Total War: WARHAMMER III

Total War: WARHAMMER III

Just Good Babysitter
483 Comments
Avallac 11 Jul @ 2:37am 
@Honeybadger its a mod that lets you change settings of some mods, such as this one.
Honeybadger 10 Jul @ 5:14pm 
@Avallac I didnt even know what that is so I guess thats on me then. Ill look for it and see what I can do
Avallac 10 Jul @ 11:35am 
Yes
Echephron 10 Jul @ 8:22am 
Safe to deactivate midgame?
Avallac 10 Jul @ 12:38am 
@Honeybadger you can change this in the mod configuration tool.
Honeybadger 9 Jul @ 5:45pm 
I see a few comments but not nearly as many as Id expect about units not chasing down broken units and then refusing to accept my order over the mods. This is causing many frustrations for me regarding ranged and siege units running away broken but then coming back to the fight being max range away because my units refuse to just end them. I feel like if I give a direct order to a unit it should overwrite the mods commands for x amount of time or something, the mod is otherwise great but this is a real major frustration.
Deo  [author] 8 Jul @ 11:19am 
sure i'll add an option
BombRoss 7 Jul @ 12:34pm 
Would it be possible to add an option to remove the speed check you described? I mean units ignoring enemies if they are too fast for them, even if you give a direct order. It makes sense in a vacuum, but it doesn't take other factors into account, like other units that will join the fight and make it possible to catch up for example. I'm asking because I see the MCT has some options already, maybe this could be another one.
Khazukan Kazakit-ha! 26 Jun @ 7:56am 
fire at will bug gone with your mod or what?
Deo  [author] 25 Jun @ 3:45am 
hi, this is most likely because target is faster then your unit and will never be reached
OBI0USE 25 Jun @ 1:46am 
my units become distracted more often by enemie units. when i order them to attck B who is farther. they sometimes attack A who is closer but not close enough to initiate fight
D Dawg 23 Jun @ 3:45pm 
Does this mod mitigate the fire at will bug i and other are experiencing at all?
Deo  [author] 6 Jun @ 12:28pm 
please check those
Avallac 6 Jun @ 2:15am 
Kaarn the vanquisher for khorne also has an ability called slaughter and bloodshed which makes all units in the battle (friend and foe) to go on a rampage. This one should also not autocast.
Avallac 6 Jun @ 2:11am 
Nobber fangadoom legendary lord for greenskins has a skill Bigga an' Fierca. That one should not be automatic as it causes rampage, deals self damage and drains own magic.
Deo  [author] 6 Jun @ 1:25am 
yea, i can, let me know which one
Avallac 5 Jun @ 9:23pm 
Do you play by any chance with legendary characters mod? That mod adds some more characters to the game and some have unique skills. If you can disable one of those too (which should not autocast as it drains the lords hp for a buff) I can check which one it is.
Avallac 5 Jun @ 9:21pm 
Awesome, thank you very much! Also thank you for the amazing mod, I've been using it for a long time now, thanks for updating it too!
Deo  [author] 5 Jun @ 8:54pm 
removed, please check if it works
Deo  [author] 2 Jun @ 11:53pm 
sure, thanks
Avallac 2 Jun @ 8:33pm 
Can you please remove item granted single use ability to boost spell mastery for cathay called maw shard from autocast in melee?
Recommended to load this before or after Grimhammer? :crusader_helmet:
Alkern 29 May @ 4:35pm 
it solved deo, thanks a lot
Deo  [author] 29 May @ 12:09pm 
settings only saved when changed from world map
Alkern 28 May @ 3:21pm 
My settings keep resetting after battles.
Carcajou101 24 May @ 2:30pm 
@Lunatic Yes it is.
Davi 22 May @ 12:21pm 
Without having to restart the game
Davi 22 May @ 12:21pm 
I would love for an option to turn the mod off or disable some of the settings. I don't want the features for some battles.
hewlet 18 May @ 1:24am 
@Slap My Potato , I was also having the same problem and get here to see if that's mentioned. After some debugging I saw the problem. The problem was my army was starting with guard mode enabled. Make sure the guard mode is disabled for melee units, and retry again.
Wisp 7 May @ 6:13pm 
Is this save-game compatible or nah?
Slap My Potato 7 May @ 1:53pm 
This mod is currently preventing me from chasing down and killing routed Lords. Couldn't even shoot at the lord running with ranged. Going to have to uninstall until fixed but the mod is great otherwise.
LUNATIC 26 Apr @ 6:26am 
Is this compatible with SFO?
Obi-Wan Cannoli 21 Apr @ 8:53pm 
Ranged units won't attack enemy units that have been shattered. Was trying to use some skaven jezzails to snipe the enemy lord that was running away who had a sliver of health left and they refused to attack him, every time I gave the attack order they immediately started attacking other units instead. It's a great mod but it shouldn't be overriding the orders I give the units myself.
PCR_Anibal 18 Apr @ 7:54pm 
Only issue is that it seems flying units considered the entire map to be "nearby" so you gotta babysit them a bit
Toad Smoke 14 Apr @ 2:44am 
Amazing work here. Best mod on the workshop.
NINA rojozangre 12 Apr @ 7:32pm 
OP
Deo  [author] 12 Apr @ 10:47am 
modding community welcomes you :)
✙Старийꑭ 12 Apr @ 9:08am 
The TWW modding community continues to amaze me. Just tried my first custom battle with this... I never imagined something like this mod could exist. The units practically fight on their own. I've been playing the TW series for 20 years - this is the first time I've experienced this type of unit control in combat. Thank you modding community, you are the best!:steamthumbsup:
虚空脑丶小丑 9 Apr @ 3:55am 
希望有大佬可以汉化一下
Remo 5 Apr @ 5:31am 
Really wish this was a mod in TW: Three Kingdoms.
Deo  [author] 4 Apr @ 9:41am 
yes, it will
Aidenwolf 3 Apr @ 2:23pm 
Will this mod work with a campaign I've already started? My units sitting idle with enemies beside them is infuriating.
Deo  [author] 3 Apr @ 1:20pm 
Hi, this option may cause this, try to disable it
"Unit will be able to switch to another target if current is shattered and have higher speed"
SP00KYGUNNER 3 Apr @ 5:02am 
Did you change something with how targeting routing/broken units work? My units refuse to attack a broken target until every other unit is also broken.
Rexbert 16 Mar @ 3:14pm 
Yes it's super essential.
It was updated not even two weeks ago, I'd like to think it still works, LOL
Khazukan Kazakit-ha! 16 Mar @ 2:40pm 
is this mod super essential for warhammer 3?
and does it even still work like it says in the description?
the last comments i've seen look to me like the mod isn't really functioning anymore?
or am i outright wrong?
I think the last update made charging units unreliable, as my cav constantly stop in their tracks before reaching their enemies. This wasn't happening before though.
Alas it might be a weird new incompatibility? I also use Stop Idling - Improved units reaction speed
Deo  [author] 8 Mar @ 6:51am 
Hey, there is AI General mod which let you do just that :)
MightNight 7 Mar @ 9:37pm 
Man I swear all we need now is an option that lets units auto-cycle charge and I can actually enjoy watching the battles for once
Chabert 7 Mar @ 9:33am 
Great mod, I wish it was available for Three Kingdoms and Thrones of Britannia.