Total War: WARHAMMER

Total War: WARHAMMER

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Mod Challenge - Chaos Agent Changes
   
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Tags: mod, Campaign
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27 Jun, 2016 @ 6:36am
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Mod Challenge - Chaos Agent Changes

Description
NOTE: I've decided to abandon this but will leave it up if anyone wants to figure it out on their own.

I've been working on this for quite some time now and it doesn't work as I intend. It's a minor mod that changes some aspects of chaos agents.

Not intended for use at this time. Just seeking help from more experienced modders.

Switching the misdirection skill and the zealot skill for sorcerers works. The slightly improved assassination skill for exalted champs works. What doesn't work is the addition of the skill watcher to inspirational for exalted champs.

The skill shows up in the talent tree under inspirational. However - it doesn't currently add Guard (reduces enemy agent success chance against army) to the army.

I've tried for effect_scope for the watcher skill - guard action
agent_to_parent_army_own_horde
character_to_force_regionwide_enemy

the new assassinate skill - doesn't link correctly. i know i have unnecessary lines in that table but i'm not sure if the skill also needs to be linked with those skills that say wh_main_skill_node_chs_champion_self_# and
wh_main_skill_node_all_champion_self_#

Any help would be appreciated. I'll even list yeh as a contributor if it works based on your advice.
I'm not sure if it's just not working for the guard action because only spy types can guard or if the UI effect is just missing and it's working but is unseen. The linking of skills is a little confusing.
15 Comments
Brujah 16 Jul, 2017 @ 4:29am 
Okay, so in terms of your Champion ability being available straight away, this seems to be an oversight in the main game files, not your mod. The Champion ability is not set up correctly in the data__core files, so you can't call all the right variables because they don't all exist (specifically the Tier 2 ability is missing from character_skill_nodes_tables .
I've no idea how it works at all in the vanilla game, given what's missing.

There's a decent chance, though, that if you add wh_main_skill_node_all_champion_campaign_02 to your character_skill_nodes_tables , then link Skill 6 to it in character_skill_nodes_links_tables it will work okay.
NosesCan'tSleep (Max)  [author] 29 Jun, 2016 @ 5:57pm 
i appreciate your words of encouragement. i really do.

i've been thinking of compiling all my mods into one since i make mostly small changes. that way for people that subscribe to all my mods - they can just subscribe to the one and not have so many small ones.
i would make it so that each change is separate so that if someone desires one change be out of it, all they would have to do is open the pack with PFM and delete the ones that are labeled for that particular mod
steelmidnight 29 Jun, 2016 @ 3:48pm 
Dont sell yourself short. I know enthusiasm when I see it....And thats how all the best modders start out :)
NosesCan'tSleep (Max)  [author] 29 Jun, 2016 @ 3:43pm 
yah it's possible. that one that adds 33 skills to lords doesn't link any of them btw. i'm sure they have lvl requirements (i only subscribed to it to learn stuff, havent played with it)
but by linking i mean where yeh need points in the previous skills to unlock a later skill on the same tree. that's a bit tricky so far. i managed to do it but not completely right.

some of the skills tho - i don't think they translate well from like champion to spy or wizard to champion. it's alot of work and i don't quite have the knowledge of every table that needs to be changed especially because it doesn't tell me what's wrong and why stuff isn't working.
steelmidnight 29 Jun, 2016 @ 3:34pm 
Do you think you could add new skills to agents? There is a mod that adds 33 new skills to Lords that rocks! But it doesnt seem he plans to add skills to heros...Maybe you could?
NosesCan'tSleep (Max)  [author] 28 Jun, 2016 @ 1:12pm 
this particular project abandoned. version that works coming soon.
NosesCan'tSleep (Max)  [author] 28 Jun, 2016 @ 10:02am 
i might just go with the passive skill that spies have that reduces enemy success chance (maybe not as powerful as the spy passive) as that passive has no UI effect and i think it would work.

currently the Guard skill may be working just without UI effects - i don't have much way of knowing other than playing against chaos with this mod, having them have a champ that has the guard skill and is embedded and then trying to use agent actions against that army.
then compare the success chance to the vanilla game with the same champ in the same army. yah no.

would be so much easier to test in an MP campaign
NosesCan'tSleep (Max)  [author] 28 Jun, 2016 @ 10:01am 
atm i've concluded it's impossible to add a spy embed action to a champion. either impossible or i just don't know how. one problem is that if a chaos champ picks up the training skill and then also has this modded guard skill, they should both technically work - but what shows up in the UI when the player tries to embed?

i tried changing some UI effects to get the guard action to show when embedding and then i got CTDs each time i tried to load the game with the new changes to the mod.
NosesCan'tSleep (Max)  [author] 28 Jun, 2016 @ 8:56am 
i'm currently looking into effect_bonus_value_agent_action_record_junctions table and agent_actions
these tables if i mess with them may fix the problem of the watcher skill not showing when embedding a chaos champ.
i'm still not sure why they assassin skill isn't linking
steelmidnight 27 Jun, 2016 @ 11:14pm 
Yeah, Total War, AND Warhammer tend to atract very few in the way of rude jackasses, a phenomena I have come to notice over the years XD I am sure the person meant to help you finish this is just around the corner :P