Total War: WARHAMMER II

Total War: WARHAMMER II

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Wondrous Wizard Levels - Lore battle-UI fix
   
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Tags: mod, UI
File Size
Posted
Updated
483.788 KB
28 Aug, 2021 @ 6:55am
30 Aug, 2021 @ 1:43pm
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Wondrous Wizard Levels - Lore battle-UI fix

Description
This mod merges the UI of Lores of Magic in battle mode into one list, so there will no longer be a button to switch between lores of magic. I.e. no longer a lore button switch on the lower right of the spell panel.

The battle UI can show a maxium of 6 spells, but in Wondrous Wizard Levels all magic users have maximum of 6 spells, so this is not an issue for a WWL-enabled character. Rather, it is nice not having to switch between the lore panels.

Noticeable characters this affects is Mannfred.

This mod can be enabled/disabled at any time, and only affects upcoming battles. The AI does not care about UI so you only really need this mod if you play a mutlilore character and are annoyed with having to switch panel.

In fact, you can use this mod without Wondrous Wizard Levels if you for instance play Mannfred to have all spells in one panel, and once your character grows beyond 6 spells you can simply disable this mod to get the panel selector back.
9 Comments
V 16 Jul, 2023 @ 2:57am 
Hey since you're really good at making UI mods, I wonder if you could make a mod so that when there are two or more units in a control group, it shows the UI of the abilities/spells of the first unit.

At the moment, if I group my Lord with an infantry group in control group 1, and then I press 1, it doesn't show any of my lord's abilities or spells, which is incredibly frustrating.

Is doing something like that even possible?
V 6 Jul, 2023 @ 6:12am 
Respec doens't change anything, neither does the fact that skill points haven't yet been allocated.

From what I can see it purely depends on whether the character is created when the mod is installed.

Which gives me this very cool idea that if you could configure your mod (basically with the options to enable/disable) through the Mod Configuration Tool, it would provide a way to customize individual character upon their creation whether to have the selector panel or not.

Alternatively, if u can figure out how to reverse the change, you could implement something like what https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1887317037 does using a tick based system to edit individual existing characters.
Trubble  [author] 5 Jul, 2023 @ 11:23pm 
@Valour: Interesting find. I was convinced when I tested it back then that you could enable disable this feature by having the mod installed or not, but it sounds like it is saved on the character - a weird design decision to be honest if it is the case. Maybe a save game editor can shed some light on this.

What happens if you respec the characters' skill points?

I am travelling most of this month, so I am unable to take a closer look at this at the moment.
V 5 Jul, 2023 @ 8:18pm 
3) I tried creating a "mod" with the game's original special_ability_groups_tables and special_ability_groups_to_unit_abilities_junctions_tables and loading the mod, to see if it would fix the issue of missing panel, but it didn't. But you obviously know better than I, so maybe could you create a mod to reverse the adverse effects lol.
V 5 Jul, 2023 @ 8:17pm 
I'm back to report my findings:

1) Once you get past 6 spells, one of them (or more if you have 8, 9 spells etc) gets replaced. I can't figure out the pattern of which one gets replaced, but it's not alphabetical.

2) More seriously, disabling this mod does NOT give the panel selector back for heroes and lords that are already on the map. I tried creating new saves without the mod and loading into it and it still doesn't work. They are simply without the panel forever.

Newly recruited heroes and lords however do get the panel selector. I'm not sure if killing/wounding already-created heroes and lords and then recruiting them again will give them the selector back, haven't tried that yet.
Trubble  [author] 20 Jun, 2023 @ 12:46am 
@Valour: No clue, only used it with Wondrous Wizard Levels. Am curious to hear your findings!
V 19 Jun, 2023 @ 11:56am 
I see. So when the Lord exceeds 6 spells and the mod is still installed, does that mean the 7th spell and onwards don't show? Or does the "oldest" spell get replaced in the UI?

Curious about the priority of what shows and what doesn't.
Trubble  [author] 19 Jun, 2023 @ 9:51am 
@Valour: Unfortunately it is database changes, so not possible to control with MCT. Sorry about that.
V 19 Jun, 2023 @ 5:17am 
Could you add an option to enable/disable this mod via the Mod Configuration Tool interface? So we don't have to uninstall / reinstall this wonderful mod all the time.