全面战争:战锤3

全面战争:战锤3

Skaven Clans United - submod for Skaven Clans
108 条留言
Daemonic 10 月 21 日 下午 1:37 
Do u plan to make compatibility patch for SFO?
Meow Meow 10 月 4 日 下午 8:20 
It's not certain, but it seems like the research on ‘Rictus’ and ‘Moulder’ has been reversed.
Sindri Myr 10 月 2 日 上午 3:08 
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  [作者] 10 月 1 日 上午 5:22 
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 9 月 29 日 下午 2:02 
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  [作者] 9 月 29 日 上午 5:31 
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 9 月 29 日 上午 12:22 
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 9 月 29 日 上午 12:17 
@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 9 月 28 日 下午 2:28 
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 9 月 28 日 上午 6:02 
ah ok
K-9  [作者] 9 月 28 日 上午 5:46 
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 9 月 27 日 下午 2:57 
so how do you get the other clans units cause it used to just be you build the buildings then recruit
tww2alldlc_pro 9 月 27 日 上午 9:13 
why you need rootblod mod if new version of skaven clans doesnt requie this , could you take a look at that ?
Flooped 9 月 26 日 下午 1:24 
Thanks man! all good from my side
Bone daddy. Ainz Ooal Gown 9 月 26 日 下午 12:39 
thanks man
K-9  [作者] 9 月 26 日 上午 3:02 
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 9 月 25 日 下午 8:04 
Same problem here, after i disabled this mod it got fixed so dunno what the issue is
nightspeed1992 9 月 25 日 下午 7:08 
im getting the same problem as flooped, and i have all dlc.
Bone daddy. Ainz Ooal Gown 9 月 25 日 上午 9:46 
that wouldnt make sense tho cause the only dlc i dont have is malakai and wood elves
Flooped 9 月 24 日 下午 8:35 
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 9 月 24 日 上午 6:59 
I tried it without rotblood and it crashed so its probably something to do with rotblood
Bone daddy. Ainz Ooal Gown 9 月 24 日 上午 6:56 
hmm ok lemme try without rotblood rq
ToasttheImp 9 月 24 日 上午 4:58 
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 9 月 23 日 上午 10:20 
I play with alot more mods tho but i dont know what else could affect skaven
Bone daddy. Ainz Ooal Gown 9 月 23 日 上午 10:19 
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  [作者] 9 月 23 日 上午 10:03 
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 9 月 23 日 上午 9:45 
I keep getting a crash report about canopic jars when i run these with my other mods
TruestMoo 9 月 21 日 下午 4:52 
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  [作者] 9 月 14 日 下午 10:13 
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 9 月 14 日 上午 7:10 
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  [作者] 9 月 9 日 下午 3:14 
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 月 9 日 上午 2:49 
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  [作者] 9 月 8 日 下午 8:46 
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 9 月 4 日 上午 9:37 
it requires mod that are outdated, the rotblood and skaven clans
scydrapheen 9 月 3 日 上午 11:49 
Thanks for the update info
K-9  [作者] 9 月 3 日 上午 11:19 
*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  [作者] 9 月 2 日 下午 5:01 
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 8 月 25 日 下午 8:28 
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  [作者] 8 月 25 日 下午 1:10 
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 8 月 16 日 上午 4:52 
No worries, take your time, and thank you
K-9  [作者] 8 月 16 日 上午 2:12 
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 8 月 15 日 下午 5:44 
I dropped it in the bug report
Sadiesuchus 8 月 15 日 下午 5:40 
Hey K-9, just checked it again. It is not fixed for me.
K-9  [作者] 8 月 13 日 上午 1:43 
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 8 月 12 日 下午 4:36 
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  [作者] 8 月 12 日 上午 12:30 
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 8 月 11 日 下午 6:14 
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  [作者] 8 月 11 日 下午 12:00 
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 8 月 11 日 上午 11:11 
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)