Total War: WARHAMMER II

Total War: WARHAMMER II

Singe's Skills for Thorek Ironbrow
14 Comments
FullAutoAttack 4 Dec, 2021 @ 8:50pm 
Cool but sounds OP.
thekingofmods 4 Dec, 2021 @ 7:40am 
I Wonder if only that mod is incompatible with sfo
Singemeister  [author] 3 Dec, 2021 @ 2:26am 
=[NK]= Col. Jack O.Neil


Sure, go ahead
=[NK]= Col. Jack O'Neil 2 Dec, 2021 @ 4:52pm 
Otherwise, if you updated the mod with the different values then it would make it compatible with SFO anyway :)
=[NK]= Col. Jack O'Neil 2 Dec, 2021 @ 4:43pm 
@Singe,
Would you be OK if I upload the changes I made as a SFO mod obviously with credits?
=[NK]= Col. Jack O'Neil 6 Nov, 2021 @ 4:50am 
Ah OK, thank you!
Singemeister  [author] 6 Nov, 2021 @ 3:17am 
@=[NK]= Col. Jack O'Neil
Nothing, I was just doing a mass update wave
=[NK]= Col. Jack O'Neil 5 Nov, 2021 @ 6:54pm 
What did you update??? :)
=[NK]= Col. Jack O'Neil 26 Aug, 2021 @ 9:03am 
Ahh yeah nice! Thankyou! I just set them to 74 and 75 and seems to show up perfectly :)
Singemeister  [author] 26 Aug, 2021 @ 8:28am 
@=[NK]= Col. Jack O'Neil
Compare the two character_skill_nodes tables, if two skills share the same indent and tier, one will overlap with the other. The indent is the y-axis position, the tier is the x-axis position, if that makes sense
=[NK]= Col. Jack O'Neil 26 Aug, 2021 @ 6:56am 
I'm still pretty new to modding. I was looking to see if I could make this compatible with SFO, but it seems it over writes 'runic production lines'. Any chance you could guide me what to look for? I'm not sure if it's just taking over the same location on the skill tree and I may just need to push them back 1?
=[NK]= Col. Jack O'Neil 29 Jul, 2021 @ 4:08am 
He's going to go from an abosolute killing machine, to an even more absolute killing machine!
Dr Charko 29 Jul, 2021 @ 4:01am 
Amazing stuff