Total War: WARHAMMER III

Total War: WARHAMMER III

Realms of Chaos Campaign Streamlined (more fun, fair, faster, & focused) [6.2]
43 Comments
dr.makafui 6 Jul @ 8:06pm 
Hi. I think the mod breaks the fight in the realm of tzeentch as the cut scene doesn't play and there's just a black screen. I am able to load the fight from the skirmish mode but cannot play it in the main campaign
FenixAlexander 23 Jun @ 11:41am 
It'll be possible to allow all the factions to enter the chaos realms ?
King-Lord Rat-Rat 21 Jun @ 7:14am 
@Llamakazi Good to hear, Thanks
Llamakazi  [author] 26 Mar @ 10:09pm 
@branko.golombos
You're welcome! And thanks for giving the mod a shot!

@King-Lord Rat-Rat
Yeah, but that'd probably get sorted in a different mod to download, for sure (to keep this one relatively simple)
Llamakazi  [author] 26 Mar @ 10:08pm 
Updated for baseline 6.1 - no obvious changes were needed after some testing; mainly forcing the Mod Manager to change from the warning icon to the green checkmark icon instead
King-Lord Rat-Rat 12 Mar @ 12:57pm 
Have you made any changes or thought of any changes to the non streamlined campaigns such as the chaos dwarfs?
branko.golombos 20 Dec, 2024 @ 2:10pm 
tnx!
Llamakazi  [author] 13 Dec, 2024 @ 2:19pm 
Updated for 6.0 - no changes needed, just forcing the Mod Manager warning icon to go away
johna 30 Nov, 2024 @ 8:28am 
Thank you for this.
Llamakazi  [author] 3 Nov, 2024 @ 8:43pm 
Updated for 5.3 - no changes needed, just forcing the Mod Manager warning icon to go away
Llamakazi  [author] 27 Aug, 2024 @ 12:02am 
Updated for 5.2 - no changes needed, just making the warning icon go away
Llamakazi  [author] 9 Jul, 2024 @ 2:29pm 
@Urgash Thanks for the update! Glad to help :happymeat:

@HoriaTonk Cheers! I saw the change just now and I saw where they fixed it in the RoC script; it's been successfully incorporated and updated appropriately :steamthumbsup:
HoriaTonk 9 Jul, 2024 @ 8:28am 
Just a heads-up. Hotfix 5.1.1 adds the following fix : "In Realm of Chaos campaign, fixed an issue where armies would teleport if they marched over a Teleport Locus while retreating from a battle in the Tzeentch realm.". Thank you for this great mod! :FH5Kudos:
Mersekaj 9 Jul, 2024 @ 2:10am 
@Llamakazi I did some fiddling with enabling and disabling various mods together with yours and it turned out that this mod conflicts with the Be'lakor Gate Fix mod from Nertanef which slightly improves the operation of rifts that Be'lakor can open in the IE campaign. So you were right, I disabled Gate Fix and now everything works as it should. By the way, you did a really good job with this mod, I can't imagine a RoC campaign without it.
Llamakazi  [author] 8 Jul, 2024 @ 1:21pm 
@Urgash Sounds like a mod conflict, have you tried disabling others? Just confirmed this mod was still working recently; as of 5.1 (using this mod alone with no others) in a Realm of Chaos Daemon Prince campaign the Rifts showed up on exactly turn 25
Mersekaj 7 Jul, 2024 @ 5:20am 
I guess something isn't working since the last update, I don't know if it's the mod's fault, but I'm already on turn 53 of the RoC campaign as a demon prince and the Rifts still haven't appeared once.
Llamakazi  [author] 26 Jun, 2024 @ 3:08pm 
Updated for 5.1
Looks like no changes were needed, just making the warning icon go away

@Neil Good catch! Looks like CA started making that change slowly over time; making more quest type battles auto-resolvable. Luckily this mod just "overrides" those rows so we don't actually have to change anything (except for my own edification)

@❂Jamie❂ Agreed! I was definitely aiming for a more "Arcade" campaign option when you want a chance of pace from some Immortal Empires campaigns that start to really drag on

@Boukou Looking into that further, it seems to be a non-trivial change to make (somewhat embedded and potentially out of reach of modding/scripts) I might try to resolve it in the future but currently filing it under "OK for now (until I figure it out)" Thanks for pointing it out though!
Boukou 12 Jun, 2024 @ 4:14pm 
One minor "bug": the first rift spell event coincides with the scripted message that warns you that Ursun is about to roar. This causes two Advisor dialogues to play at the same time.
Boukou 2 Jun, 2024 @ 5:48am 
Thank you! I loved playing Realm of Chaos the first time and visiting the Realms, but I hated how I am forced to dedicate 120-140 turns to each new campaign.
❂Jamie❂ 24 May, 2024 @ 3:03pm 
Honestly this mod is underrated. The rifts were too long and too far apart and made it such a drag. With this, you can bash through them one after another, especially with the auto resolve options
Neil 12 May, 2024 @ 4:46pm 
Nice mod!
Not sure when it changed, or if having it in your mod still is even a problem, but playing vanilla RoC in 5.0, the final FoS battle IS auto-resolvable by default.
Oh_Man[TFE] 30 Apr, 2024 @ 3:39pm 
nice thanks for the hustle
Llamakazi  [author] 30 Apr, 2024 @ 3:37pm 
Updated for 5.0; looks like no changes were needed, just making the warning icon go away
Oh_Man[TFE] 28 Apr, 2024 @ 1:31pm 
These are some great changes which takes a lot of pain out of this painful game mode. Hats off.
Llamakazi  [author] 27 Apr, 2024 @ 10:32pm 
@76561198885636113 Something I have noticed while testing this (and other mods) is that certain scripts will stop executing once it has encountered 5 or more errors. Do you have any other mods installed that might be throwing errors (that you're aware of)? That'll stop this one from executing (like the first rifts showing up)
76561198885636113 27 Apr, 2024 @ 12:41pm 
got past turn 35, with no luck
Rythology 27 Apr, 2024 @ 3:54am 
Was planning on doing a realms of chaos playthrough. Perfect timing. Can't wait to try it out with this mod.
Iskandria 26 Apr, 2024 @ 1:26am 
@Llamakazi yeah i guess you are right , it must be a mod confilct so i have to filter it , it will take some time to find out which mod having conflicts with your mod
Llamakazi  [author] 25 Apr, 2024 @ 2:04pm 
@Bowielicus & @sigmars_disciple Many thanks! I'll keep this up-to-date for as long as I'm able :D:

@Iskandria Sorry I can't help more, but it looks like it's 100% a Mod conflict! If you play a new Nurgle game in RoC with just this mod enabled, it does appear to work just fine (for reference, did a quick run with Kugath/Nurgle and the first rifts spawned on turn 26)
Bowielicius 25 Apr, 2024 @ 9:10am 
Proud RoC enjoyer here, very nice changes overall.
Iskandria 25 Apr, 2024 @ 2:46am 
@Llamakazi yeah i use a bunch of mods but mainly graphic mods like campain lighting and battle map replacer and the conditioning mods for them and Mixus unlocker and i startet for this mod a new Kugath campaign and i was in turn 60 and no rift spawn yet
sigmars_disciple 24 Apr, 2024 @ 7:58pm 
Congrats for making it to homepage rotation. Well deserved! <3
Llamakazi  [author] 24 Apr, 2024 @ 4:51pm 
@Iskandria Heya! Can you give me more details? It's still working fine for me
- Any other mods installed?
- Did you start a new campaign?
- What faction, and how many turns?
Iskandria 24 Apr, 2024 @ 12:33pm 
hm i dont know why but in realms of chaos campaign the chaos rifts doesnt spawn anywhere if i activate this mod :WH3_greasus_rofl:
Merchant of menace 24 Apr, 2024 @ 11:50am 
Appreciate it!
Llamakazi  [author] 24 Apr, 2024 @ 10:28am 
@Merchant of menace It certainly is possible to mod in access to Khorne weapons in other campaigns! I can't think of any really nice ways to incorporate it at the moment though... I'll mull on it for future mod ideas, perhaps :steamthumbsup:
Merchant of menace 24 Apr, 2024 @ 6:12am 
I love the Khorne change being able to steal these weapons is great! any chance of adapting this piece of your overhaul to the IEE campaign? I feel it's probably a lot more complicated but thought I would ask anyway.
Holy Sock 24 Apr, 2024 @ 1:39am 
Never thought I'd say this, but maybe it's time to boot up a RoC rift campaign.
ilya-rysenkov 23 Apr, 2024 @ 9:45am 
Thank you very much! I like RoC campaign, but it really needs this correction. Now, time to replay it!
Llamakazi  [author] 23 Apr, 2024 @ 9:28am 
@Autumnchain is this the mod? https://cs2bus.com/sharedfiles/filedetails/?id=2944328004 If so, yes 100% compatible together (I override baseline scripts and theirs just hooks into an existing event, so it should be)

@NikiGotUrSpine is this SFO here? (I've never actually played it before) https://cs2bus.com/sharedfiles/filedetails/?id=2792731173 Taking a quick look, they don't even touch the Realms of Chaos Campaign scripts at all, so I'd say yeah, very good chance it's compatible (could be some other knock-on effects though, SFO changes quite a lot)
Autumnchain 23 Apr, 2024 @ 7:03am 
Is this compatible with Asinine Portals?
sigmars_disciple 23 Apr, 2024 @ 4:27am 
Hey @NikiGotUrSpine Are you sure you're asking if this is compatible with SFO, or are you actually asking if SFO works works for RoC campaigns? :) Sadly I don't know either.

I think this mod sounds amazing but I have no idea which of my favorite mods for IE (and those are many) will work correctly with the RoC campaign. If I may, a question about that: Let's say I leave 3 landmark mods activated or any other mods where I'm not sure if they even work on RoC ; worst case, all IE/IEE stuff just gets ignored and all mods that work for RoC will do their thing, do you guys know that?

Haven't played in since launch. Thx <3 Great work on this mod, RoC deserved some love
OpalGotMyHeart 22 Apr, 2024 @ 11:40pm 
do you know if this is compatible with sfo, cause this is exactly what ive been looking for, the 10-20 turn wait time for each rift after the first kills the experience for me.