Total War: WARHAMMER II

Total War: WARHAMMER II

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*Important Notice* Cpecific's Skill Queue (win64)
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Tags: mod, Campaign
File Size
Posted
Updated
308.779 KB
22 May, 2021 @ 4:55am
20 Mar @ 5:21am
20 Change Notes ( view )

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*Important Notice* Cpecific's Skill Queue (win64)

Description
*Works on 1.12.1*
*IMPORTANT NOTICE*
CA is going to disable some modding functionality, after which memreader will no longer be possible to use (this is not an old *notice*, as some people misinterpreted, but a current state of affairs).
I asked them to incorporate memreader into the game, as it is a harmless mod, but who knows what they will do.
You can always spam them by how traumatized you are by that, maybe that will help ¯\_(ツ)_/¯
If worst comes to worst, I could write an external dll injector, but it will be a big pain in the ass and could take several months to make.



The name of the mod is self-explanatory.
⚠️ Won't work without memreader enabled! Only Windows x64!
✔️ Compatible with every mod. Yes, even with "rank 60" and "x2,x3 skill points per level" and those that add skills.
✔️ Savegame compatible.
✔️ Multiplayer compatible.

Features:
  • Presets - a list of skills, that you can save and later quickly assign to new agents.
  • Sorting by drag & drop.
  • Support of "Dump skills". The circle in the middle tells you the level of skill (only useful for skills with an amount of levels larger than 3).
  • Incidents, missions, and dilemmas are supported (ex: Dark Elves' "Name of Power").
  • Mounts are supported as well.
  • Rank 1 reset ("0") - if you want to create preset from rank 1, then you can click button with text "0". It only exists before the moment you select some skill.
  • Increase rank ("+1") - if you want to binge add skills (ex: don't add skills from lvl.9 till lvl.12; at lvl.12 you will receive 4 skills). Button "+1" becomes available only after you select at least one skill. If you don't want that first skill, then you can simply remove it; button "+1" will still be present.
  • The most QoL thing: when you hire a new agent, you would want to give him a preset that will automatically assign skills for available points. This feature only works, if you haven't spent any point. Select preset, mod will print preset's skills, then click "Save" to accept preset, skills will be automatically allocated (this is different from when you select a preset normally, not at rank 1; this feature doesn't save selected skills until you click "Save").

Quirks of the mod:
  • CA doesn't provide skill script events or only provide those that don't work. So, a visual refresh of skills happens after 150ms of the last click (on any UI object). This problem is especially noticeable in multiplayer.
  • Skills are assigned one by one with a delay of 100ms (multiplayer is much laggier, it is around 500ms).
  • You can only select skills when you don't have any available skill points.
  • When assigning skills, the mod will skip all the skills, that are (currently) impossible to add.
  • Mod will show you the exact order in which skills will be assigned.
    But that may not always be true. If you play around with sorting and deleting, you might have such state:
    1. Public order (-) (-)
    2. Recruitment cost (-) (-)
    3. Route marcher (1) (2)
    4. Inspiring presence (1) (3)
    As you know, the first 2 skills can only be assigned if "Route marcher" is present. But mod will just skip first two skills, it won't get stuck.
    So at lvl.2 you will have "Route marcher" and at that time state will change:
    1. Public order (1) (3)
    2. Recruitment cost (1) (4)
    3. Inspiring presence (1) (5)

Bugs:
  • (CA) When assigning skills by script, the game doesn't commit the changes, it treats those skills as temporary selection (like when you select skills and have an ability to "reset" your changes). So, you can have a situation, when you open the character details panel and will see the "reset" button active.
  • Skills are a big boi feature in TW, there are lots of ways to make things harder for a modder.
    I might not have fully grasped all the possible states, that you can have with skills (locking skills, rank locking, level rank locking, link locking, no level skills).
    So if you have a mod setup that my mod doesn't print exactly the same as the game does, do tell me.
  • You could break mod if you decide to change your mod configuration mid-game. Don't come crying in the comments after that.
  • Same goes for cheat tables. If you change skill points of character, then who knows how the mod will behave.
193 Comments
Envy Night 28 May @ 1:29am 
why Its not working should i click some btn to start?
Twilightsp 20 Mar @ 7:06am 
Thank! My hero!
Cpecific  [author] 20 Mar @ 5:23am 
updated, but didn't do any deep testing
TenGusan 19 Mar @ 3:19pm 
wat da f. why they dont leave this game alone? they should concentrate on bughammer 3.
Twilightsp 19 Mar @ 7:55am 
it worked yesterday. But does not work now
Tin Soldier 6 Nov, 2023 @ 5:27am 
not working for me. any tips?
hasler 26 Aug, 2023 @ 11:43am 
Works again.. thank you Cpecific, you absolute legend
Cpecific  [author] 25 Aug, 2023 @ 6:33am 
updated
hasler 24 Aug, 2023 @ 1:53pm 
I think the last update broke the mod :/
Yeehawdawggie 5 May, 2023 @ 5:41am 
You can set the skills you want and it will work for that campaign but it doesn't carry over to other saves. Kinda sucks but its better to do it once every campaign than 15+ times