Total War: WARHAMMER

Total War: WARHAMMER

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Ultimate Chaos Submod: Add Vanilla Spells back
   
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Tags: mod, Overhaul
File Size
Posted
Updated
15.059 KB
8 Sep, 2017 @ 7:30pm
9 Sep, 2017 @ 9:48am
3 Change Notes ( view )

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Ultimate Chaos Submod: Add Vanilla Spells back

Description
*If Steelb_l_ade want me to remove this mod or something else, just tell me.*


Hello everybody, this is my first mod so i will be always looking for feedback for any bugs.

What this mod does:
It add back the vanilla spells that the Ultimate Chaos mod removed due his changes to the sorcerer agents/heroes WITHOUT removing the spells added by Stell and his mod.

Sorcerer of Nurgle now also has acess to the Lore of Death
Sorcerer of Tzeentch now also has acess to the Lore of Fire
Sorcerer of Slaanesh now also has acess to the Lore of Shadows
Undivided sorcerer now has acess to lore of death (should be metal, blame Steel)

Credits:
Steelb_l_ade for his amazing mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=894230944
Crynsos for his help on sanating my doubts about how to make this mod work https://steamhost.cn/steamcommunity_com/profiles/76561198001056290/myworkshopfiles/?appid=364360

Notes
I plan on improving this mod so if you choose one lore tree, it locks the other. But for now, everyone gets two spells at the start.
I also need to fix the spells not appearing on the custom battles, so for now, they are only avaible on campaing.

(If anybody with more experience with modding than me can help me, i would be very grateful)

*If Steelb_l_ade want me to remove this mod or something else, just tell me.*
22 Comments
srtosco 17 Jun, 2018 @ 1:49pm 
Is this savegame compatible?
Rachel L  [author] 18 Sep, 2017 @ 8:03am 
@steel, weird. There are entries on your mod for him on your mod, but like i said, he doesnt have the mixed spells like he is supposed to have. Wich vanilla sorc he is?
Steel 18 Sep, 2017 @ 7:03am 
Your having problems with that because hes a vanilla lord, it isnt the mod. I have the same issues which Is why I clone everything up.
Rachel L  [author] 9 Sep, 2017 @ 8:32am 
@Steel, also, for some reason, i cant edit the undived lord. If i give him a new lore of spells (trying to give him the metal lore), he loose all the spells and some of the skills on the top line too. It looks like it is a bug with your mod, because with the other guys it work without any problem.
Rachel L  [author] 9 Sep, 2017 @ 7:19am 
@Steel, i sent you a friend request. Can you acept so we can talk faster?
Steel 9 Sep, 2017 @ 7:16am 
Only so far as in the node links will be broken. If you change the node you will need a table under linking mark nodes with the new nodes in them to tell the game where to put the links.
Rachel L  [author] 9 Sep, 2017 @ 6:39am 
But if i change the node (only it, like you said), wont it stop working?
Steel 9 Sep, 2017 @ 6:00am 
I take it you ahve copied the spell decks form the other chracters in data.pack and pasted them in while updating the agent type and tier indents. Although that will work it could get problematic. for example they are assigned these kind of nodes: "wh_main_skill_node_chs_chaos_sorcerer_metal_magic1_01"

All will be fine, unless CA decides to rename that node in an update, if they do that it will break your coding because it won't match anymore. Thats why its often better to create your own nodes such as:
chs_vanilla_metal_01 or somehting. That's just a hint.
Steel 9 Sep, 2017 @ 5:57am 
Also, changing the spell lore to whatever you want is easy, spells are not faction specific.
Steel 9 Sep, 2017 @ 5:54am 
On slaanesh you can delete everything from record 31 upwards, and on tzeentch 32, that shoudl leave you with three tables only. You can even merge them into one if you want it cleaner. This will allow you ton do what you are trying to do is the most efficient manner with the best compatability.