Total War: WARHAMMER III

Total War: WARHAMMER III

Too Many Activatable Skills 6.x (SFO Safe)
188 Comments
Ooh-la-la, It's GAGA!! 27 Jun @ 9:19pm 
19 lightning mages go bzzzzzzzzz
Zach  [author] 27 Jun @ 2:04pm 
While amusing - if that's possible to do, its outside the intended scope of TMAS
Ooh-la-la, It's GAGA!! 26 Jun @ 5:44am 
auto-casting when?
Mlgbonked 21 Jun @ 8:11pm 
Yeah that's entirely on me sorry about that. I didn't even think about mod conflicts since every other skill I saw so far was appropriately balanced. Seems Radious was the culprit and that makes sense since the mod isn't (radious safe).
Zach  [author] 21 Jun @ 4:34pm 
Just checked both the mod file and loaded it up in game - undeath resurgent is appropriately scaled to be a passive. My immediate thoughts are to make sure you're using only one version of tmas, its up to date, and make sure you have no conflicting mods with it
Mlgbonked 21 Jun @ 4:30pm 
Vampire Counts
All lords with the skill, tested on Vlad and a standard vampire lord
Undeath Resurgent
Provides Melee Defence and Leadership to allies in an area.
The Melee Defence buff hasn't been cut into a third of it's original value so it provides a constant 35 Melee Defence buff to allies in range which is crazy.
Zach  [author] 12 Jun @ 5:54am 
Hello!

So what TMAS does is convert activatable abilities into passives so that they don't require manual activation

Abilities like what an item/banner may give you, and lord/hero/unit skills. This does not convert ALL abilities, only ones that meet the criteria of being converted.

No spells are converted into passives. By subscribing and enabling the mod, you need not do anything else to "use" it. If you put a put a skill point into an ability that is made passive by TMAS, you need not put anymore thought into it. Once you are in battle, that ability will not show on your hotbar for activation, it will simply already be active in a permanently passive state. It will still show up on the unit card(s) for you to view.


As far as auto casting spells, thats beyond the goal of TMAS
Flicker 12 Jun @ 1:00am 
hello there Zach, first of all thank you for your mod. I just wanted to ask how to use this, im playing Chaos Dwarf, and had built my Astrogoth with so many spells but i see they are still being active. im a bit confused, any clarification would be greatly appreciated, and even if im being dumb, you can say it. i dont know if im reading the mod desc wrong or thinking it might do what i think it might do, which is changing the active spells to passive and them auto-casting them?
Zach  [author] 11 Jun @ 6:07am 
Vine dragon scale was removed from tmas

Anything that causes a unit to not be able to move, or inflicts rampage was removed as they weren't supposed to be in tmas to begin with. Some holes in the filtering :summer2019tortoise:
Unexpected Katz 11 Jun @ 3:31am 
Was Vine Dragon Scale changed recently? I believe it had permanent effect of rooting everyone around few days ago. Now it works as in vanilla. i'm trying to find what i changed on my mod list that removed this effect and your mod seems as good first guess...
Zach  [author] 9 Jun @ 6:34am 
It may be that it hasn't updated for you, please unsubscribe and resubscribe to it
Comatose 9 Jun @ 1:24am 
By the way, just a feedback, Nakai's primal roar still acts as a passive tho
Zach  [author] 8 Jun @ 6:08pm 
Looking into it
드로우달스 8 Jun @ 1:17am 
There is a bug where the Greenskin Savage Orc Sorcerer Lord and Wurzag's ability Murmur skill has an infinite duration, making it impossible to move.
Zach  [author] 6 Jun @ 5:58am 
Removed Fury of Ursun, thanks for the feedback
Gizmo 5 Jun @ 9:38pm 
Hi, just started a Boris campaign and the Fury of Ursun ability is infinite, which makes him endlessly rampage. I would appreciate it if it was toggle-able again. Been using this mod for months and I love it, never ran into an issue until now. Thanks.
Comatose 5 Jun @ 11:40am 
Hey Zach! You're real legend for responding to this! Great job! Thanks so much!
KingSnack 5 Jun @ 9:14am 
Hey thank you Zach! i appreciate your work i cant play without this mod so you're one of my favorite modders for making this!
Zach  [author] 5 Jun @ 6:26am 
Removed Blood Price, thanks for the feedback
KingSnack 5 Jun @ 12:47am 
The only gripe i have with this is malus darkblade literally kills himself within minutes because he spams his ability that damages himself, forcing you to HARD RUSH.

thats the only lord id reccomend taking that skill off of (the fist icon one)
ProJH 4 Jun @ 2:34pm 
Great work. Thank you for the update.
Zach  [author] 4 Jun @ 2:32pm 
Removed primal roar from tmas, thanks for the feedback
Comatose 4 Jun @ 2:24pm 
Nakai
Primal roar
Gves some attack and phys resist at cost of frenzy
Hey Zach! Is there is a way to exclude this abiltly or make it like 5-10 seconds cooldown between auto casts? Because it is really annoying and sometimes (especially during sieges) units will just stand still. Thanks for the great mod tho!
Krakenous 4 Jun @ 8:25am 
Awesome work as ever!
chldlfrb1236 3 Jun @ 10:01pm 
thanks, zach
Zach  [author] 3 Jun @ 7:28pm 
Also, this mod is SFO compat and no longer requires a submod. The alternate version linked is the same just with the AOE visual ring removal
Zach  [author] 3 Jun @ 7:27pm 
Big update! Lots more abilities added that fit the bill, up to 231 now. Balance pass across all affected abilities as well
AZURE 29 May @ 4:57am 
Thanks Zach
Errantem 11 May @ 12:47pm 
Yay! More passives!
Zach  [author] 10 May @ 6:21pm 
A big update is coming for tmas that will cover a lot more eligible abilities in the game and include a balance pass as well, thanks for the feedback
Shhhhhhhhhh 10 May @ 6:19pm 
Hey, i wanted to report that there is an item that i found in Vampire Coast that has OP skill as an passive. I think this mod causes this to be OP and i assume you forgot to nerf it.

It is called "The Father of Blades" a Blue rank weapon that has only one skill that gives 15% str to self and -24 melee attack to all enemies in range of 40m and duration is permanent. Can you nerf this to reasonable amount that is not OP to use?
Errantem 29 Apr @ 8:46am 
Very nice mod. Hate actives, love passives, simple as
Kniggar 30 Mar @ 1:25am 
Does the work for bound spells like Lord of Changes ect?
vnguyen256 26 Mar @ 3:12am 
I reverted the update so I can play with mods. How do i know if this mod is working? I still see many skills.
Gobo 26 Mar @ 12:43am 
ctd on launch
ZX 21 Mar @ 10:04pm 
any plans to make the active abilities for some of the elector count runefangs passive? besides reiklands one
Cayls 4 Mar @ 12:05pm 
Heya!

I really love your mod, so I was trying to make a version for myself when I play SFO. I sort of did it, but I'm having problems with the some of the icons in the skilltrees. Do you have any idea why some active abilities made passive don't have their icon? Does it work regardless?

Thanks!
i see thanks for the info
Zach  [author] 31 Jan @ 8:02am 
@invincible Anything that requires manual targeting like the base version of deranged munitions won't be made passive
Thus because helping hand requires targeting, it won't be made passive

Blood lust + red fury also require manual targeting
Same with carstein ring I believe
pigeonpoop 26 Jan @ 4:32pm 
Thanks very much for the mod, can't imagine playing without it.

Is there any chance you can make some of the vampire counts stuff passive as well? Like Vlad's "The Carnstein Ring" and the vampire version of foe seeker and it's upgrade "Blood Lust" and "Red Fury"
Invincible under the Heavens 25 Jan @ 11:13am 
felix helping hand isnt passive is that intended?
Deranged Munitions isnt passive but the upgrade is
FinaL 18 Jan @ 7:13am 
just jumped in to give it a like and say THANK you mate
Baelgorr 22 Dec, 2024 @ 12:40am 
:steamthumbsup:
Zach  [author] 21 Dec, 2024 @ 2:07pm 
@grimnut Red fury and the other thing wasn't meant to be made passives, removed the modified values
@crimson an ability like concealment bomb wouldn't make sense to me to be turned into a passive, not all activatable abilities are turned into passives into TMAS
@daash99 Added the following from Elspeth and Malakai DLC:
Upgraded Deranged Munitions
Karaghul
Rune Axe of Gotrek
Gotrek's Doom
Darkwalker
Baelgorr 21 Dec, 2024 @ 12:47pm 
The vampire yellow line skills have modified values, but they're still actives
Crimson ReapeR 19 Dec, 2024 @ 6:35am 
for instance sniktch concealment bombs? i dont know if that is needed to be done or if it is a mod i have affecting it
Crimson ReapeR 19 Dec, 2024 @ 3:21am 
actually might be because i have skill mods that their are still active abilities on some lords idk
Crimson ReapeR 19 Dec, 2024 @ 3:21am 
still a lot more that need to be added but overall good mod