Total War: WARHAMMER III

Total War: WARHAMMER III

1,885 ratings
Victory Conditions Overhaul
77
13
16
4
18
7
12
3
3
10
5
5
3
3
3
2
2
   
Award
Favorite
Favorited
Unfavorite
overhaul
Tags: mod
File Size
Posted
Updated
171.188 MB
15 Jan @ 9:17am
25 Jun @ 8:53am
15 Change Notes ( view )

Subscribe to download
Victory Conditions Overhaul

Description


Factions Currently Supported: 71/95 (74%)

This mod adds custom victory objectives and rewards for each faction in the game. This mod is still under construction and does not yet support every faction in the game. Click here to see which factions are supported.



ROUTES: Victory Conditions Overhaul introduces a major rework of the default victory conditions. It rejects the classic idea of short and long campaigns and proposes a new concept based on completing routes. A route is a campaign all on its own, tailored for each faction, and completing it will be enough to trigger victory and receive the victory achievement.

All factions have three routes to choose from, each with unique objectives and rewards. They are usually designed to be short to mid length campaigns of around 50-70 turns. After victory, you can choose to pursue another route, or work on all three simultaneously as you expand your empire.

REWARDS: Completion of a route unlocks flavourful rewards which are thematic to the route's objectives. These can range from unlocking legendary heroes like Grimgor Ironbound, slave to Astragoth, to custom items stolen from the bodies of your foes, to modest stat buffs or even dilemmas and quest battles which provide more narrative and rewards to choose from.

MULTIPLAYER: Play with friends either in head-to-head or co-op campaigns. This mod also supports both Realms of Chaos and Immortal Empires and does not interfere with the main Realms of Chaos objective.

STEAM GUIDE: Click here to see a list of all the supported factions and their objectives and rewards.



LEGENDARY LORE: If you prefer campaigns with an even stronger emphasis on narrative please consider the Legendary Lore mod, which generates text popups for various actions undertaken by the player such as defeating Legendary Lords and capturing significant settlements.

QUEST BATTLES: VCO has brand new and returning quest battles to pursue. There are three categories of quest battles:
  • Cut Content Quest Battles - These quest battles were made by Creative Assembly for the Vortex campaign in game 2. I am simply restoring them as climatic final battles for certain routes.
  • Quest Battles For Old DLCs - The earliest DLCs did not feature the grand finale quest battles we have come to expect today. It is my intention to give them all QBs to bring them up to the same level as later DLCs.
  • Miscellaneous Quest Battles - Just some random quest battles I've been thinking up and putting into the game.
See all quest battles here.



Can I enable this mod in the middle of my campaign? No. Victory conditions are set in stone on turn 1.
I can't see the latest update/fix? You are not running the latest version of the mod. To guarantee you always have the latest version, delete the mod pack file in this directory: C:\Program Files (x86)\Steam\steamapps\workshop which will force Steam to download the latest version.
Can I still unlock achievements with this mod? Yes, the achievement will trigger upon completion of at least one route.
Is this mod compatible with [insert mod here]? Almost always yes, but read this important information on script breaking which WILL block you from achieving victory/quests/dilemmas if you don't look out for it.
Does this mod work in multiplayer campaigns? Yes.
What do I do if I think I have a bug? You can report bugs in comments but I cannot help solve your individual problem unless you come Discord and undertake a troubleshooting process which involves running a script debug mod to isolate the problem. And keep in mind many of the bugs I see you report are not actually bugs at all but mod incompatibilities, which only you can fix by using the 50/50 technique to discover the conflicting mod.



Special thanks to the Da Modding Den community for their knowledge and patience. This would have not not been possible without them. I resist to give names because you are all amazing. <3
Special thanks to cybvep for being a friend and for contributing with amazing and fresh ideas for new victory conditions. This mod would not have been possible without him.
Special thanks to all the users that have supported the development economically.
Thanks to all the users that have participated in the beta releases, that have reported bugs and that have contributed with reports, feelings and new ideas. You keep this alive.

Support Wolfy
If you want to help me, the cheaper an easier way is to leave a like. It improves the mod visibility and helps the community around it to grow bigger. Of course, you can also share it!

If you have a GitHub account, I also appreciate likes over there. Stars help me show off a better portfolio, which is useful as I work as a Software Engineer. More useful than you would think! Here is the whole list: https://github.com/topics/wolfy-mods

Finally, if you want to support economically my job, feel free to donate via Patreon[www.patreon.com] or PayPal[paypal.me]. I use that money to buy DLCs, so at the end of the day it is reinvested into modding.

[discord.gg][paypal.me][www.patreon.com]
572 Comments
HzT 19 hours ago 
Just curious
Anyone knows how will this mod treat the long victory condition when it came to the endgame crisis?
Gooch 1 Jul @ 10:46pm 
So basically you don't get any time to play with the rewards because by the time you do the victory conditions there's absolutely nothing left to do in the game and you finish all 3 victory conditions way too close to eachother.

It's not like other campaigns where you can turn the victory conditions into 3 distinct phases of the campaign when you want, and allow the rewards to slowly build up.

With the Changeling you get the rewards from all 3 all at once and then have nothing left to do with it. (2/2)
Gooch 1 Jul @ 10:46pm 
They need to update the Changeling.
I feel whoever made his Victory Conditions hasn't actually played his campaign all the way through with them.

Currently it goes like this:
You play to the Ultimate Scheme like normal which automatically gives you 2/3 of the Victory conditions.

Then after that because of the schemes you have 99% of the third one already done, since by that point in the game you'll have high level trickster cults in every theater which can quickly get you a high level army to hunt all 3 dragons with in less than 10 turns.
Lickher_ish 30 Jun @ 4:07pm 
i have a lua thats failing to load related to beastmen upgrades. is that related to this?

Failed to load mod: [script\_lib\mod\vco.lua]
Loading mod file [script\campaign\mod\!!!!!beastmen_upgrades.lua]
Dragon32 30 Jun @ 4:11am 
@tjwjdgnsdl2
Try Unsubscribing and Resubscribing (assuming "wng" = "working")
tjwjdgnsdl2 30 Jun @ 3:52am 
now not wng???
pelimaanikko 30 Jun @ 3:46am 
Point taken @kriega1.
Kriega1 30 Jun @ 3:29am 
@pelimaanikko , learn to backup your mods / store them in data folder and use rollback patches for WH3?
sebitudoreci 29 Jun @ 5:33am 
Be'lakor's 3rd route reward does not affect Malakai's faction.
Kargan 29 Jun @ 12:36am 
One of my favorite MODs.
But why doesn't it work for Bretonnia?