Total War: ATTILA

Total War: ATTILA

Immersive Traits Overhaul
41 Comments
Darknight36 11 Jun @ 3:41pm 
Greetings, wbwillis. I was wondering if you would grant Tycherious and me permission to attempt a revival of your mod to be used together for the current iteration of MK1212 (as a submod). We would, of course, credit your original work appropriately.
Lykourgian 1 Apr @ 11:24am 
FYI I believe the incompatability for MK1212's crusader trait is located in mechanics.pope.crusade.lua with Character.Completed.Battle which you may use in your mod?
Smaug 11 Mar @ 7:58am 
Brilliant mod, reminds me of Medieval 2 with how varied and interesting the traits are. Makes all the characters feel like actual people.
Jakoporeeno 2 Feb @ 5:43am 
"Stupidity increases loyalty". What if double-crossing me IS stupid?
baklan 12 Jan @ 4:12am 
That is a shame, would love to use this with 1212. Hope you figure it out!
wbwillis  [author] 16 Dec, 2024 @ 8:48am 
*As a side note, I do play MK1212 with this mod personally. I heard that it breaks some of the MK1212 traits but I think the trade off of a more roll playing like experience is worth it. But I understand that it can also be immersion breaking to have the Crusader trait not work (I mention that one because others said it was one that wasn't working)
wbwillis  [author] 16 Dec, 2024 @ 8:46am 
Hey folks, so I haven't made progress figuring out compatibility between this mod and MK1212. Looking at their file structure I have not identified where the conflict is occurring. It seems they both should work, but it might need a closer look.

I don't have a ton of time right now to work on this. If anyone out there wants to take a stab at it be my guest.

The alternative idea I had was to build a new version of this mod specifically for MK1212 which would allow not only compatibility with MK1212 traits, but also allow for some more specifically medieval themed traits.

I will update it so that it is fully compatible with the most recent Attila so don't get too excited when you see it's been updated.
Tycherious 24 Nov, 2024 @ 11:22pm 
Is this working with 1212?
da gama 23 Sep, 2024 @ 4:30pm 
Update?
scipionconstantin 12 May, 2024 @ 1:57pm 
@Wbwillis, Hello, I hope you will succeed to make your mod compatible with MK1212
Scarecrow the Spud King 11 May, 2024 @ 7:39am 
Looking forward to it wbwillis! Your mod is awesome.
JesusChristIsLord 19 Apr, 2024 @ 7:33pm 
works mid campagn?
wbwillis  [author] 17 Apr, 2024 @ 7:12pm 
Based on the comments I think this Mod needs to be refined to work with Mk1212. There are unique traits (Example: Crusader) where my abilities list is utilizing vanilla as the base and MK1212 now have their own.

I will see if I can easily merge the two and get this working more seamlessly with 1212
StepJ 12 Apr, 2024 @ 3:40am 
update plz ;ㅁ;
Red_Snuffy 18 Jul, 2023 @ 8:57am 
What are all the legendary items and traits? How do they get upgraded? The link to the original mod does not work and I can't find anything online.
Ryden 3 Jun, 2023 @ 10:13am 
does this mod still work?
SFH 3 Apr, 2023 @ 2:47pm 
What is mod load order with MK1212?
Lykourgian 24 Feb, 2023 @ 4:29am 
Am thinking about trying to make a submod to fix the issue, can you point me in the right direction? Not sure if its the categoruies file in the db that's the issue or the lua itself, i notice that MK 1212 has its crusade lua under campaigns while you're using export_triggers
Lykourgian 23 Feb, 2023 @ 5:50pm 
Can confirm it's this mod that is the problem sadly, shame as I really liked the new traits
Lykourgian 23 Feb, 2023 @ 3:29pm 
playing MK 1212, encountering a bug where my generals get the crusader nickname but not the trait, do you think your mod could be blocking the trait trigger?
wbwillis  [author] 12 Apr, 2021 @ 9:35am 
hey komenus, I will take a look for you when i have some time!
Komenus 10 Apr, 2021 @ 5:24am 
Hi
Thank for u work. I am tying to make the translation of this mode, but can not find it in data of the game
mini_lancer 16 May, 2020 @ 9:35am 
glad to hear! Look forward to the release in the future!
wbwillis  [author] 16 May, 2020 @ 9:14am 
I certainly will consider nerfing the desert kingdoms special traits. I also do like the idea of tackling the slavic factions. Plus there are spelling mistake I need to fix in the text. But I just don't have the time at the moment but will try to make those fixes.
mini_lancer 15 May, 2020 @ 11:27am 
I see. At present I'm mainly focusing on Attila's main campaign though - maybe will go for Med 1212 in the future! Hopefully you will consider rebalancing and adding items for Slavs in the future!
wbwillis  [author] 15 May, 2020 @ 9:18am 
Thanks for the note mini_lancer. I suppose that might be true about the desert factions and lack of slavic factions.

Currently have been play testing with Medieval 1212. So the legendary items won't work for those new factions anyway.

But the good news is the indepth RPG traits still work fine, so this mod in a way works even better with 1212. Try it out!
mini_lancer 15 May, 2020 @ 7:49am 
seems that there are no legendary items for the Slavic factions, and the new legendary items for desert kingdoms are way stronger than the other items leftover from the original pack!
wbwillis  [author] 28 Apr, 2020 @ 11:08am 
Just tested this with Medieval Kingdoms, and it works!
wbwillis  [author] 20 Feb, 2019 @ 8:25am 
No old traits have been deleted, just renamed. Then in addition new traits were added. But basic ones like fertile should still pop up.
Vargas 16 Feb, 2019 @ 3:41am 
I like the flavor and the amount of traits. However am I correct in that you don't get the old traits anymore? ie. suvivor, fighter, fertile etc?
wbwillis  [author] 14 Feb, 2019 @ 5:02am 
Hey I see some issues. Yes Trait should inherit, and traits should never appear twice. I will need to look at the code again. It could be that there was an error in the last upload. So that some anti-traits are incorrect. Will double check when I have a moment. My apologies.
Vargas 13 Feb, 2019 @ 7:59am 
Alot of the traits appear twice in the beginning, and many of them down show up in the traits at all. Metalworker for example. Great work though!
Nonlocal420 12 Feb, 2019 @ 5:31pm 
so mid campaign burgundians, king just died ripe ol age of 76ish, heir takes over and the heirlooms are gone. do they not inherit like prometheus'? or do i have to do something?
wbwillis  [author] 3 Nov, 2018 @ 1:10pm 
Jules the only mod I found it is not compatible with is Legenary Traits and Heirlooms. I will double check that the most recent update is working properly. You will know it is working if when you start your campaign your family members each have in the range of 6-8 traits. though this can very somewhat. Also, you will need to start a new campaign.

*Any mod that impacts traits would be incompatible, all the mods in my Radious Co-Op Colleciton are compatible.
LittleFrenchy 3 Nov, 2018 @ 10:16am 
is there some other mods its nto compatible with?
LittleFrenchy 3 Nov, 2018 @ 10:16am 
it's not working for me, why?
wbwillis  [author] 14 Sep, 2018 @ 4:05pm 
Thanks man! So I have been working on it for the last month. But have had little time to play through a full campaign. So some of the upper tier traits may need to be tweaked. But in my play through it really helped provide a real personality to each of my characters.
TheOneWhoKnocks 14 Sep, 2018 @ 3:47pm 
I tried your mod today. Looks really promising. I'll definitely try it in one of my next campaigns. Keep up the good work! :)
wbwillis  [author] 26 Aug, 2018 @ 6:32am 
Greq, Thanks I do feel there is some potential here. I have considered ancillaries. But what I like about the traits is that they cannotbe manually changed. So you are sort of stuck with "condundrums" based on the abilities of your characters.

However, I will look at ancillaries, because I think it would be great to flesh them out a bit more to complement the traits in this mod. Perhaps even do some of the similar things, where individual ancillaries have both some benefits and some negatives; or add to your characters story a bit more in some way. I will look into it, thanks for the suggestion!

Also, yes once it is finished and polished (I am a teacher, so hopefully by the end of the summer!) I will upload a 2nd version. I certainly still have a long list of changes and lots of play testing still to do!
Greq7 26 Aug, 2018 @ 6:04am 
Also you could expand it with ancilaries
Greq7 26 Aug, 2018 @ 6:02am 
I just looked inside your mod and it looks like this is a material for the best mod of this kind for Attila. When I have more free time I will do some testing also. It's very interesting work. My only advice at this moment would be to create a second version when you feel like you finished and polished it. This way it will get more subscribers.