Total War: WARHAMMER III

Total War: WARHAMMER III

Dwarfs Expanded Hero Skill Trees
44 Comments
KennyKen11B 14 Apr @ 12:45pm 
subscribe and find out.
Sin 24 Jan @ 2:57pm 
This still work?
Gaizaz 17 Dec, 2024 @ 7:42am 
Hi. love the mod. poor hans gets no skills. but the other ancenstrial heros do.
Yeongumsulsa 28 Aug, 2024 @ 3:10pm 
@Maffers Thanks for getting back so quickly. To be honest with you I have no idea how it actually works, all a bit too complicated for my aging brain haha, but when I googled it before posting my comment it seemed that increasing reload skill has some clever ratio effect on reload speed.

Hopefully I haven't accidentally given you the wrong idea and broken anything! I could completely believe CA changing something behind the scenes without thinking to put it in patch notes.
TheMilkMan 28 Aug, 2024 @ 12:33pm 
sorry am a boomer and have no idea about discord and all that :( Back in my day we would use smoke Signals!
TheMilkMan 28 Aug, 2024 @ 12:33pm 
@maffers sorry to bother you about this as you have nothing to do with it but, ive been looking to see if anyone has done an Ikits Workshop For Vamp Coast.
maffers  [author] 27 Aug, 2024 @ 6:23pm 
@Yeongumsulsa
I checked and the ability was using a multiplier for the reload variable instead of addition. I'm not actually sure if it was helping or hurting but I changed it to the addition form which is the same as all of the other abilities in the base game. Maybe CA changed how those skills worked in some patch or maybe it was an oversight on my part.
Yeongumsulsa 27 Aug, 2024 @ 5:25pm 
Hey - I love these mods, I've been playing with your compilation. Just had a question though:

The tooltip for the engineer's "critical path analysis" indicates that it decreases reload skill, with each stage giving a higher penalty (i.e. phase 1: speed +3%, reload skill -3% | phase 2: speed +6%, reload skill -6% and so on) - is this intentional?

The tooltip is in green, so it looks like it's meant to be a buff, but as I understand it -10% reload skill would be a pretty substantial nerf to the master engineer's damage?
maffers  [author] 21 Aug, 2024 @ 4:52pm 
@lego116
The game has some default unit groupings in the game files that those other mods probably use. Unfortunately they did not line up with the units I wanted to group together so I had to make my own groupings. If I added or removed units from the default groupings it would mess up other abilities so there isn't really another way to do it.
lego116 21 Aug, 2024 @ 3:32pm 
Could you change the engineer skills to work better with modded units? Most modded units count as a unit type and so most skills effect them. But that does not seem to work with this mod for some reason. Great mod either way though!
Sir Nicholas 3 Aug, 2024 @ 2:26am 
Hi! I'm loving the mod! Any chance for a compatibility patch for "Lost and Found Dwarfs"? That mod adds wapon variants for the Thanes (Big Axe, Axe-Bow, Axe-Pistol etc.) and this mod only shows off in the "standar" Thane (Axe+Shield) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897800168&searchtext=lost+and+found
CrimsonRain 6 Jun, 2024 @ 1:43pm 
@maffers yeah i guess not, its a shame though as all the other skill mods you got seem to work fine with it, i only noticed the dwarf one so far, ill use it still and get over it xD
Smeef | NL 6 Jun, 2024 @ 12:29pm 
@maffers I already fixed it somehow, so I removed my comment. I'll bugger around with it some more. Thanks!
maffers  [author] 6 Jun, 2024 @ 12:24pm 
@Smeef | NL
If you have tried re-downloading and that didn't work then it is probably another mod. It could be an overhaul mod like Radious or similar that also modifies skills.
maffers  [author] 6 Jun, 2024 @ 12:23pm 
@CrimsonRain
Sorry, I guess Radious is just not compatible.
CrimsonRain 5 Jun, 2024 @ 8:16am 
@maffers that didnt work for me :/
maffers  [author] 4 Jun, 2024 @ 10:32pm 
@CrimsonRain, Azkor
You could try changing the load order so that this mod loads after Radious and see if that works. To do that, move this move closer to the top of the list. (if Radious is in position #4, then move this mod to position #3)
CrimsonRain 4 Jun, 2024 @ 7:30am 
@Azkor yeah i got the same issue too noticed yesterday, tried on 2 different dwarf campaigns same issue. i have radious as well, is it maybe that? not sure.. :(
maffers  [author] 2 Jun, 2024 @ 9:29am 
@Azkor
I just checked and the mod is working fine for me. There are a few possibilities for why it might not be working for you:
1. You may be using an old save. I updated the mod when the dlc came out and reduced how many skill points you needed to spend because CA added skills to some of the Hero's skill trees. If you were using an old save, that could have a messed up interaction with the update. The best solution to this would be to start a new campaign, but you could also try respeccing the characters to see if that works.
2. Steam may not have updated the mod correctly. You could try unsubbing to remove the mod file completely and resubbing to redownload it.
3. Another conflicting mod may be to blame. If you have another mod that changes the Thane's skill trees, that could mess things up.
Azkor 2 Jun, 2024 @ 4:33am 
@maffers It looks like there might be an error in the Thane trees. Grudge Ender, Mountain Defender and Wise Beard all require 3 skill points to progress to the next skill, but only have 2 points.
[BXB] Alcaleitor 21 May, 2024 @ 7:38am 
thanks!!
maffers  [author] 20 May, 2024 @ 6:08pm 
@Alcaleitor
Yes
[BXB] Alcaleitor 20 May, 2024 @ 6:07pm 
nice, thx! and empire engineer too?
maffers  [author] 20 May, 2024 @ 2:22pm 
@Alcaleitor
I have added skills for the Dragon Slayer hero from the recent dlc. Garagrim also gets a few of the skills as well.
[BXB] Alcaleitor 20 May, 2024 @ 1:56pm 
does this work with new lord and hero form dlc?
maffers  [author] 19 May, 2024 @ 1:10pm 
@Semiprogamer
I checked to make sure and the mod is working for me, both on old saves and a new campaign.

If it still isn't working for you it is probably because steam is not updating the mod correctly. To fix this unsubscribe from the mod, load up the mod loading menu/game menu to make sure it is removed, then close the game and re-subscribe to the mod.
Semiprogamer 19 May, 2024 @ 9:57am 
Don't see any see of these skills on Belegar's ghost pals. Is this intentional?
Kartoflo 26 Mar, 2024 @ 6:42am 
Downloaded the mod in the middle of a campaign, works just fine. As for the contents of the mod I'm so happy with what you did, especially concerning balance - i don't want skills that make heroes so powerful, that they can solo armies. Thank you so much for the perfect dose of flavour and variety
ChopChop 2 Mar, 2024 @ 1:50am 
Ok all of the previous submods i posted for your submods will be soon deprecated and unsupported. I moved all my submods to your incredible mods to one Addon:
[Addon] All in One compilation for Expanded Hero Skill Trees by Maffers
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3171488029

This way i don't have to maintain and manage 50+ mods and submods. The Addon works of hard dependancy to all & only your skills mods. All additional hero mods are optional and will recieve the skills when enabled along the Addon :) I hope this makes sense! Thanks again for the hard work and good luck with the next faction!
maffers  [author] 28 Nov, 2023 @ 1:44pm 
@Mike
It should be, because it doesn't modify the base skills and just adds new ones.
Mike 28 Nov, 2023 @ 12:09pm 
Would this be save game compatible?
Born2BKing 12 Nov, 2023 @ 3:04am 
***Inhales***

KAZUK!!!
flameshroud 10 Nov, 2023 @ 10:57pm 
other idea, maybe biving the engineer a gyrobomber mount would be a cool idea?
flameshroud 10 Nov, 2023 @ 10:55pm 
mod looks great! too bad its incompatible with sfo. messes up the whole tree and some skills are nowhere to be seen. quite unique skills though (not just + attack or whatever) can see you put work into them. especialy like the runesmith ones, activating runes on dwarfs around him when hes casting. really makes him a beacon.
GerarD MensoiF 10 Nov, 2023 @ 1:45pm 
Hello thanks for your mod.
Remember this one on WH2
Giving a rôle play aspect to the Heroes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1991706915&searchtext=H%C3%A9ro+skill
maffers  [author] 10 Nov, 2023 @ 10:52am 
@warriorandtoaster
It should be fixed now
warriorandtoaster 10 Nov, 2023 @ 4:47am 
This looks pretty good, though you misspelled feudal on that one engineer skill.
Colithiel 9 Nov, 2023 @ 5:28pm 
Youre killin it!
傲天狼 8 Nov, 2023 @ 3:07am 
Looks good mod, not integrated mod
spacemichael 8 Nov, 2023 @ 2:10am 
brets maybe?
*OMEN 7 Nov, 2023 @ 10:10pm 
Thank you for great mod, waiting for elfs heroes.
sigmars_disciple 7 Nov, 2023 @ 8:44pm 
Agreed with Matthew! Always a clear sign of someone really having <3 and respect for the game
maffers  [author] 7 Nov, 2023 @ 1:25pm 
@Matthew39
Thank you for the nice comment!
Matthew39 7 Nov, 2023 @ 12:05pm 
Thank you so much for these mods, they really make heroes much more fun to use and I love the specialisation aspect.