Total War: WARHAMMER III

Total War: WARHAMMER III

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Expanded Hero Skill Trees SFO
   
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Tags: mod
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794.977 KB
20 Oct, 2023 @ 9:00pm
7 Feb, 2024 @ 1:10pm
6 Change Notes ( view )

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Expanded Hero Skill Trees SFO

In 1 collection by Think Critically
SFO Landmarks and Legends 4.1 Updated
385 items
Description
Welcome back, Commanders
This is an SFO submod for Expanded Hero Skill Trees by Devon752.
The original mod seeks to make flavourful additions to the skill trees of all heroes. Currently, skills are implemented for all of Chaos (except Chaos dwarfs), Cathay, Kislev, Skaven, Dwarfs, Empire, Greenskins and Vampire Counts.

Everything the original mod does:
- extends vanilla trees
- adds additional skill trees
- affects only Heroes
- unique icons and flavor text for newly added skills
- fixes the replenishment of factions that didn't have access to it by adding Replenishment options on Heroes

What my submod does:
Prevents overwritten skill nodes by shifting the skill tiers and indents
Balanced Skaven Engineer's special Doom Rockets for SFO
Balanced new High Explosive Dwarf Master Engineer weapon for SFO
Prevented lore of stealth changes from overwriting SFO
Prevents overwritten skill node for skaven assassin and added Weeping Blade effect given by SFO to special venomous poison
Balanced Gaze of Gork and Mork'll Fix It in accordance with SFO's Gaze of Mork and Gork'll Fix It
Increased training skill exp to 50/100/200 like SFO
Added SFO units to new unit junctions
Balanced all projectiles and projectile explosions added by the mod

Compatiblity
My submod does not use dependency manager and my table names start with @, ensuring I do not overwrite any mods who plan to overwrite SFO as long as they use !. Some skill trees may look cramped but there should be no overwritten skills, broken chains or unintended skill locks. Every modified skill tree should be fully functional. Please point out any issues in the comments. Skill nodes use tier 1000-1100
37 Comments
Cthulhu The 3rd 20 Apr @ 3:28pm 
@Sagittarius A The main mod does. Crashes game on the end of turn 1
Sagittarius A 18 Jul, 2024 @ 9:40pm 
Does this mod need to be updated?
RogueSkeptic 20 Apr, 2024 @ 4:19pm 
I would love it if this gets updated
Sagittarius A 29 Mar, 2024 @ 12:38am 
@Think Critically Yes, i understand that, but hero was on foot. But for now, that`s not important, i think, too much time left and i need to retest it. Good luck on the exams and thank you for your work!
Aquiles 1 Mar, 2024 @ 6:09am 
Hello, @ThinkCritically. I think that the necromancer's magic line is out of place. Too much to the right.
Think Critically  [author] 17 Feb, 2024 @ 12:12am 
Yes, thanks for the report. I will be a bit busy with exams so I probably won't update my mods until 4.2 comes out, but I'll try to get it fixed asap after that.
Empyrium 16 Feb, 2024 @ 6:33pm 
Thanks for your work here! I just started an Alarielle campaign for high elves, and the hand maiden's additional skills from SFO and Expanded heroes are overwriting each other, any chance you could check it out?
=[NK]= Col. Jack O'Neil 8 Feb, 2024 @ 7:09am 
Actually now that I'm updating the tables, I realised as well that I messed around with repositioning a few of the top line skills, but only a tiny bit. db/character_skill_nodes_tables/!!!gyro_mount_reordered_SFO_gyro_position
=[NK]= Col. Jack O'Neil 8 Feb, 2024 @ 5:18am 
I'll set the table in main_units to be labelled rsfo, so that it'll have a low priorty if there's another table that's editting that line.
=[NK]= Col. Jack O'Neil 7 Feb, 2024 @ 4:53pm 
I edit the SFO engineer in main or land because I did a fix so the gyro copter shows up on campaign