Total War: WARHAMMER III

Total War: WARHAMMER III

Ash's 33 skills - single player
70 Comments
AdjutantReflex0 21 Jun @ 7:52pm 
Still works but some of the new lords are missing the skills (Skulltaker and the like)
Panzer 20 Jun @ 12:14pm 
Mod still works by the way (6..2)
Oswald 13 Mar @ 5:36am 
Ada 21 Feb @ 9:11am 
Love to see this get reworked. Excellent mod.
REITERPALLASCH 8 Jan @ 4:56pm 
Is this guy abandoning the mod and if so can somebody make an updated version?
JMoore82 14 Dec, 2024 @ 8:29pm 
Yes please update and thank you so much.
Toelar_Bear 13 Dec, 2024 @ 8:05am 
So looking forward to this being updated. It is my go to mod
pointman 5 Sep, 2024 @ 2:57am 
Thanks for the information. I did some research and I think I found the source of the confusion. Your mod seems to be based on Arkwys 33 skills - which itself was a rebrand of a defunct Mixu mod - all based on Ash's original mod. Ash's mod does not contain the skills we discussed, but Arkwys' version does. Again, thanks for the information.
Orchesthai  [author] 4 Sep, 2024 @ 10:59am 
I also enabled some skills to work on heroes.
Orchesthai  [author] 4 Sep, 2024 @ 10:52am 
As for the recruiting of undead:

https://totalwarwarhammer.fandom.com/wiki/War_coordination

You can construct special Outpost buildings in your ally or vassal's major settlements. This does 3 things:

First, it generates more allegiance with that faction every turn.
Second, it adds some of your faction's units to the garrison of the settlement. This also means you might see an ally's units in your own garrison, meaning there's an ally's outpost there.
Third, it allows you to use Allied Recruitment to recruit some of the ally faction's units. This depends on what is available in the province. Stronger units will cost more Allegiance. Other than Allegiance, these units are essentially free (besides upkeep) and come from their own recruitment capacity.
Orchesthai  [author] 4 Sep, 2024 @ 10:52am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1404317310

This is the WH2 version. Open that pack file linked on that page. You will see the same skills.

There will be some minor differences because they do not port like for like. Some of the skills changed how they work from WH2 to WH3, the attrition is one of them.

The only other differences was slightly buffing the air superiority by 1 point or so and allowing that and the undead skills to work on more units.

If you want to make your own port go ahead. I am not wasting my time on more.

Plenty of others enjoy this mod which is as close to the WH2 version as possible.
pointman 4 Sep, 2024 @ 10:24am 
19 skills is not 33. Also, I played WH2 extensively, and Ash's version did NOT include "Air Superiority", nor "Death from Above". Perhaps, someone added those that you were aware of, but they were not in the original mod. Additionally, some values have been changed on the existing skills. Frankly, if there is a mechanic for High Elves, or Dwarves for example recruiting undead, then it's news to me. But you've made it clear it's not something you want to fix. Let me make a suggestion then: Port the unedited, unchanged version of Ash's mod and post that as an alternative.
Orchesthai  [author] 4 Sep, 2024 @ 7:57am 
@pointman

As for selecting editing, yes the placement was selected to make it easier/quicker for me to do, simple as that.

Yes every faction has Iron claws and imbue undead where they didn't before. Previously they simply had nothing. I have not removed anything, rather I have just not limited it as much as before. No there is nothing to fix and I won't change this. You can now use other factions units with game mechanics which weren't available in WH2, so this benefits that.
Orchesthai  [author] 4 Sep, 2024 @ 7:57am 
@pointman

This is the 33 skills as from Ash's from WH2

Diplomatic Relations
Monster Slayer
Hard Working
Adrenaline Rush
Adventuring Party
Air Superiority
Alchemist Black Powder
Ammunition Carts
Army Trainer
Survivalist
Ballistic Training
Band of Brothers
Battle Salvager
Dead Eye
Death From Above
Dread
Battle March
Fertility Specialist
Horde Fertility Specialist
Field Informants
Forced March
Guerrilla Warfare
Imbue Undead
Increased Army Patrols
Iron Talons
Magical Focus
Magical Conduit
High Quality Troop Armour
Rapid Fire Training
Rapid Reload
Resistant
Scholar of the Arts
Supply Chain Efficiency
pointman 4 Sep, 2024 @ 5:38am 
Firstly, this is not 33 skills. You've left quite a few. I understand what you said about positioning, but it's clear that there was some selective editing above and beyond that limitation. As annoying as that is, every faction have "Iron Claws" and "Imbue Undead" taking up two very valuable spots. PLEASE FIX THIS and put twp more useful skills from Ash's mod in their place.
ElyonHU 4 Jul, 2024 @ 9:41pm 
pls up
arkadozst 9 Jun, 2024 @ 7:30am 
Thanks for the mod!:winter2019happyyul:
CK 31 May, 2024 @ 6:08pm 
Thank you for answering.. i deeply understand your pain
pit-s 23 May, 2024 @ 8:58am 
Hm I see, thank you very much for the detailed answer.
Orchesthai  [author] 22 May, 2024 @ 2:53pm 
What would happen is the high values would just automatically push left to fit on the tree and ignore the gaps. so you could have on tier 1, position 1, position 21, position 760 and it would just act as if they were position 1, 2, 3 etc but if a position 4 was added, it would slot in between 1 and 21 as you would expect.

If two skills have the same position, then the data with the higher priority will be shown.

With the update, CA reduced the position numbering to only work up to about 50, any position above that will either cause a crash or just not appear or cause some other funky stuff... seeing as CA use a few places already, it doesn't leave a lot of room for mods to use and feel fairly safe that CA won't suddenly use it.

That also means, multiple skill mods are going to find conflicts because of the lack of spare room. Also some tiers are off limits and other tiers are already pretty full, so moving stuff around really becomes a pain.
Orchesthai  [author] 22 May, 2024 @ 2:53pm 
Sorry for the delay, didn't notice the comments. For those asking about Singe/Cat's compatibility, short answer is no.


Long answer - I had to fix an issue I should have picked up on a while ago, but until now it had not been an issue. With the latest update it became an issue.

The issue is with the placement within the skill tree. Previous to version 4 or 4.something, there are 6-8 tiers (I can't remember without looking). These tiers are the lines.After this there is the position in that tier.

tier 1 a=pos1, b=pos2,
tier 2 d=pos1, e=pos2
tier 3 m=pos1
tier 4 you get the idea...

Now, previously these positions could go up in number to almost whatever you wanted. CA typically use positions 1 - 40 in each of the tiers. So most of us would put in a random high set, starting at 560 for example, or 2190 or whatever really. Just to lower the chances that another mod would happen to use the same set of numbers.
pit-s 18 May, 2024 @ 10:18pm 
@CK
If you switch the load order of both mods in question and start a new campaign with the LL (where you know what skills you had before) it should answer your question for that specific LL bc there is at least an partial incompatibility between the two now.
CK 18 May, 2024 @ 8:31pm 
while i use your mod, i found depend on lord has different skill set e.i) survivalist, hard troops etc
could you please make legend lord and every lord can use same skill like the 4.3ver?
i also use Singe's skill mods is that a reason?
pit-s 18 May, 2024 @ 4:23pm 
Could you please make your mod work again with Singe's and Cat's skillmods (like it was before ToD)?
Your mod now overwrites/replaces almost all of Singe's skills and 3 of Cat's skills (that I'm aware of) for both Elspeth and Karl (did'nt look further).
Leogetta 7 May, 2024 @ 3:49pm 
I think I found a bug with the Woc, when I hover over the skill rapid reload in archeon's,kholek's and Sigvald"s skill tree the game freezes then crash. thought i let u know. don't know about the others in the faction. works with cathay so maybe just the Woc.
Amelia Fete 6 May, 2024 @ 5:49pm 
I'd love a guide kind of on how to mod skill trees. I'm interested in making my own skill tree mod
Dodge 30 Apr, 2024 @ 4:23pm 
Thank you <3
Orchesthai  [author] 30 Apr, 2024 @ 2:53pm 
@Evilswerv no I can't but I can supply a cheatsheet google sheets to anyone who wants to maintain their own submods for mods I haven't added compatibility for.

Basically you paste in one table of data - it spits out all the info you need for 2 separate tables - plus the data for the dubious extra skillpoints submod. So copy/paste 1 table then copy paste 2 (4 if making extra skillpoints submod too) tables and you're all done.
Orchesthai  [author] 30 Apr, 2024 @ 2:18pm 
@Dodge and Songjacob768 - I have removed Dread from heroes so you can use your Skaven again
songjacob768 23 Mar, 2024 @ 12:43pm 
Agree with Dodge, my poor skavens~
Dodge 18 Mar, 2024 @ 2:53am 
Is there any chance you can change the skill Dread which gives Terror and -6 leadership? When I get to the late game the AI tend to spam this skill on both their general and heroes which makes my army start with almost -60 leadership and is kinda unplayable. Maybe reduce the negative leadership or make it a Lord only skill?
Evilswerv 31 Jan, 2024 @ 7:08am 
Heya, thanks for the mod! I enjoy being able to specialise armies deeper with your mod. I know there's about a billion other things going on,buuuut, is there any chance you'll tap into some of the faction mods? Cataphs TEB mod is a fave, marienburg, Dukes of Brettonia etc I keep coming back to these mods but I'm always sad they are missing your skills. Thanks!
Orchesthai  [author] 9 Jan, 2024 @ 11:22am 
It won't affect anything from SFO no. It'll need a sub mod for that which I don't have time to do but feel free if you want to make it.

In terms of running with SFO on - I haven't tried, but depending what they have changed, it shouldn't crash... just remember if it does work, nothing in SFO will receive any of the skills etc from this.
Morgul 8 Jan, 2024 @ 12:03am 
Does it works well with SFO ?
Thanks
Skullkrusher 30 Nov, 2023 @ 3:06pm 
Thanks!
Orchesthai  [author] 29 Nov, 2023 @ 5:56pm 
All updated, should work with new slaan stuff now.
albarrizal92 28 Nov, 2023 @ 10:33am 
pls update
Orchesthai  [author] 24 Nov, 2023 @ 10:39am 
@Skullkrusher likely not at the moment but I'll look at updating this over the weekend at some point.
Skullkrusher 21 Nov, 2023 @ 7:20pm 
Anyone found if this works with the new four Slann mage priests?
Legend Slayer 14 Oct, 2023 @ 6:10pm 
What skills does this add??
ModestEgo 30 Sep, 2023 @ 6:28pm 
@Dubious Choices
Thanks for the heads up. I just used the updated "Items" in character_skill_node_set_items_tables. Just copied ones you created for other empire characters. I have not tested, but it should work. Let me know if any of your users say its not working. Ill test it shortly to make sure as well
Orchesthai  [author] 30 Sep, 2023 @ 3:38pm 
@omletinaomletina Mixu addon should work with the update to it but you might need to briefly unsubscribe and resubscribe to it maybe for it to update properly. I've had that issue in the past when a mod doesn't update right.
Canadian Leaves 30 Sep, 2023 @ 2:08pm 
Mixu addon doent work. same as ArchDuke error with tetto ek record
Orchesthai  [author] 30 Sep, 2023 @ 11:38am 
@Alluvian that was my initial thought and what I had done for the quick fix and is the main reason I saw for the change CA made. It makes sense from a relational database viewpoint.

A few desyncs cropped up which I can only attribute to the fact I had the same node on different characters.

When I went back through the tables from CA and a few other mods, they didn't take this shorter route so I figured there must be another reason for the change, otherwise it just duplicates work.

With the work I did today, I managed to sort out my workflow a lot better with a lot of automation so any future updates will be much quicker. I can simply update one place and have all my tables correctly adjusted

The only downside now is my naming wasn't easy to automate so now it's ugly but as long as CA don't create any new character nodes close to 170 characters, they will be well within a standard 256 limit so I can live with that. The longest they have for now was around 64 or 74 characters.
Alluvian Est-Endrati 30 Sep, 2023 @ 11:18am 
Because you are setting the skill nodes out in the 5xx numeric range, I think it would be easier to maintain and update with a 'generic' character_skill_nodes_tables; one list for lords, the other for heroes.Then in character_skill_node_set_items_tables, you can apply the generic nodes to the different character sets.
I've tested this with some of my own mods (and compatibility mods between yours and other modded lords/heroes). Works quite well. I think CA made this change, to make it easier to have shared sets. For example, having a generic or race-specific 'yellow line' combat node set, and then just applying it to multiple characters.
Orchesthai  [author] 30 Sep, 2023 @ 10:26am 
@Archduke okay I've updated the Mixu addons now - should all work hopefully
Orchesthai  [author] 30 Sep, 2023 @ 9:46am 
@Archduke yeah that'll be update I did to fix the tables. Until I update the addons they will cause crashes if you try to use them but I will try to get the sorted as soon as I can :)
Orchesthai  [author] 30 Sep, 2023 @ 9:33am 
@ModestEgo - I have amended the skill node and skill node item tables to resolve issues with the quick fix I did to just get the mod working after CA changed the format with the shadows of change release.

I haven't looked at your mod but you might need to make some amendments sorry.
Major Sergeant General Skrall 30 Sep, 2023 @ 9:33am 
Had a new crash today:

zz_Ash_33_skills_mixu.pack

The first invalid database record is
mixu_skill_node_Set_Izd_tetto_ekoash_army_training in table
character_skill_node_set_items_tables
and pack file zz_Ash_33_skills_mixu.pack
Orchesthai  [author] 19 Sep, 2023 @ 2:40pm 
No problem :) I've added it to the description above too so others can find it too