Total War: WARHAMMER II

Total War: WARHAMMER II

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Tags: mod, Battle
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4 Dec, 2021 @ 3:29pm
16 May, 2024 @ 5:09pm
24 Change Notes ( view )

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Description
In Multiplayer Battles, managing the varying abilities is manageable as each character can only be given a few and players must not take too many characters. It's a different case in Campaign where characters can be given many more abilities and doomstacking several characters into one army is frequent as well as the possibility of managing to stack more than eight abilities onto a single character. If you're one of those people without the patience to git gud like me then this mod is for you. As the title says, this makes various abilities automatically activate, sometimes only when conditions are met. Generally, abilities that this mod doesn't touch are ones with a limited number of uses, have a downside like miscasting, do not update their targets with every frame, has some element of proper timing or changes any units ability to move.

Abilities that Automatically Activate in Melee Combat and where the User is Unbroken
  • Heroic Killing Blow
  • Dolorous Blade (doesn't require the user to be unbroken)
  • Starcrusher
  • The Slayer of Kings
  • Axe of Men
  • Scourge
  • Skull Wand of Kaloth
  • Axe of Dargo (doesn't require the user to be unbroken)
  • Filth Mace
  • Ghal Maraz
  • Gitsnik
  • Hellfire Sword
  • Runefang
  • Sword of Anti-Heroes
  • The Mace of Helsturm
  • The Reikland Runefang
  • Revenge Incarnate
  • Sword of Torgald
  • Seduction of the Serpent
  • Rune Axe of Grombrindal (doesn't require the user to be unbroken)
  • Necrostrike (doesn't require the user to be unbroken)
  • Desertstrike (doesn't require the user to be unbroken)
  • Tombstrike (doesn't require the user to be unbroken)
  • Blessed Blade of Ptra (doesn't require the user to be unbroken)
  • Claws of Mourkain (doesn't require the user to be unbroken)
  • Dreaded Duellist
  • Warrior's Crest
  • Ark of Sotek
  • Monstrous Strength
  • The Mace of Ulumak
  • The Ostland Runefang (vanilla and Mixu version)
  • The Talabecland Runefang
  • Beastslaver
  • Bloodstorm
  • Halo of Maidenly Wrath
  • Sword of Lyonesse
  • Blood-forged Armour
  • The Axe of Grom
  • Warp Frenzy
  • The Dragon Spear
  • Barbed Knuckle Boxing
  • The Blade of Bel Korhadris
  • Feint and Riposte
  • Dwarf Gouger
  • Hydra Blade
  • Karaghul
  • Rune Axe of Gotrek (doesn't require the user to be unbroken)
  • Mirror (Waaagh!)
  • Soulfire
  • Grand Soulfire
  • Warp Driven Claw
  • Dismay Foes
  • Thundermace
  • Greedy Fist
  • Fearfrost
  • Shard Blade
  • Karak Azgal Stone Hammer
  • Blue Nightshade Dagger
  • Starblade
  • Starsword
  • Claw of the Old Ones
  • Aggression
  • Combat Prowess
  • The Pale Scythe
  • Insane Bravado
  • Liarsbane
  • The Beast Mace of Bastonne
  • The Glorfinial
  • Hammer of Karak Azul
  • Kragg's Hammer
  • Garmr and Gormr
  • Skull of the Unicorn Lord
  • Mansmasher
  • The Blade of Har Ganeth
  • The Blade of Bel Korhadris
  • The Phoenix Blade
  • Crimson Death
  • The Star Stone Mace
  • The First Draich
  • Chayal
  • Dawn & Dusk
  • Woven Mist (Shadowdancer ability)
  • Storm of Blades (Shadowdancer ability)
  • Whirling Death (Shadowdancer ability)

Abilities that Activate when Charging
The way this new system works has caused these abilities to start their cooldowns before the ability finishes. Because of this, their cooldowns have been increased after testing when the cooldown starts.
  • The Star Lance (Cooldown increased by 25 seconds)
  • Deadly Onslaught (Cooldown increased by 27 seconds)
  • Savage Fury (Cooldown increased by 15 seconds)
  • Veteran Crusader (Cooldown increased by 23 seconds)
  • Heart Piercing (Cooldown increased by 23 seconds)

Abilities that Activate when Enemies are in Range and the Bearer is not Routing
  • Helm of Discord
  • The Sword of Couronne
  • The Hochland Runefang
  • The Nordland Runefang
  • The Wissenland Runefang
  • The Cloak of Stars
  • The Ostermark Runefang (only if enemies are large)

Abilities that Activate when Health is Low
  • Immortal Will (50%)
  • Potion of Toughness (50%)
  • Potion of Healing (20%)
  • The Carstein Ring (20%)
  • Regenerating Flesh (20%)
  • Hieratic Jar (20%)
  • Ghoul King of Ushoran (20%)
  • Necroparasites (50%)
  • Skalm (20%)
  • Elixir of Life (20%)
  • Dawn Armor (20%)

Abilities that Activate when the Winds of Magic Pool is 15 or below
  • Arcane Conduit
  • Black Periapt
  • Staff of Volans
  • Master of the Black Arts
  • Wand of Jet
  • Book of Hoeth
  • Starwood Staff
  • Sword of Teclis
  • Jagged Dagger
  • Skull of Rarkos
  • Master of the Shadow

Miscellaneous Abilities
  • Blood Chalice of Bathori: Automatically activates to heal nearby friendly characters that have less than 20% health but have not hit the healing cap.
  • Restore: Automatically activates to heal nearby friendly constructs that have less than 50% health but have not hit the healing cap.
  • Boom!: Automatically activates whenever enemies are in the Hellcannons range, the Hellcannon is not in melee and is able to fire.
  • The Dreaming Ring (all variants): Automatically activates to heal nearby friendly units that have less than 50% health but have not hit the healing cap.
  • Vial of Troll Blood: Activates when the bearer has less than 0 leadership.
  • Woven Mist: Is active when the unit is outside of melee combat.
  • Mirror (Grom's Big Waaagh!): Automatically activates when a unit is both in Melee and has less than 75% health.
  • Skull of Katam: Automatically activates when enemies come near.
  • Cube of Darkness: Automatically activates when enemies come near.
  • Touch of Vigorous Life: Automatically activates to heal nearby friendly characters that have less than 20% health but have not hit the healing cap.

Compatible Mods
Popular Discussions View All (1)
0
23 Dec, 2021 @ 5:51pm
Untouched Abilities
Autumnchain
23 Comments
mr.napop 27 Apr, 2024 @ 1:39pm 
no idea what happened earlier but now all works exactly as it should, thank you very much fantastic and essential mod!!
mr.napop 22 Oct, 2023 @ 2:00pm 
Yep, just tested sword of anti heroes + gotrek + ghal maraz with no other mods, same behavior. it also wouldnt deactiave it i activated it and then withdrew from the engagement.
Autumnchain  [author] 22 Oct, 2023 @ 1:47pm 
@mr. napop Are you sure that's what's happening. In all my testing, I've never seen what you're describing. The boosts occur exactly as advertised.
mr.napop 22 Oct, 2023 @ 1:13pm 
Does the effects suppose to register in the unit card? It doesn't seem to trigger in custom battles for some reason and it has the same duration, does it affect Campaign battles only? The text is correct though (active if in melee etc) and it can still be activated normally
NeoKorp 29 May, 2022 @ 11:39pm 
Anyone tried with SFO if it works or breaks anything?
Autumnchain  [author] 12 Feb, 2022 @ 3:44pm 
Interesting. Either way, the most recent update has removed Warpquake from the list of affected abilities.
AkumulatoR 12 Feb, 2022 @ 3:43pm 
Not always, but a few times it did. Like 2-3 times in the campaign.
Autumnchain  [author] 12 Feb, 2022 @ 3:39pm 
@AkumulatoR Did it always autoactivate at the start of a battle or just some of the time? Either way, it sounds like I should change it so that this mod doesn't affect the ability.
AkumulatoR 12 Feb, 2022 @ 3:36pm 
I think the warpquake should not be autoactivated as it makes the grinders stay in one place. Also the condition seems to be buggy, for example I started a siege and the grinders would start the battle with a quake even when no enemies were near. Happened a few times. Otherwise love your mod, very useful, thanks.
Autumnchain  [author] 23 Dec, 2021 @ 5:53pm 
@grz34998 Making a discussion is a good idea. In the case of the Opal Amulet, I left it alone because it's an ability that needs to be timed properly to be effective. If it activated automatically, the character using it would have to be micromanaged even more to effectively use the Amulet.