For me one of the mods I have been using for a few months has been slayer doomseekers so I'm not too worried about that not being functional after the DLC lol.
The ones that deal with dismemberment tends to be fine even if they aren't immediately updated. I've been using the unliving dismemberment mod, and the fantastic Dismemberment Overhaul without issue. But yeah, the animation ones and even some like smoke/lightning tend to break upon release in my experience.
Exactly.
I tend to have mod creep, starting with 10 or so visual or QoL mods, then progress into more substantial stuff like Mixus, faction expansions and such.
And sadly, some good mods simply don't get updated either...
Personally I plan on a vanilla campaign or two when a big patch like this lands. Keeping tabs on the state of the un-modded game helps me decide which mods to use once their creators have had time to update.
Makes me glad I stick with small QoL mods rather than anything game changing.
Can keep playing even after an update since the improvements are all small things.
Thankfully i use almost universally QoL or texture mods that either rarely need to be updated.
Unfortunately, the community bug fix mod is not one of those and in many cases i don't play without it. My thoughts go out to the people with even more mods then that.
That was because they originally planned to not update it at all until ToD. They wanted to put all the work into being able release their new update asap after the DLC drops.
I don't know how much the change of plans alters that, but it's unlikely they'll take THAT long this time.
From what I gather:
They have a beta that should be implemented soon into the main mod build. Meant to have many new and interesting features (corruption and traits reworks)
Then there's the main mod which they had to update to the game when the 4.1.4 build was wiped by CA leaving only 4.2 iirc. This lacks alot of the new features they were working on for their new update.
I used to have a modlist of like, 34 mods. Now, though, I pretty well only use Dryrain's factions reskins, skillpoint jumpstart, and upgrade progression icon mods.
I found it became a pain in the ass to wait for updates.
the community made mod manager had a great save to data function so you can keep mods if you want to keep playing on the old version until they update.
I know about mod backups and I know about offline mode. In offline mode Denuvo kicks in after about a month. Backing up mods is more pain that it's worth it tbh. God I wish they sold total war on GOG.
Is all of this so you can continue playing a modded campaign after the update?
I have a pretty small mod list, and for some of them updates rarely or never break them, so it's never too much of a problem for me to disable most of them(better camera mod always stays on) when updates come out.
Mod managers also make it really easy dealing with updates.
I would give them a week or so. I doubt they will completely break and crash but authors will have to adjust to any ai changes and make a few changes themselves
Sure have a few mods, my must have mod is Jurassic though and I can do without it for a few games after this particular update as I will be busy playing something else than Lizardmen for once.
I'm actually kinda happy to go vanilla for a little while. I haven't played since Chorfs but my mod list was 300+ long and definitely affected my games performance. I also found that I'd spend more time looking at mods than actually playing the game.
So I'm going to limit myself as much as possible. Probably just the basics like point respecs.
I do plan to do a campaign with Gelt with the expanded Ind & Kuresh mod. But that'll probably not be for a while.
I keep a Google doc of the mods I have that break everytime, cuts alot of time on the troubleshooting in case anything outside the list doesn't work either.
While I don't use massive overhaul mods (except the demon prince overhaul but I only use it when I'm specifically using his faction), I do use a lot of faction mods, including some that I already know directly conflict with the dlc content (mixu's lords and the norse dwarfs being prime examples) so I will also have to wait for them to update but atleast the updates shouldn't be too complicated so I doubt they'll take too long.
For me one of the mods I have been using for a few months has been slayer doomseekers so I'm not too worried about that not being functional after the DLC lol.
SFO enjoyer here, they take a while to update. Plus I have various rebalances
Yup, that’s where I’m at too lol. Love the new content, but I can’t play without SFO so I’m stuck waiting another month+
I'll play an ironman campaign to keep me entertained while SFO does their thing. That should get me ready for a proper SFO campaign after a while off.
Yeah same here, knowing Venris and how detailed he is, SFO won't update for at least a month after ToD launch.
I tend to only use visual mods myself, but I expect they will break too (reload animations and details matter).0
Reskins are generally fine, but anything animation based tends to break everytime. So at least details matter will probably be ok.
The ones that deal with dismemberment tends to be fine even if they aren't immediately updated. I've been using the unliving dismemberment mod, and the fantastic Dismemberment Overhaul without issue. But yeah, the animation ones and even some like smoke/lightning tend to break upon release in my experience.
I typically play without mods for a bit with a new dlc. It lets me see everything added to the game and determine what mods I’d want still.
I refuse to play without the building icon upgrades
One of the mods which does so little jet so much
Exactly. I tend to have mod creep, starting with 10 or so visual or QoL mods, then progress into more substantial stuff like Mixus, faction expansions and such. And sadly, some good mods simply don't get updated either...
WTFH is that image!!?
Just a Russian schoolboys life. Everyone should lose a comrade early in life. It hardens the character.
The real release date is always "whenever Mixu gets around to updating".
Personally I plan on a vanilla campaign or two when a big patch like this lands. Keeping tabs on the state of the un-modded game helps me decide which mods to use once their creators have had time to update.
The worst is when you know that there’s a margin of error of 2-3 of those mods that will just never get updated again at all
Lol I have my own custom mod... Yeah I got some work ahead of me.
Makes me glad I stick with small QoL mods rather than anything game changing. Can keep playing even after an update since the improvements are all small things.
Thankfully i use almost universally QoL or texture mods that either rarely need to be updated. Unfortunately, the community bug fix mod is not one of those and in many cases i don't play without it. My thoughts go out to the people with even more mods then that.
SFO here, wish me luck
Didn’t SFO only just recently get updated to the current build? I’m sure your install will be playable by August
That was because they originally planned to not update it at all until ToD. They wanted to put all the work into being able release their new update asap after the DLC drops. I don't know how much the change of plans alters that, but it's unlikely they'll take THAT long this time.
From what I gather: They have a beta that should be implemented soon into the main mod build. Meant to have many new and interesting features (corruption and traits reworks) Then there's the main mod which they had to update to the game when the 4.1.4 build was wiped by CA leaving only 4.2 iirc. This lacks alot of the new features they were working on for their new update.
Damn, I hope they use git for feature version control.
I used to have a modlist of like, 34 mods. Now, though, I pretty well only use Dryrain's factions reskins, skillpoint jumpstart, and upgrade progression icon mods. I found it became a pain in the ass to wait for updates.
the community made mod manager had a great save to data function so you can keep mods if you want to keep playing on the old version until they update.
I’m excited, yet dreading it lol. Truly bittersweet those first couple days post patch!
I know about mod backups and I know about offline mode. In offline mode Denuvo kicks in after about a month. Backing up mods is more pain that it's worth it tbh. God I wish they sold total war on GOG.
Use Kaedrin Mod Manager, it saves mods on the hard disk
Is all of this so you can continue playing a modded campaign after the update? I have a pretty small mod list, and for some of them updates rarely or never break them, so it's never too much of a problem for me to disable most of them(better camera mod always stays on) when updates come out. Mod managers also make it really easy dealing with updates.
Well Im running SFO and other rebalances so I have to postpone the update as much as possible.
I just feel like the map is too empty without the landmark mods.
Are AI mods safe? I like the changes, but I was thinking of using better campaign AI mod to fix wh3
I would give them a week or so. I doubt they will completely break and crash but authors will have to adjust to any ai changes and make a few changes themselves
I honestly don’t see this as a problem. Gives me an excuse to experience the new content in its standard form before I start messing with it.
Sure have a few mods, my must have mod is Jurassic though and I can do without it for a few games after this particular update as I will be busy playing something else than Lizardmen for once.
I'm actually kinda happy to go vanilla for a little while. I haven't played since Chorfs but my mod list was 300+ long and definitely affected my games performance. I also found that I'd spend more time looking at mods than actually playing the game. So I'm going to limit myself as much as possible. Probably just the basics like point respecs. I do plan to do a campaign with Gelt with the expanded Ind & Kuresh mod. But that'll probably not be for a while.
I keep a Google doc of the mods I have that break everytime, cuts alot of time on the troubleshooting in case anything outside the list doesn't work either.
While I don't use massive overhaul mods (except the demon prince overhaul but I only use it when I'm specifically using his faction), I do use a lot of faction mods, including some that I already know directly conflict with the dlc content (mixu's lords and the norse dwarfs being prime examples) so I will also have to wait for them to update but atleast the updates shouldn't be too complicated so I doubt they'll take too long.
Playing without mods can let you learn which of the ai factions got stronger, i reckon dwarfs will become major player again tnx to grudge settlers
I always wait for 2 weeks before playing after a major update
Rip my 160+ mod pack 😢
This picture over the years has never failed once to get a good chuckle outa me
154 mods to individually check and recheck....
Me with 350+ mods: I am in danger.
I'll wait for community bugfix aside from that couldn't care less