrow)!
Either way, this mod is a must for my man Sigvald. Thank you!
Thanks again for the report so I could get it fixed!
And that patch should fix it!
It turns out they renamed the mercenary pool those units went in at some point which make the script stop working.
Unfortunately, it will need a new campaign to take effect as the script runs when it is setting everything up.
I was not aware of it actually. They were removed via a script before which worked, but it seems that got broken at some point. My guess a patch change did something.
I'll have to look into it and come up with a fix!
I don't know if a solution exists for that, I tried removing the entries with twad_key_deletes_tables but it doesn't do anything. Editing mercenary pools is janky af in this game.
I will look into it!
Do you have any other mods that mess with WoC?
Thanks for the report!
I am getting this script error occasionally on end turns
"[ string/"script/campaign/mod/laf_sigvald_setup.lua/"" ]:89:attempt to call method 'military_force' (a nil value)"
Or do you mean a complete mechanical faction swap?
I'm looking forward to the next DLC rounding out the roster even more than it is now!
I plan on giving it another pass through after that comes out (which will hopefully not need to be more bug fixes).
In addition the starting army has been shuffled around a little to give a nod to Sigvald's old starting Hellcannon from prior games.
@Aimop95
I finally tracked down the culprit. The gorebeast chariot is now functional!
@FrozenPerry
That sounds like a script break or something with multiplayer. I haven't done any co-op testing myself, but it tends not to play nicely with mods, unfortunately. Main thing to check is that if you both have the same exact mod loudout. Thanks for the report!
I will try to figure out why the two mods aren't playing nice with that tech, though!
For the Daemon Mounts tech, you are finding that researching it does not unlock Gorebeast chariots with the mod installed? Making sure I have the issue down correctly. Thanks!