Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Hero Skill Trees SFO
37 Comments
Cthulhu The 3rd 20 Apr @ 3:28pm 
@Sagittarius A The main mod does. Crashes game on the end of turn 1
Sagittarius A 18 Jul, 2024 @ 9:40pm 
Does this mod need to be updated?
RogueSkeptic 20 Apr, 2024 @ 4:19pm 
I would love it if this gets updated
Sagittarius A 29 Mar, 2024 @ 12:38am 
@Think Critically Yes, i understand that, but hero was on foot. But for now, that`s not important, i think, too much time left and i need to retest it. Good luck on the exams and thank you for your work!
Aquiles 1 Mar, 2024 @ 6:09am 
Hello, @ThinkCritically. I think that the necromancer's magic line is out of place. Too much to the right.
Think Critically  [author] 17 Feb, 2024 @ 12:12am 
Yes, thanks for the report. I will be a bit busy with exams so I probably won't update my mods until 4.2 comes out, but I'll try to get it fixed asap after that.
Empyrium 16 Feb, 2024 @ 6:33pm 
Thanks for your work here! I just started an Alarielle campaign for high elves, and the hand maiden's additional skills from SFO and Expanded heroes are overwriting each other, any chance you could check it out?
=[NK]= Col. Jack O'Neil 8 Feb, 2024 @ 7:09am 
Actually now that I'm updating the tables, I realised as well that I messed around with repositioning a few of the top line skills, but only a tiny bit. db/character_skill_nodes_tables/!!!gyro_mount_reordered_SFO_gyro_position
=[NK]= Col. Jack O'Neil 8 Feb, 2024 @ 5:18am 
I'll set the table in main_units to be labelled rsfo, so that it'll have a low priorty if there's another table that's editting that line.
=[NK]= Col. Jack O'Neil 7 Feb, 2024 @ 4:53pm 
I edit the SFO engineer in main or land because I did a fix so the gyro copter shows up on campaign
=[NK]= Col. Jack O'Neil 7 Feb, 2024 @ 4:26pm 
Is it conflicting with Mixu's ll? I'm happy to help fix the issue
Think Critically  [author] 7 Feb, 2024 @ 1:32pm 
@Sagittarius A If your engineer is on a gyrocopter or other mount, then the ammo won't apply which is unfortunate. I was actually confused by the exact same thing while testing.
doug righteous 2 Feb, 2024 @ 9:55am 
great work thanks man
=[NK]= Col. Jack O'Neil 26 Jan, 2024 @ 10:08pm 
There's only a few :)
Think Critically  [author] 26 Jan, 2024 @ 9:51pm 
Definitely doable for LC. Does Mixu's LL add legendary heroes? If so then that would be doable as well, though I probably won't get to it for a while.
=[NK]= Col. Jack O'Neil 26 Jan, 2024 @ 8:30pm 
Any chance of doing a Mixu's ll and lc submod for this? ;) it's OK if not!
Think Critically  [author] 26 Jan, 2024 @ 7:52pm 
Thanks for the report, I'll see if I can fix it.
Sagittarius A 13 Nov, 2023 @ 2:09am 
Hi, thank you for your mod!
I want to tell about the issue with "explosive ammo" in the dwarf engineer skill tree. I tested it in several battles and i didn`t see any explosives and AoE. For example, one shot kill only TWO gnoblars in one "unit", even after picking HE ammo.
奥威尔·切瑞先生 9 Nov, 2023 @ 7:35pm 
Can you add an unlock effect to him



Please, I really want to unlock all the skills
=[NK]= Col. Jack O'Neil 3 Nov, 2023 @ 1:18am 
Thank you!
Think Critically  [author] 28 Oct, 2023 @ 12:43pm 
I will take a look when I have time, it should be the same as the vanilla version though.
Get Donked On 28 Oct, 2023 @ 10:45am 
the explosive dmg upgrade is working now but i think the radius might not be working properly its pretty bad it can barely kill more than 2 skaven slave models. idk if it would be possible to increase the radius slightly
=[NK]= Col. Jack O'Neil 28 Oct, 2023 @ 6:08am 
The original is required
shadow_ hunter_ chris 28 Oct, 2023 @ 5:58am 
so does this mod need the regular along with this one to work?, or does it just work fine without?, cause i both ones active
Lord Commander Kane 28 Oct, 2023 @ 3:12am 
@Think Critically Sounds good already looking forward to it :Dominated:
Think Critically  [author] 27 Oct, 2023 @ 4:09pm 
I might make a separate mod for that when I have time :))
Lord Commander Kane 27 Oct, 2023 @ 1:43pm 
@Think Critically Hey thank you for making this submod I wonder if you could somehow make it affect Alshuas Cultist and its SFO Submod. But I guess it would be beyond the scope of this mod? Thanks anyway and keep up the good work :ranald:
benettonkkb 23 Oct, 2023 @ 3:22pm 
You're a god for this. i never understood why there's not like an excel spreadsheet on Da Modding Den where modders can claim skill nodes so nobody steps on each others toes
Tevesh 23 Oct, 2023 @ 11:29am 
In a similar vein I'm pretty sure that the explosive ammo line on chaos dwarf castellans was only adding like 20 explosive damage per shot, with no other upgrades.
Think Critically  [author] 23 Oct, 2023 @ 5:22am 
Actually I found a fix. It won't show the increased stats on hover but once you level the skill it will now grant you the damage. Once I update the mod, it should work even if you already took the skill.
Think Critically  [author] 23 Oct, 2023 @ 5:13am 
I cannot find a fix unfortunately but I will report it.
Get Donked On 23 Oct, 2023 @ 4:42am 
ah sorry wasnt specific but seems you saw what i meant yes the upgrade doesnt change any stats
Think Critically  [author] 23 Oct, 2023 @ 4:04am 
I investigated and it's an issue with the original mod. I will find a fix and inform the original author.
Think Critically  [author] 23 Oct, 2023 @ 3:12am 
Thanks for the report, can you elaborate on what you mean by does nothing? Is the engineer still able to attack?
Get Donked On 22 Oct, 2023 @ 8:43pm 
the high explosve weapon for the master engineer appears to not work the upgrade itself does nothing
aeON 21 Oct, 2023 @ 9:41am 
Nice
shenhouex 21 Oct, 2023 @ 12:01am 
yes yes