Total War: WARHAMMER III

Total War: WARHAMMER III

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LLLL Pure - Modest Extra Skill Points exclusively for LEGENDARY Lords - Warriors of Chaos
   
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25 Aug, 2022 @ 4:31pm
13 Sep, 2022 @ 1:51pm
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LLLL Pure - Modest Extra Skill Points exclusively for LEGENDARY Lords - Warriors of Chaos

Description
Loreful and legendary, Legendary Lords - A skill points mod!
Warriors of Chaos Edition, PURE.

This is the 'Pure' / lighter version of
LLLL-WoC.

It's different to the standard version in that it ONLY awards unique LL skills, 8 to the big 3, 7 to Be'lakor, and 6 each to the 4 CoC DLC champions. No reduced node/tier cost.



LLLL boosts only Legendary Lords in their legendary status in a balanced and thematic way, by granting each Legendary Lord their individual skills for free, while making zero changes to Standard Lords.
This makes Legendary Lords stand out and be impactful without trivialising the campaign, and removing some of the 'no-brainer' decisions from the skill tree.

Effectively 1.15 skill points per level, variable.



Features
[list
  • 8 Free Skill Points only for Legendary Lords Archaon, Sigvald and Kholek, as they naturally level.
  • 7 Free Skill Points only for Legendary Lord Be'lakor, as he levels.
  • 6 Free Skill Points only for Legendary Lords Azazel, Festus, Valkia and Vilitch as they naturally level.
  • A sense of awesomeness as you play!
That's it! This mod does what it intends to do, with no extra bloat or features, allowing for good mod compatibility. You can stop reading now if you're not interested in my explanatory waffle and reasoning below.




Methodology

LL's feel like powerful, dynamic entities, differentiated above standard Lords.
AI LL's + Confederated LL's should earn & keep awarded skills.



All skills that are UNIQUE to legendary lords are now granted automatically for free, at the appropriate level they are unlocked in vanilla. Most LL's have between 6 and 8 unique skills.
A Moving Mountain for Kholek, shown above, normally unlocks at level 12, but with LLLL the skill is now both simultaneously unlocked and awarded @ lvl 12.

Here's Kholeks skill tree on campaign start at level 1 with LLLL.


Their 8 unique LL skills are highlighted by the golden circle.
For a LL's Unique Individual skill line, (here starting with 'A Moving Mountain' and culminating in 'The Sun Eater') the final 'Big One' (tSE) oft requires a certain amount of points spent in the preceeding selection. LLLL grants these points in the order *I* have guessed to be most impactful on harder difficulties. The below example is for Kholek, and gives a good indication for others, but do note, the CoC DLC Lords are different to the norm, their final skill demands 3(rather than 2) or sometimes all 4 prior to selection, which LLLL adheres to.


Stage 0. A Moving Mountain is required, awarded first at level 12.
Stage 1. I valued Uneartly and Anomalous best here, awarded at level, 13.
Stage 2. Giant Killer and Seismic Shock SIMULTANEOUSLY, at level 14.
Stage 3. This fulfils the requirements to grant The Sun Eater ASAP, at level 15.
Stage 4. Toughened Skin subsequently awarded last at level, 16.

The final selection (tSE here) is often a priority ASAP. So LLLL gives 2 points simultaneously at Stage 2. A small power jump to ensure the player isn't actively punished for the mods selection, while getting 'The big one' (Stage 3) ASAP.
So you get them all by one level earlier than vanilla, 16 vs 17 (or at 17 as vanilla for CoC DLC LL's) but perhaps not in your preferred order as a balance.
Order is curated differently for every lord depending on skill effectiveness. May adjust if people reach a consensus, so speak up in the comments!




Balance
Obviously this mod is a buff, but at effectively 1.16 skill points per level extra, for only Legendary Lords I think it's reasonable/not OP. While front-loaded, the many buffed AI WoC LL's will prove more challenging in your campaign, with less room for dumb AI skill point choices. Install the WE and VC versions for true balance!

Compatability and Technical
These are my 1st mods, feedback is fully encouraged both on a technical as well as gameplay level.
I've tried to keep it lightweight, and made decisions that I think will leave it as conflict-free as possible.

Do NOT use a standard and pure version of LLLL together, tho mixing races is fine. eg:
LLLL WoC + LLLL WoC Pure = Bad
LLLL WE + WoC Pure = Fine.

I envisage LLLL is IS compatible with other mods such as ones concerning the AWARDING of extra skill points per level, and ones that change skill trees or add skills, so long as they don't change the name of the skills in the tables.

Save game compatible, able to be added and/or removed at any time, skill points will be awarded retroactively if earnt and remain if earned, even if the mod is uninstalled.

LLLL Pure modifies only 2 tables: character_skill_level_details_tables, and character_skills_to_level_reached_criterias_tables.
character_skill_level_details_tables COULD actually be removed, skills would still be awarded, but no indication in game as to which level.



Other Races Pure Versions
MEEP Pure - Compilation mod with EVERY race/LL.
Asur
Bretonnia
Beastmen
Dark Elves
Dwarfs
Empire
Grand Cathay
Green Skins
Kislev
Lizardmen
Norsca
Mono Daemons
Ogres, My Lord
Rats of unusual size
Tomb Kings
Vampirates
Vampire Counts
Wood Elves

MEEP - Compilation mod with EVERY race/LL. STANDARD VERSION



Please comment, like, subscribe, phone your mothers and eat the rich!
~Neil
2 Comments
Neil  [author] 26 Aug, 2022 @ 12:12pm 
lovely, thank you jawa!
whitehatjawa 26 Aug, 2022 @ 10:38am 
awesome mod not OP great work man