Total War: WARHAMMER III

Total War: WARHAMMER III

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Too Many Active Skills 5.x (Beta)
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Tags: mod
File Size
Posted
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771.206 KB
5 Jun, 2023 @ 9:14am
16 Jul @ 5:48am
16 Change Notes ( view )

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Too Many Active Skills 5.x (Beta)

Description
SAVE GAME AND MULTIPLAYER SAFE
(Can be added and removed at any point in time)

Original mod: https://steamproxy.net/sharedfiles/filedetails/?id=2875046977

SUBMOD for removing visual AOE rings:
https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=3290510918


What it does: "Reduce the performance of active skills by 1/3 and make them passive."
For me this mod is ideal, especially if you have multiple active abilities among multiple characters. Less micro and clicky intensive, and allows you to focus more on other aspects of battles

---------------------------------

Surprise update! I've rebuilt the mod from the ground up as some db tables updated and it'd be a whole thang to try and troubleshoot it.

I've added the majority of Lord and Hero skills that are fit to be turned into passives. I don't have Elspeth nor Malakai DLC so I couldn't do those

I have not added non-hero/lord/item unit abilities yet, recreating this was a process but should be easier to manage and update going forward now that I'm more familiar with it

If you encounter any weirdness, issues, balance concerns - please let me know. Try to be detailed as possible:

Faction
Lord/Hero/Unit
Ability Name
What it does
weirdness/issues/balancing

yadda yadda
104 Comments
i see thanks for the info
Driver-GT 16 Jul @ 5:09pm 
i think it's fine to leave some skills active if it makes strategic sense,it was one of the reasons i didn't like the autoactivate mods because they just activate a crucial melee skill for dueling against any peasants or trash units as soon as they get in contact in melee.
After all this mod is called too many active skills, and not no active skills, it's okay to have to micro a couple crucial items or abilities instead of vanilla when the portrait of your lords and heroes start having like 6,8 active abilities around them to spam click every time,gets overwhelming
just throwing my opinion
Zach  [author] 16 Jul @ 4:58pm 
Haven't gotten to units yet, is on the to-do list

Crown of command requires targeting, I'm unsure how im going to handle such item/abilities yet

Still on the fence about turning healing abilities into passives, still ruminating on it
astragoth
hellcannons active abilities boom and blood arent passive
iron daemon skullcracker more power active abilit isnt passive
items crown of command potion potion of healing potion of hardness and forbidden rod arent passive
is this intended?
Zach  [author] 16 Jul @ 6:10am 
Yep, though naturally it doesn't hurt to load up your save just to be sure

TMAS in and of itself is save compatible to add and remove at any point in time as it doesn't add any content, only changes existing abilities and items
Driver-GT 16 Jul @ 6:08am 
nice! you think i can remove the other mod that removes aura visuals and add yours mid save without anything breaking?
Zach  [author] 16 Jul @ 5:55am 
Published submod removing visual AOE rings, entirely visual:
https://steamproxy.net/sharedfiles/filedetails/?id=3290510918

--Removed trickster shards and a few other effects that require manual targeting until I can properly turn them into passives that do not require targeting
--Fixed some entries not being labeled as passives
--Nerfed some healing passives, for Tomb Kings for example, due to it being a passive now
--Slightly increased AOE range of some passives due to them being nerfed stat wise in the initial pass
--Effects will now correctly update based on where the providing entity is instead of it being in place where the providing unit started out on the battlefield
^^ Meaning the effect will follow the unit(s) instead of not moving with the unit(s)
Driver-GT 15 Jul @ 6:28pm 
https://imgur.com/a/TX2tPjm
This one, it activates on a random unit automatically and has a cooldown
Zach  [author] 15 Jul @ 6:14pm 
There are 2 or 3 trickster shard items, which item type of the trickster shard is saying it is still active?
Driver-GT 15 Jul @ 6:12pm 
https://steamproxy.net/sharedfiles/filedetails/?id=3148552292
There is this mod which i'm still using, not sure if it has issues but it works fine for me so far, but maybe you can make a better one.
Also not sure if the trickster's shard is working as intended, it says active on the item but triggers automatically