Total War: WARHAMMER

Total War: WARHAMMER

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Beastmen: Magic for LL's, Lords and Heroes
   
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Tags: mod, Campaign
File Size
Posted
135.855 KB
2 Aug, 2016 @ 5:41pm
1 Change Note ( view )

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Beastmen: Magic for LL's, Lords and Heroes

In 1 collection by Ekzel
Skill Tree Mods for Lords and Heroes 2.0 & Misc Mods
16 items
Description
Note: I had combined the heroes and lords because I thought there wasn't much demand for separate versions, but if there's a desire for a lord only as well as the hero only, I'll transition this to lords/LLs only so it's the same as the others in this series.

This mod will give all the beastmen hero and lord units the capability to invest in magic skills, with all trees being available. Skills are arranged as follows with the exception of runecrafting, which has its own progression.

X Magic Novice 1 - Nothing (basically paying a point to unlock the spells)
X Magic Novice 2 - First spell
X Magic Novice 3 - Second spell.
X Magic Adept 1 - Third Spell (requires all three points in beginner), Passive Tree Ability (Kindleflame/Rolling Skies etc)
X Magic Adept 2 - Fourth Spell
X Magic Adept 3 - Fifth Spell
X Magic Master 1 - Sixth spell (requires all three points in adept)
X Magic Master 2 - -50% cooldown on all spells in the tree
X Magic Master 3 - -25% miscast and +15 power reserve

The collection for this iteration with links is listed below:

All-in-One 2.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=720865705
Beastmen Magic 2.0
Lords/LLs&Heroes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=736626604
Only Heroes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=739429807
Empire Magic 2.0
Lords/LLs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=705600392
Heroes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=706832829
Vampire Counts Magic 2.0
Lords/LLs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=705878831
Heroes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=706833221
Chaos Magic 2.0
Lords/LLs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=706494143
Heroes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=706832408
Greenskins Magic 2.0
Lords/LLs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=708450557
Heroes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=708450636
Dwarfs Magic 2.0
Lords/LLs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=720333678
Heroes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=720333879
7 Comments
steelmidnight 3 Sep, 2016 @ 8:17pm 
I know it sucks for you guys to have to update every time CA patches the game, but I REALLY love your stuff. Plz update your magic sets when you can. I want to resume my campaign save, but I am holding out because I would rather do so with these. Thanks, man.
D34DF0X 27 Aug, 2016 @ 10:03am 
<3 ure awesome , pure awesome
Jebus 15 Aug, 2016 @ 8:02am 
My Gorebull has the Big Waagh skillset, but every skill shows Invalid Target: Ground Units Only
Ekzel  [author] 7 Aug, 2016 @ 10:18am 
Created the heroes only version, sorry about that. I had thought there wasn't much interest in separate versions, and with the number of mods I have to update everything CA rolls out a major patch, I figured I'd make it easier on myself if it was the same to everyone.

On a side note, for those three different mods that add skills to lords and LLs, are they overwriting or being overwritten by my mods? If so, I could just as easily increment the skill tiers much higher, since the game intelligently arranges them no matter how many spaces there are between one tier and the next.
Garviel Geist 5 Aug, 2016 @ 3:27pm 
Quick question, any ETA on just the heroes version? I love your set of mods, but I much prefer to have just the heroes have access to all the magic, I run about 3 different mods that add skills to lords and LL and they tend to get overwritten by eachother, so I much prefer the heroes only version of your mods.
Ekzel  [author] 4 Aug, 2016 @ 7:07pm 
Yeah, I noticed that as well. The mechanism for that is in a newly added table called character_skill_nodes_skill_locks_tables, and it can definitely be used to have taking one tree close off another.

I could take advantage of it, but to be honest I would rather leave it up to the player, since I don't know what kind of skill point mod they have installed if any. Going under the assumption a player isn't, they'd only be able to put serious investment into at most three trees and that would be ignoring everything else that unlocks post-level 10, which doesn't seem unbalancing to me.
Vreith 3 Aug, 2016 @ 1:36am 
awsome!

Not sure where else to post this, but did notice the way they made Gorebulls have skills that blocked other skills if you took them? was wondering if this could be applied to magic lores...

(not sure where else to put this comment)