Total War: WARHAMMER III

Total War: WARHAMMER III

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Community Bug Fix Mod - Game v6, Batch 3
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Posted
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5.360 MB
31 Aug, 2022 @ 1:55pm
5 Sep @ 10:55am
49 Change Notes ( view )

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Community Bug Fix Mod - Game v6, Batch 3

Description
Community Bug-Fix Mod

Welcome to the CBFM Steam page!

You're probably here because you like playing TWWH and want to have a slightly better time at it. Us too. Mostly.

This mod, as you may have assumed from the title, is a collection of bug fixes developed by an unruly conglomerate of modders in the community. There are also a solid number of bug fixes provided by other people who submit their fixes or allow us to embed their mods. Please refer to the Credits section for more details there!

How We Fix Bugs

The team behind CBFM work together to build up new batches of fixes that we release on a "whenever the heck it's ready" basis, with a built-in offset of "whenever the heck Groovy is available to press the magic upload button". The process for creating and uploading a new batch is usually thus:
1) Gather reports of bugs; mostly, we take them on our GitHub, listed below, or on the #community_bugfix channel in the Modding Den Discord, listed below.
2) Community members - when they have the time and desire - will go through the incoming reports and perform the following auditing:
a) Wrap your head around what in the name of Sigmar the reporter even means.
b) Verify that this is indeed a bug, and not, say, a dog. Or an intended feature.
c) Verify that this bug does indeed happen, through reproducing the issue or other investigation.
d) Discover the root of the problem, if relevant.
e) Determine the best course of solving the problem, if at all possible. Often includes working with other community members for particularly tricky issues.
f) Implement the fix, and find the best spot in our mod to submit the fix.
g) Confirm that the fix works and doesn't cause any other problems.
3) As the above process runs in the background, a good batch of changes are submitted in conjunction, as multiple people are working on multiple bugs at various times. When we get enough fixes, we group them up into a "batch" of fixes, test out that batch for a few days and send a beta version to the Discord for any extra spot-checking, and submit it to the loving community when we're confident!

Base-game updates are very similar, with the extra steps of finding any bugs CA fixed and getting rid of our bug fixes for those problems, updating any functionality that is altered for the version of the game, and trying to resolve any "small victories" we can accomplish for the new version. It's better to get something out that doesn't crash, rather than fix every new bug, but we try to get any that we can fit tossed in.

Our Buggy Policies
The fixes we implement in this mod have certain standards to adhere to. In short, we expect our fixes to be functional, invisible, and compatible. That means they work well, you don't realize they're there, and they don't cause interference with any other mods.

Due to those three requirements, we cannot resolve every bug ourselves. There may be things that seem glaringly obvious to fix that this mod hasn't. It simply may be that we haven't figured out a way of fixing it that doesn't contradict those three standards.

It should also go without saying that we can only fix what we can fix. This goes two ways:
1) We can only fix what we're actually able to fix, within the bounds of the game's moddability.
2) We can only fix what we're actually able to fix, within the bounds of the team's capability.

We can only do what we can do.

The most important tenet of all for CBFM is thus:
This is an entirely volunteer team of community members who maintain this mod for their own reason, out of their own volition, with their own skillset, responsibilities, and free time. While we like running this mod, we owe nothing. Updates will happen when they happen, and we fix things entirely at our own discretion. Pestering us about a bug for the eight hundredth time may only serve to make us ignore it more, out of spite.

That paragraph was slightly saltier than I initially intended, but it's a feature not a bug so let's keep sailing.

Bugs Fixed
I'm straight up not going to keep track of this on our Steam page, I've got kids to feed. You can instead check out our GitHub page[github.com] which will have listed all of the "Resolved" issues. There will also be a running list of new fixes in the Change Notes tab, for new and changed fixes.

Naming Convention
Just so it's clear - I'll be keeping the following naming convention as the mod is updated:
[Major game version] Batch [Number of CBFM patches in that major game version].

We won't bother with minor version changes as that just confuses things, and usually CBFM isn't sent too off-kilter on a minor game update. So if you see `Game v3, Batch 3`, that means this is our third large set of bug fixes within the lifespan of the game's v3. We don't count small hotfixes on our side as batches, only notable updates (prepping for a new game version, dozens of bugs + fixed, etc).

Contributors
This mod ONLY exists through the long-term support and passion of many talented, lovely individuals who have been working on this mod since its inception in WH2. The following is a list of people who have contributed any fix to this mod. I am sure I've forgotten some people out of sheer accident - please correct me and I will update this list!
- Groove Wizard
- Cataph
- Jianni
- Floskan
- Dux
- Drazhir
- JvJ
- captainfall
- Mr Spaghetti
- JerreyRough
- IMRZ
- Celtik (founder of CBF, way back when!)
- WillAitch (upheld the banner of the mod entirely solo in early WH3 and 3K)
- sm0kin
- arondeel
- StoomPowered
- Zorander
- visceraltwist
- Guvenoren
- Maruka
- Iron
- creme_de_la_bear
- Gejnor
- PlummusDucis
- Scicotheron
- Like a Boss
- LuckySpade
- Others I may have missed. Please yell at me and I will add you.

Contributing
If you would like to submit bug reports, please do so at our GitHub issues page[github.com]. Be clear and concise and post links where relevant.

If you'd like to submit bug fixes, please also do so at our GitHub page[github.com]. Make a Pull Request and be specific about what you're fixing, referencing the Issue number that's being fixed.

Compatibility and Submods
CBF is made to be as compatible and discreet as technically possible, but how compatible each bit is going to be with any given mod is going to vary.
You can make a submod for your needs, requiring this mod as per the usual golden-standard. No worries, here's a submodding guide![tw-modding.com]
You do not have permission to embed the mod whole-sale in your mods, as that only causes more trouble than it solves.

[github.com]
[discord.gg]
[tw-modding.com]
1,832 Comments
Dux  [author] 25 Sep @ 7:17am 
@Artoff:
We're working on it, but TK AI will only be fixable by rolling back to 6.3. We intend to release a version of the mod that incorporates 6.3.1 changes for the 6.3 codebase, allowing a best of both worlds until 7.0 comes out. We will post about it when ready.
Artoff 24 Sep @ 4:48pm 
Did you guys managed to fix broken TK and lizard ai or not yet ?
BEEN 23 Sep @ 9:58pm 
Crashes on startup for me as well
Dux  [author] 20 Sep @ 7:45pm 
@X-Commando:
We can't directly impact the AI, as it is based on game code that is inaccessible to modders. That said, the current beta on our Discord has a workaround fix for the specific Lizardmen AI problem.
X-Commando 20 Sep @ 11:13am 
Will this mod impact the Ai in campaign ?
Jdent 19 Sep @ 11:53am 
@zusha.jpeg You should not run an overhaul mod like SFO combined with this mod. SFO so heavily changes things the fixes often times don't fix things (since they've been moved around or don't exist) and often break things. Use this mod when running a vanilla campaign, or you're only using a few minor mods.
Dominicius 16 Sep @ 4:58am 
I'm doing a changeling campaign and I got both the changeling skill that gives +5 hero levels for cultists and the tech that does the same (nscrutable demagoguery ). I expect my cultists to start at level 11. Instead they are only at level 6.
Cornathan 11 Sep @ 1:14am 
Possible bug, I had both deathsinger and doomsinger in the kroq gar's army for over 100 turns and did not recieve the trait sister swords. Could just be terrible luck.
Veni 10 Sep @ 5:11pm 
Brief submission, the new cunning trait gives +0 melee defense. I think it might be supposed to be +5.
sarumanthecursed 9 Sep @ 4:15pm 
Does not crash for me