Total War: WARHAMMER III
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Victory Conditions Overhaul
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overhaul
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15 янв в 9:17
25 июн в 8:53
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Victory Conditions Overhaul

Описание


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]
Комментариев: 581
Goodzilun 4 июл в 12:45 
Will you be working on lords that don't have overhaul yet? like Morghur or Durthu, would be really interested to see what you do with those 2 specially.
GabeSky 4 июл в 5:09 
Thank you for clarification.

But bigger thanks for creating/maintaining this awesome mod!
Oh_Man[TFE]  [создатель] 3 июл в 19:06 
It costs more but is quicker to construct. It's a trade off not an across the board buff.
plotini2 3 июл в 15:24 
Hey there, just completed the short victory with Ungrim but I'm not receiving the respective buffs and instead I'm getting the vanilla ones. Any well known mod conflicts I should be looking for? Never had this issue before and I'm using the same mods. Thanks
GabeSky 3 июл в 8:47 
For the vco_anc_enchanted_item_the_rock_of_inevitability should the effect wh_main_effect_building_construction_cost_mod be a negative number instead of postive?
glospey 3 июл в 7:34 
@Ser Kezian, are you playing a supported faction?
GabeSky 3 июл в 7:33 
Hey some of the unique IDs in unit_special_abilities_tables are the same as vanilla.
vco_wh3_main_army_abilities_fozzriks_flensing_discharge = 2085025702
vco_wh3_main_army_abilities_fozzriks_verdant_burst = 288097083
vco_lord_abilities_aureate_ambrosia = 2292

wh2_main_army_abilities_vortic_blast = 2085025702
wh2_main_army_abilities_vortic_enrichment = 288097083
wh_main_item_abilities_potion_of_foolhardiness = 2292

Maybe change to ?
vco_wh3_main_army_abilities_fozzriks_flensing_discharge = 946435154
vco_wh3_main_army_abilities_fozzriks_verdant_burst = 946435155
vco_lord_abilities_aureate_ambrosia = 946435156
Ser Kezian 3 июл в 7:05 
Not sure if I'v done something wrong but I swear this isn't working for me even though it's green and ticked when I start the game.
HzT 2 июл в 9:16 
Just curious
Anyone knows how will this mod treat the long victory condition when it came to the endgame crisis?