Total War: WARHAMMER III

Total War: WARHAMMER III

No Red Army Buff Skills
36 Comments
Naele  [author] 3 Apr @ 9:18am 
It's doable but as you have to set the level for each skill for each lord separately and I was not sure how to balance that, I've choosen to let each player decide at wich level they want to take those skills.
Drcipres 29 Mar @ 4:33am 
would it be possible for you to lock the second and third skills behind level locks? there was this one other mod called nerfaggeddon that used to do the same as this mod but with skill locks and it felt a bit more fair since you couldnt just get access to strong passives/actives through the redline at lvl 5
Reichspepe 25 Mar @ 3:53am 
Thank your for this mod, I was looking for something like it for ages!
Naele  [author] 1 Mar @ 12:54pm 
Thanks for the report !
Looks like something deprecated. Sometime they refactor some variations of lords in one more generic. Sometime it's a quest spawned lord that is changed.
But as long as it break nothing I rather let it be.
Incata 1 Mar @ 4:42am 
wh2_dlc12_skill_node_lzd_skink_chief_legendary_army_07 wh2_dlc12_skill_node_lzd_skink_chief_legendary_army_00
wh2_dlc12_skill_node_lzd_skink_chief_legendary_army_12 wh2_dlc12_skill_node_lzd_skink_chief_legendary_army_07
This doesn't seem to exist in the original game, and I don't think it does anything. It also doesn't seem to cause any issues, but I'm mentioning it in case you want to review it. Thanks for updating the mod, it's one I always keep on my radar.
Trepen0004 26 Feb @ 4:52pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3434892701

Made an SFO version for just the extra lords if anyone is interested.
Papashoulz 14 Dec, 2024 @ 7:19am 
Thank you for update !
Naele  [author] 12 Dec, 2024 @ 8:51pm 
Updated for 6.0 ! Was a bit tricky, seems fine now. If you find a Lord with his red army skills enabled or encounter any problem please tell me !
[PnTh] Marcel 4 Nov, 2024 @ 8:25am 
The problem was with SFO actually, no worries ! Love what you did with the skills, thanks a lot
Naele  [author] 3 Nov, 2024 @ 12:28pm 
There's no actual changes in the mod since the patch 5.1.3 ! I think you can use the latest one without issues. Tell me if you need help.
[PnTh] Marcel 3 Nov, 2024 @ 10:16am 
Thanks for the update, but could I download the previous version somehow ? I play your mod with SFO on the previous game update
modmodmod 1 Nov, 2024 @ 12:58pm 
Thank you for update
Taste of Capitalism 14 Sep, 2024 @ 1:14am 
thank you, you are doing what this game need, this is so damn necessary...
Roller 7 Aug, 2024 @ 5:20am 
@Naele It works thanks for your work
Naele  [author] 7 Aug, 2024 @ 2:44am 
@Roller I've pushed an update that should resolved the crash. Warn me if anything else is wrong ans thanks for telling me for the crash !
Roller 7 Aug, 2024 @ 1:59am 
New patch 5.1.3 ruined your mod for me. I am getting crashes. Maybe it needs updating?
Naele  [author] 10 Jul, 2024 @ 1:20am 
Mostly, except for the Demon Prince that I keep fully working by choice.
I Have No Enemies Brother 8 Jul, 2024 @ 11:04am 
@Naele

Forgive me for my ignorance but does the following linked mod do the same thing as your mod in regards to no red line skill army buff?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2866478798
modmodmod 25 Jun, 2024 @ 12:17pm 
Thank you for update
Marakano 1 Jun, 2024 @ 5:00am 
Finally someone did it. Thank you!
Naele  [author] 8 May, 2024 @ 4:23pm 
Yes it work on AI.

It will not work with SFO. The game associate each lord with each one of his skills one by one, so mods have to do the same for any Lord they add to the game and I can't prevent them to use the red line.
♰FTZ♰ 8 May, 2024 @ 2:39pm 
great mod but does it also work on AI?
Rennen 8 May, 2024 @ 9:16am 
My god, you are a savior. I was waiting so long for working mod that remove red line. Thanks you alot. And one question in advance, will it work with SFO when it released?

Again, THANK YOU ALOT for taking this in your hand and get this idea to work in current patch. Gotta go and with my lords, not walking statsticks. :lunar2019piginablanket:
Naele  [author] 30 Apr, 2024 @ 9:00am 
Mod should be updated for 5.0
Naele  [author] 22 Feb, 2024 @ 10:17am 
Mod should be updated for TWW3 4.2
As it's my first update after a new patch ever, please tell me if anything is wrong.
Taste of Capitalism 21 Feb, 2024 @ 7:55pm 
the game without this mod is just funny joke.. thanks for your dedication
Naele  [author] 6 Feb, 2024 @ 3:26pm 
Nice ! That's fine. I will link your submod into the mod description.
skoobeldoobel 6 Feb, 2024 @ 9:14am 
So rather than just whine about there being no Mixu's patch, I just made one myself. Link here.

It's literally just a copy of what you did (I looked into the pack file), so obviously I gave you credit, but if you want me to take it down or just insert what I did into your mod, that's fine with me lol
crazy joker 2 Feb, 2024 @ 2:06pm 
Awesome, been looking for this!
skoobeldoobel 28 Jan, 2024 @ 7:41am 
Would be nice to have a Mixer compatibility patch
goumindong 22 Jan, 2024 @ 11:25am 
@paulsummerfield @lock-out ;) The way the game works is that each lord type has a skill tree individually assigned to it. You cannot remove skills entirely since this would leave a lord with a missing register (and I didn't know how to do that anyway, and I assume Naele uses my same method) and would probably crash the game. Instead you have to remove the assignment from each lord individually, and move the dependency for the subsequent skills around. . Making a compatibility patch for SFO would not be the hardest thing. But given the number of lords it would roughly double the effort, as you would have to individually edit each lord added or changed by SFO(if the red tree was changed). If you really want to do this you can probably find a copy of my mod(now deprecated) and examine it to see how it works, then make your own compatability patch. Its probably less than a day of work (4 to 8 hours depending on computer literacy) tip to tail.
Baskiney 12 Jan, 2024 @ 2:22am 
Thanks for updating, will try this. I also don't like how the original system incentivizes doomstacking. So many moments where you could recruit a cool new unit in your army but end up thinking: "Well my mainline infantry is already buffed to hell, this new unit is not, so I'll just add another of them instead."
ZimbWa 11 Jan, 2024 @ 3:50am 
I agree 100% this makes the game more varied/better. Sometimes removing stuff is actually the right decision. I'll be testing it out on my next campaign, thanks a lot!
Naele  [author] 7 Jan, 2024 @ 10:45am 
Short answer is no, it's not compatible.

Long answer is that it will work for any lord with the same red skill structure as their base game counterpart. I just test Karl Franz and it looks OK. New lords added by the mod will keep the full red line anyway like Grand Master for the Empire.
Trepen0004 7 Jan, 2024 @ 9:56am 
Should be, as it uses same lords. Could always test and find out
I Have No Enemies Brother 7 Jan, 2024 @ 9:41am 
ANNOYING QUESTION ALERT: SFO compatible ?