Total War: WARHAMMER II

Total War: WARHAMMER II

Improved Skill Point Progression (1.10.0 update)
49 Comments
jeron 29 Jul, 2021 @ 12:28pm 
SFO has something that gives 2 SP at lvl 2-5 (and a few on some higher levels, not sure where exactly). Anybody knows whether it's compatible?
Can't test right now since SFO is in updating state.
Guts 3 Dec, 2020 @ 5:03pm 
no need for an update works great 8/8
Domn Eugen 3 Dec, 2020 @ 10:25am 
We would very much like to request a update to this mod!It's great.
msa_dino 21 Oct, 2020 @ 4:46am 
Best skill point mod ever! thank you
Nether 9 Jul, 2020 @ 6:49pm 
Is this conpatible with SFO
Duke_of_Bretonnia  [author] 17 Jun, 2020 @ 10:02pm 
---Attention---

I've "updated" the mod to the current game version (literally didn't change anything from previous versions) This mod should work regardless of update or version number, all it edits is a single table in the game database.

Hope this clears up any confusion.
banjaxedspy 21 May, 2020 @ 9:04am 
you and your work are a godsend. I love this mod for months, and it keeps getting updated by you.
Bombyu 20 May, 2020 @ 1:01am 
Just wonder my Greenknight has 4 skill points which I can't spend on anything when I recruit him, wonder if its from this mod?
Beep Boop not an Automaton 3 May, 2020 @ 7:22pm 
No idea if you check the comments still, but this is exactly the mod I've been looking for! Strikes the perfect balance between impactful lords and not maxing every tree.
Bateer 15 Jan, 2020 @ 4:31am 
"Provide enough SP for characters without having them fill every skill slot, making point allocation relevant"
GOOD JOB!!!:steamhappy:
Lord Of the flies 16 Dec, 2019 @ 1:25pm 
Great just update it so i dont have to see ugly yellow on my mod manager , hehe
Guts 14 Dec, 2019 @ 8:30pm 
Per usual no update needed. Working fine. Thanks
Laughing Forest 14 Sep, 2019 @ 5:53am 
@Decado I believe that is MINOS AI if you use it
Duke_of_Bretonnia  [author] 27 Aug, 2019 @ 8:36am 
@Decado This Mod edits only a single table which edits the amount of skill points provided at the levels listed above. This Mod does not effect the starting level of any Lords

@Moobert Ahhh yes, I tested with those ancestor spirits for Belegar's faction and they don't get the skill point buffs unfortunately, They're likely scripted in with those skillpoints already provided
Decado 26 Aug, 2019 @ 1:33pm 
Has anyone found that the Lords hired by the AI start at lvl8 with this mod? Might be another one I'm using. Just trying to narrow it down.
Moobert 23 Aug, 2019 @ 4:28pm 
@Duke, its been awhile since I played but it was only the ghost runesmith and not when playing Belegar. It was not only your mod that was doing this, so it has/had something to do with the way that ancestor is coded?

I stopped using that character since he was a free spawn and just left him at my capital. Non-ancestor runesmiths were fine.
Duke_of_Bretonnia  [author] 22 Aug, 2019 @ 9:58pm 
Yes this Mod works properly now.

@Moobert I just tested with runesmith and everything is working as it should be, unsure what issue you were talking about, it may have been fixed in a game update
Truen 29 Jul, 2019 @ 11:33pm 
Is this still working?
Moobert 14 Jun, 2019 @ 4:10pm 
This doesn't work with the DWF runesmith. Every time they gain a level past points that were invested are erased.
Duke_of_Bretonnia  [author] 19 Apr, 2019 @ 6:58pm 
Hey everyone, so a quick shout-out to @Zorander down below, he basically spells out what’s going on. To summarize for what I’ve tested so far is that with the current Launcher I can’t get any of my Mod’s to load, then following the directions to revert back to the launcher_release_candidate I was able to get this single Mod to load correctly however I was unable to get multiple Mod’s to load at all.

However, following this link to Kaedrin's Mod Manager [github.com] and launching from Kaedrin’s Mod Manager I was able to launch multiple Mods successfully. I encourage everyone having trouble to download the .zip file from the link and simply run the .exe file where you can easily select which Mod’s you want to play with and then start the game by clicking the Launch button in the program.

Until CA fixes whats going on with the current Launcher I recommend using this method.
HATE|DeathKnight/ALLKEYSHOP 19 Apr, 2019 @ 6:21pm 
dou you know why this mod macs kampatibility problems in coop bevore the dlc it worked just fine
Vaelore Onari 19 Apr, 2019 @ 2:59pm 
yea I got tired of waiting for CA to fix their darn launcher, and went back to the Coast Beta, and everything is working fine, even though 28 mods are still showing as outdated. Thank you for looking into that for us all, it is much appreciated.
Zorander 19 Apr, 2019 @ 8:41am 
CA's launcher seems to dislike certain mod combinations. My own skill point mod is affected by this as well. It works perfectly on its own, but combined with some other mods that change completely (!) different tables, it randomly ceases to work. Just like that. Even if there is no actual conflict. I've talked to a couple of users and modders by now.

I've found that Kaedrin's Mod Manager available from GitHub [github.com] could reliably load all different kinds of combinations which I tested it with, and it is able to check for mod conflicts.

There is also a release client of the new launcher that apparently addresses these issues and while it did work for me, there are people who seemingly had no luck with this one.
It can be accessed by right-clicking Total War: Warhammer II in your Steam library, clicking on the BETAS tab and then selecting launcher_release_candidate from the dropdown menu.
HATE|DeathKnight/ALLKEYSHOP 19 Apr, 2019 @ 4:43am 
hi, me and a freand have compatibibility problems in coop with your mod do you have any idear why.
Duke_of_Bretonnia  [author] 18 Apr, 2019 @ 10:33pm 
Just spent a few hours trying to figure out what the hell could be wrong and it seems as if a lot of mods are having issues

The Mod is updated and nothing has changed between patches so it looks like the issue is with the Mod launcher and the game itself. Will continue trying to fix over the next couple days, sorry everyone
HATE|DeathKnight/ALLKEYSHOP 17 Apr, 2019 @ 4:34pm 
jes because even if you dont ahve the dlc it downloads its kontent and they have made changes in more aspacts of the game then just the dlc so nearly every mod got broken. hope this one gets updatet soon becaos it is a great mod.
Vaelore Onari 17 Apr, 2019 @ 4:17pm 
New Warhammer auto update, have not bought the new DLC yet, and 48 of my 58 mods are now out of date including this one!!! Crash at loading screen.
HATE|DeathKnight/ALLKEYSHOP 17 Apr, 2019 @ 8:56am 
dose no longer function after the new dlc patch today
BurntBlackWings 20 Jan, 2019 @ 8:12am 
To fix the date bug, change one thing in the mod, save it, cut the mod description, save that, update the mod, then go back and change + save the original value you had in the .pack file, then paste + save the mod description. whew. I was *plagued* by improper dates on about every mod I had posted and stumbled on this trick on accident.
Duke_of_Bretonnia  [author] 27 Nov, 2018 @ 9:09pm 
As long as SFO doesn't change skill points on its own it will work with any mod. This mod litterally edits a single table and doesn't interact with anything other than the number of skill points earned each level
Tiranno Matto 22 Nov, 2018 @ 7:52pm 
Will it work with next SFO update?
Duke_of_Bretonnia  [author] 11 Nov, 2018 @ 1:08pm 
huh, weird. I updated it for the new DLC so it'd stop showing out of date warning, however it doesn't show the new date in the updated section, still says June for some reason, but it works and shouldn't have the warning simbol
A Wave of Bunnies 11 Nov, 2018 @ 9:07am 
Looks fine to me too. ^_^ This was the first skill mod I picked up, still the best.:steamhappy:
KsH 10 Nov, 2018 @ 6:01am 
Seems to work fine.
StormWarriors2 8 Nov, 2018 @ 6:44pm 
When will this be updated?
Controcetica 8 Sep, 2018 @ 1:47am 
This mod is brilliant. I've always felt the need for more skill points but in the long run felt that mods that double skill points leave me with too many. But adding a smaller total boost and front loading it so you can get a good foundation early on is really clever. Nice work!
Surget 5 Jul, 2018 @ 11:46pm 
That would be really cool, the main reason is a lot of LLs have many more skills than standard generals or heros
Duke_of_Bretonnia  [author] 5 Jul, 2018 @ 9:47pm 
@Surget I've been asked this before and so the short answer would be no, I have no plan to increase the level cap on this mod because it would break the kind of balance I want with the mod.

However since it would take honestly less then 5minutes to create a 60lvl cap version of this Mod for people who'd want to use that I suppose I can do it this weekend when I'm working on my other Landmark Mod lol so look out for that if you want to use it.
Surget 4 Jul, 2018 @ 7:26pm 
Do you think you could make a version where LLs have a higher level cap, say 60?
Wendersnaven 4 Jul, 2018 @ 3:06am 
This is done right. I helped do skill point progression in the original SFO. Idk why they dropped it as a feature but we had it set up proper like this does. Too many massochists and not enough completionists like me I guess.

Excellent fix for the agents having those few too extra. Thank you. :KneelingBow:
Flying Fox 23 Jun, 2018 @ 12:33pm 
I think this is by far the best skill progression mod for the game. I'm playing SFO, which also makes changes to the same table, but I prefer this. Luckely, this mod overwrites SFO, so it should work perfectly together.
Duke_of_Bretonnia  [author] 14 Jun, 2018 @ 6:25pm 
Yes, but it doesn't act retroactively
Invicta 14 Jun, 2018 @ 11:18am 
Is this saved game compatible?
Schadenfreude 14 Jun, 2018 @ 3:32am 
This is fantastic!
Duke_of_Bretonnia  [author] 8 May, 2018 @ 2:30pm 
@Identitools this mod is mainly for speeding up point growth to allow for useful Lords and Agents, while maintaining a limit on maximum points to ensure that the character can't max out on skills, if I extended the leveling system to 60 then it would add more skill points than I'd be comfortable with, thank you for your suggestion though. I may release an extension mod that goes to level 60, if people would be interested, as this kind of mod only takes a few minutes to make.

@cirodepau Thanks man, and yea I was frustrated with all the skill point mods out there to so I made this mod initially for my own personal use, but I’m glad others can enjoy it as well.

@[ROC] Erwin Yes, so I’ve been working on a new Landmarks mod, and a few others and so I decided to try and make the mods I’m working on more uniformed so I re-released it, I know it probably screwed some people up so that was my bad, sorry for the confusion.
Rustic Clover 1 May, 2018 @ 2:05am 
Wait so the old mod got removed? I was wondering why I wasn't getting more points anymore.
Thanatos 30 Apr, 2018 @ 10:09am 
i don't know why people don't endorse this mod. I think is the best skill mod for warhammer 2. I deleted it just for mistake and get literally nuts afraid that has been cancelled. Makes the game 1000 times better. Keep going like this mate
THE RIDE NEVER ENDS 29 Apr, 2018 @ 5:23pm 
I'm coming from the level 60max mod. Do you think it could be a good idea to make this mod add 10 levels, making the max 50? I like this progression system but in long campaigns it's good to have extra levels.

Maybe add 20 levels and 1 skill points every two levels after level 40. Something like that.
loinbread 28 Apr, 2018 @ 5:35pm 
I like it!