2023-06-14 - After cleaning up old comments and obsolete forums threads.
HOWTO mq302test: setstage mq302test {1..9} triggers a hold ownership change (to imperials) setstage mq302test 200 changes the above for (to stormcloaks) setstage mq302test 100 changes the above back (to imperials)
Avoid spamming these commands. If it does not work at all, it could be broken and you'll need to load an earlier savegame. Note that a hold flips over only after you travel far away from the hold.
Does anyone understand the rules of the tabletop Wargame? I don't understand what the numbers in the pop-up box mean, why the enemy seems to get some bonuses(I saw from readme file that they added +1 bonus to attacking into other hold, but that doesnt seem to apply always), how do they use multiple small helmets to destroy my big one(doesnt work for me, I dont understand it), how do I get enough helmets to keep enemies from taking over certain territories.
I'm gonna ask what apparently everyone already asked many times (and yet nobody answered it lol): how the hell does this mod work??
I get what it does, but the war map minigame is confusing.
Going step by step: -Choose X difficulty, game mode, etc. etc. -I interact with a random flag, it appears a pop up with three options: "ok", "exit" and "wargame" with a note that "exit" disables the wargame mode (so I'm guessing that disables the entire mod??).-I press wargame and either nothing happens or the map fills with little helmets (which, depending on the size it represents army's strength, I got that). I touch 1 flag of a hold I want to conquer and it says "turn of (imperial/stormcloaks), your orders?" with the options being cancel, manual, auto (I'm assuming this one makes the AI play on their own?), pass (do nothing and give the turn to the opponent) and exit (this last one I'm guessing also disables the mod?) -Pressing manual does absolutely nothing. It's supposed to move the little helmets to attack that hold or what? Do I need to wait 1 in-game day to see if it made something?
Alternatively, I've seen other people saying that you can just ignore the map and play the vanilla quests, eventually you'll get to the sieges anyway, but that doesn't seem to be the case; I played the Pale's false front (Empire) quest and then took Fort Dunstad, but the Hold automatically passed to the Empire. Did I had to select a particular dialogue with Rikke? I thought the quest and the fort only gave me more army strength or something like that.
I don't wanna sound like a hater or something, the mod's great and probably the most stable and vanilla friendly CW mod out there, but damn it really needs a walkthrough or pdf or something, both the readme and the mod description don't go into detail to how tf does everything work.
Edit: okay, I think I get it, selecting the little helmets let's you move the armies and attack enemy flags, but that means everything happens off-screen? My Legion conquered Fort Greenwall and I couldn't do anything to help them ¿?
It doesn't work the best but you have to choose manual from one of your provinces and then select a target enemy province. I still don't get the rules of the game though but yeah only use the flags. If you click on the unit models then it will sort of glitch out and you cant back out from attacking, I think it is an old system.
I can't seem to capture Fort Amol for the Imperials for some reason. The quest goes fine and I can clear out all the Stormcloaks, and when I return to Rikke she congratulates me and gives me gold like usual. However, she has no dialogue to start the battle for Windhelm and Fort Amol is still displayed as Stormcloak on the map. I'm assuming this is why I cannot progress the questline. Is there like a console command I can do to change Fort Amol to the Imperials or is something just completely broken? I had this issue a couple months ago and I got so frustrated I put down the game like all summer.
This is the final hold campaign that flows pretty much the same as in vanilla game, and figuring out is the same
Most common direct cause of Battle of Windhelm not starting is that some quest alias fails to fill. Though I don't recall any of these aliases linked to the status of Fort Amol. So, it is back to square one (square zero is verifying with console commands that the quest CWSiege is not running indeed) which is using a mod that makes all CWSiege aliases optional (Civil War Overhaul does, or it is possible to make it so with SSEEdit). If the battle starts with such mod (IIRC there are no console commands to start it, only the game attempts to start it as player approaches the camp with Rikke, returning from Fort Amol battle), then the offending alias value is set to NONE
I am currently experiencing the same issue and you seem to be one of two people who have talked about it on the internet. Have you found a way to fix this? update: I tested the optional plugin from Serious Civil War Defence for OCW which should make all aliases in CWSiege optional. It did not fix this bug. This bug seems to be a softlock, I've tried every solution to seemingly similar legate rikke bugs posted on various websites, but none of those solutions worked either. It's really a shame, I wanted to try the second great war mod but I may have to abandon this character.
update 2: By the divines, a miracle! I went on foot from Tullius in solitude to rikke in eastmarch to the battle at fort amol back to rikke again without fast travelling and she then said the "we're attacking windhelm, move out!" Line. I've seldom been so relieved. I went on foot to windhelm and the battle proceeded as expected with only minor bugs. I did also make sure I loaded that optional alias plugin last in my loadorder.
Захватил форт амол и началась осада Виндхельма дохожу до момента убйства Ульфрика он просто стоит и не атакует и потом когда его надо добить он не умирает консоль не помогает что делать?
idk if the mod author is gonna see this either way love the mod all except for the fact that i get bum rushed by both factions at random areas even if im not part of the war. start a new game exit cave of helgan get swarmed by 6 imperials and eat dirt is there a fix or what because i like to play on master difficulty buy me wearing the caged mages armor with no aggressive stance (weapons are holstered) and still get targeted im about 2 runs away from just console commanding god mode spawn in op spells and start sending stuff to the moon
So the enemy gets a bonus, thanks. Do you get less spawns? Pretty much what I am leading to is I set my difficulty to legendary at the start of the mod and I am getting my rear handed to me in battle after battle having disadvantage well into the negatives. Is their a way to change the difficulty on console or I am I stuck and just need to get good? Assuming you have played through this mod a few times, what is the ideal difficulty in your mind?
so i downloaded the mod, and the wartable is there. But every time I click a fort/location to attack, it only asks me which "mode" I want to play in, I cant seem to get them to attack anything. Did I do something wrong or am I missing something?
Generally you play the civil war questline and do battles. You can toggle to "Wargamer" mode to familiarize yourself what goes under the hood during "Standard" mode (in "Fortuna" mode, it does not matter due to randomization).
374 comments
HOWTO mq302test:
setstage mq302test {1..9} triggers a hold ownership change (to imperials)
setstage mq302test 200 changes the above for (to stormcloaks)
setstage mq302test 100 changes the above back (to imperials)
1-Solitude 6-Dawnstar 7-Winterhold
3-Morthal 4-Whiterun 8-Windhelm
2-Markarth 5-Falkreath 9-Riften
Avoid spamming these commands. If it does not work at all, it could be broken and you'll need to load an earlier savegame. Note that a hold flips over only after you travel far away from the hold.
I get what it does, but the war map minigame is confusing.
Going step by step:
-Choose X difficulty, game mode, etc. etc.
-I interact with a random flag, it appears a pop up with three options: "ok", "exit" and "wargame" with a note that "exit" disables the wargame mode (so I'm guessing that disables the entire mod??).-I press wargame and either nothing happens or the map fills with little helmets (which, depending on the size it represents army's strength, I got that). I touch 1 flag of a hold I want to conquer and it says "turn of (imperial/stormcloaks), your orders?" with the options being cancel, manual, auto (I'm assuming this one makes the AI play on their own?), pass (do nothing and give the turn to the opponent) and exit (this last one I'm guessing also disables the mod?)
-Pressing manual does absolutely nothing. It's supposed to move the little helmets to attack that hold or what? Do I need to wait 1 in-game day to see if it made something?
Alternatively, I've seen other people saying that you can just ignore the map and play the vanilla quests, eventually you'll get to the sieges anyway, but that doesn't seem to be the case; I played the Pale's false front (Empire) quest and then took Fort Dunstad, but the Hold automatically passed to the Empire. Did I had to select a particular dialogue with Rikke? I thought the quest and the fort only gave me more army strength or something like that.
I don't wanna sound like a hater or something, the mod's great and probably the most stable and vanilla friendly CW mod out there, but damn it really needs a walkthrough or pdf or something, both the readme and the mod description don't go into detail to how tf does everything work.
Edit: okay, I think I get it, selecting the little helmets let's you move the armies and attack enemy flags, but that means everything happens off-screen? My Legion conquered Fort Greenwall and I couldn't do anything to help them ¿?
Most common direct cause of Battle of Windhelm not starting is that some quest alias fails to fill. Though I don't recall any of these aliases linked to the status of Fort Amol. So, it is back to square one (square zero is verifying with console commands that the quest CWSiege is not running indeed) which is using a mod that makes all CWSiege aliases optional (Civil War Overhaul does, or it is possible to make it so with SSEEdit). If the battle starts with such mod (IIRC there are no console commands to start it, only the game attempts to start it as player approaches the camp with Rikke, returning from Fort Amol battle), then the offending alias value is set to NONE
update: I tested the optional plugin from Serious Civil War Defence for OCW which should make all aliases in CWSiege optional. It did not fix this bug. This bug seems to be a softlock, I've tried every solution to seemingly similar legate rikke bugs posted on various websites, but none of those solutions worked either. It's really a shame, I wanted to try the second great war mod but I may have to abandon this character.
update 2: By the divines, a miracle! I went on foot from Tullius in solitude to rikke in eastmarch to the battle at fort amol back to rikke again without fast travelling and she then said the "we're attacking windhelm, move out!" Line. I've seldom been so relieved. I went on foot to windhelm and the battle proceeded as expected with only minor bugs. I did also make sure I loaded that optional alias plugin last in my loadorder.
-attack Stormcloak soldier
-1000 bounty added to The Pale
-Imperial allies start attacking me
yeah I can see why this was never implemented
This is in the hold capital battles. The fort battles are unaffected, for they are the same as in the vanilla game.
The NPC level of soldiers is not affected.
Pretty much what I am leading to is I set my difficulty to legendary at the start of the mod and I am getting my rear handed to me in battle after battle having disadvantage well into the negatives. Is their a way to change the difficulty on console or I am I stuck and just need to get good?
Assuming you have played through this mod a few times, what is the ideal difficulty in your mind?