Did some tweaking, to get as close to a working sandbox experience as possible and this first pass isn’t half bad.
What I changed:
rifts still appear, but slightly later (turn 50+), less (45+ turns in between), are less corrupting, spawn agents and armies slower and weaker and AI can’t gain souls.
Note: when removing rifts all together, it breaks the AI (AI becomes passive, basically). With this changes, the AI is “less” aggressive initially, but slowly ramps up. In my current test game as Nurgle, AI is fighting each other as well as me. Diplomacy also seems to be fine.
It’s as close as it gets to sandbox, without breaking the game.
Code lines
Here what I changed in data.pack and what it does:
Line 99:
local strength_required_for_ai_to_complete_realm = 99999999;
makes it impossible for AI to get souls
Line 101:
local rifts_cooldown = 45;
increases time between rifts
Line 104+105:
local rifts_hero_spawn_time = 5;
local rifts_army_spawn_time = 10;
increases delay, before agent and armies spawn in rifts
Line 180:
return not are_any_rifts_open(true) and (cm:turn_number() == 50 or cm:get_saved_value(“ursuns_roar_available”));
changed first rift appearance to turn 50+
Lines 1401 to 1412:
if highest_realm_count == 1 then
size = 9;
rank = 5;
elseif highest_realm_count == 2 then
size = 9;
rank = 10;
elseif highest_realm_count == 3 then
size = 9;
rank = 15;
elseif highest_realm_count == 4 then
size = 9;
rank = 20;
changed all size to 9, which I guess should make all rift spawned armies 9 units strong. I also reduced respective ranks.
Lines 1712 to 1719:
— each time the ursun roar event happens, the starting corruption from rifts increases
if ursuns_roar_count == 2 then
cm:teleportation_network_set_effect_level_modifier(“wh3_main_teleportation_network_chaos”, 1);
elseif ursuns_roar_count == 3 then
cm:teleportation_network_set_effect_level_modifier(“wh3_main_teleportation_network_chaos”, 2);
elseif ursuns_roar_count >= 4 then
cm:teleportation_network_set_effect_level_modifier(“wh3_main_teleportation_network_chaos”, 3);
end;
changed the corruption modifiers to 1, 2 and 3 respectively. Reduces the amount of corruption coming from the rifts
Videos

How to mod
This is the basic “how to” instructions, to change the lines in the script mentioned in the other section
original post here:
https://indiefaq.com/guides/total-war-warhammer-iii-how-to-disable-chaos-rifts.html – [indiefaq.com]
Download RFPM
https://github.com/Frodo45127/rpfm/releases – [github.com]
extract
Find data.pack in Warhammer 3 folder
“C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER III\data\data.pack”
open with rfpm.exe
go to preferences, check “Allow Editing of CA Packfiles” under the “Settings” tab.
inside data.pack, go to the following file:
Script -> campaign ->wh3_main_chaos_realms -> wh3_realm_common.lua
make the changes I posted (or whatever else you want to do, but don’t blame me, if you break the game)
PS: I mean break the game from running properly, obviously. make a copy of the default code of the wh3_realm_common.lua, in case something breaks and you need to revert to original.
Here we come to an end for Total War: WARHAMMER III Code Lines List + Immortal Empires Working AI hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
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