Total War: WARHAMMER III

Total War: WARHAMMER III

[OBSOLETE, integrated in game as of v6.0] Show Fatigue Effects
46 kommentarer
[PuB] Axlegolas 12. apr. kl. 17:24 
o7
Espritviril`` 6. apr. kl. 12:51 
o7
Guts 6. feb. kl. 13:57 
o7
TraderPisces  [ophavsmand] 17. dec. 2024 kl. 8:52 
Thank you all who have shown interested (in comments and/or through subs) to this mod, it's been a pleasure to report to you that CA has implemented this in to the core game, so no more need to sub to this mod, you can safely unsub or disable in mod manager, greetings!
LumpSucker 13. dec. 2024 kl. 23:47 
thank you for the mod before 6.0 it helped a lot on the battlefield.
Neil 12. dec. 2024 kl. 17:14 
o7
Proper loved this mod, so good CA made its features base game. Respect.
TraderPisces  [ophavsmand] 10. nov. 2024 kl. 1:51 
@Kharnagor Thanks!

@HolyRedEye Nope, but is extremely easy to do yourself.
Short guide, to add units from other mods (like SFO): You only need to add those units + set my ability in a table (you need to do this for all four abilities, so four different tables) within: db/land_units_to_unit_abilites_junctions_tables. Make sure you do not use the same table name as mine and other mod (load order does not matter, so you can name whatever you want, you’re only adding, not editing).
HolyRedEye 9. nov. 2024 kl. 9:18 
sfo??
Kharnagor 1. nov. 2024 kl. 7:59 
outstanding work
TraderPisces  [ophavsmand] 31. okt. 2024 kl. 14:07 
2/2
Also coming up overhaul that others haven't touched before, the biggest offender: AP. I've requested CA to make different levels, as not all weapons ought to always penetrate armor. Coming up. Also that big ui project, covers not only fatigue, but also terrain, weather, climate, region and food + economy (another mod in the making).

Lastly, need to make guides and upload my python scripts that makes life much easier for modders. Also guide for graphic settings and how they relate to modding + my useds settings for smooth experience, even with older hw or demanding settings.
TraderPisces  [ophavsmand] 31. okt. 2024 kl. 14:07 
1/2
Thanks, I hope you enjoy! I'm currently back at modding after taking a long break, was working on big ui project that would not datacore unit_information layout file, as some mods already did it, but there many script events are not even wired, still contemplating to continue if CA does not answer my request. Also filed an easy bugfix in that same file, which I've used in this mod as well, to hide the ability from unit card, but only show it up in battle for the phase effect when it kicks in and that fix is literally just a 1-liner conditional statement that is still wrong in vanilla, but I didn't got an answer yet (posted it to CA and messaged a dev about it, but no idea if he still works there, msg not even read).

Currently also using mods from others, lots of good stuff for sure on the workshop! Been thrown in the world of visuals (3d models and animations), made a few submods and patched some annoying animation vfx'es for certain characters.
TeamWork 31. okt. 2024 kl. 13:47 
Very clever mod, requires less tables and is incredibly easy to make it compatible with SFO. Just change the phase_stat_tables and add the new units. Also quite hopeful on the future for ui mods.

I still dont get why CA thinks 10% reload speed nerf at exhausted is okay while also taking away 30% melee attack. By contrast exhausted in SFO halves reload speed and accuracy on a mod that has much higher health and shield values and where more than half the units have some sort of missile resistance.
TraderPisces  [ophavsmand] 30. sep. 2024 kl. 12:52 
@FeralZ I'm glad you like it! If I recall, they don't indeed, ui and exposed info was even more limited and esoteric than wh3. I think since wh3, they really stepped up ui improvements, which is a huge plus, because for me, this is essential info and I think for any subscriber to this mod :)
FeralZ 27. sep. 2024 kl. 11:01 
amazing mod, must have!
is it just me or the older total wars had this feature?
thanks for creating this. i also love custom battles.
TraderPisces  [ophavsmand] 31. aug. 2024 kl. 12:19 
@Neil Thanks mate! Will continue work on next mods within a few weeks, haven't done anything lately, been enjoying the summer and pretty much exhausted by the hot weather and short nights lately :)
Neil 28. aug. 2024 kl. 14:19 
Grats on 1000 Subscribers! Valued mod.
TraderPisces  [ophavsmand] 14. aug. 2024 kl. 8:21 
@rockstopper03 Good to hear you like it! The information for reloading skill on totalwarwarhammer.fandom.com/wiki/Fatigue is wrong for WH3, it indeed shows -35% reloading skill for exhausted fatigue state, but this is really -10% according to CA, at least since the time I've created this mod up till now (I've just checked to verify). See db/unit_fatigue_effects_tables :: threshold_exhausted | stat_reloading | 0.9000

You could message moderator/owner of that wiki to correct it, I'd be glad to know if (s)he adjusts it correctly.
rockstopper03 13. aug. 2024 kl. 1:36 
Hi, I really like your mod and it's great to see the values of the fatigue effects in the unit cards. For the reloading skill, according to the TW:WH wiki, reloading skill gets knocked down -10%/15%/25%/35% for winded, tired, vt, and exhausted.

I see your screenshot showing reloading kill is -10 at exhausted. Is the wiki outdated, meaning CA has updated the reloading fatigue effects in vanilla to what you have in your mod now?

Thanks!
akeean 3. aug. 2024 kl. 9:48 
Thanks! I'm looking forward to it!
TraderPisces  [ophavsmand] 31. juli 2024 kl. 1:40 
@akeean I gave more thought about this and in the meantime, if charging mechanic is not overhauled, while I'm working on a battle balance overhaul mod, I probably will nerf charge bonus n% based on fatigue states 3-6 (with exhausted -100% penalty) and make charging lose more fatigue points from the pool.

When I thought about it more, I recall a blog post from CA to favor bracing over countercharging, as charging always put out more damage (inc. small inf vs cavalry), by upping the brace mass multiplier to balance it, but AI tends not to charge in to braced units frontally, so practically braced units are barely charged without cheese (like luring them in with cav on front and pulling them behind braced units). I probably will write a script for ai to still charge braced units when within certain range, like charge range, but need more theorycrafting this idea.
TraderPisces  [ophavsmand] 29. juli 2024 kl. 0:56 
@akeean Yes, good observation, I've noticed this too, I also think it's because of charge bonus being applied. It triggers when enemy entity is <= n meters. In theory, you can indefinitely abuse charge mechanic. I think CA needs to have a look at this and rework it, a simple fix I can think of is to apply a cooldown, just like how they implement charge morale bonus (it has cooldown of 90 seconds if I recall out the top of my head), but charging mechanic itself, can immediately spam without any cooldown. For modders, it would be nice to have functions to determine when charging is active from cco/lua (without using db) and if bonus is applied and if so, current bonus value (either absolute or relative). Currently developing ui component that compares unit x vs unit y and displaying deltas and damage to give users more insight what's actually going on.
akeean 25. juli 2024 kl. 1:16 
Nice, I have noticed that spamming orders & making units target enemies a bit further away while already in combat makes them perform better (presumably due to charge bonus refreshing)
TraderPisces  [ophavsmand] 23. juli 2024 kl. 13:39 
@akeean Fatigue effects are only one of few that are never displayed in unit card in vanilla in any TW game unfortunately. WH3 gave us a lot of modding capabilities compared to previous games and CA finally added a long requested feature of base vs current values in tooltip for unit stats, which is of great help and a great addition in having a better TW experience. There are a few more I will implement in coming mod, inc. fatigue effects, I'm pretty surprised that nobody ever did this for other areas (I keep it to myself which they are), inc. the capability to actually make use of them (in upcoming battle overhaul mod that comes after, that properly makes battles slower vs what's out there atm by using external parser). Tactical battles will matter a lot with that mod that actually effect certain units and makes battle a lot more interesting. Keep tuned!
TraderPisces  [ophavsmand] 23. juli 2024 kl. 13:34 
@akeean Thanks and I agree! There is so much info that is locked in static database only unfortunately, it's usually the really good esoteric stuff, like hidden stats as well.

Currently working on a mod that totally overhauls unit info that will display it and run in the same issue again that additional units cannot get all info displayed dynamically via script in manually crafted ui with performance improvements over vanilla, so I probably will showcase unknown units with "?". Coming mod is huge, you'll like it, a lot of features that don't exist anywhere yet (vanilla or other mods).

Also, charging works really wonky, if you check my other mod, units actually can always charge without any cooldown and it's unknown if bonus actually is applied or not. CA probably should rework entire charge mechanic, maybe you've the power to persuade them (inc. a feature focus blog on ranged accuracy formula) :)
akeean 18. juli 2024 kl. 20:21 
Now we just need a mod to hide the psychologic madness effect players receive when setting up a 100 mod modlist and then have things break, or try play modded multiplayer with script mods, haha.

Great job with this mod this is one of those gems that need to be vanillarized now or in future TW games. I'm looking forward to a universally compatible version for mod-added units.
TraderPisces  [ophavsmand] 2. juli 2024 kl. 5:13 
@Diesel215 The latter one, so it's advised to either make a submod for those mods or pick and choose which mod(s) you want to enable. I will improve this with upcoming mod, which is much larger in scope than this one, where this mod will be made obsolete, although, there will always be a hard dependency in the end, as there is no way and probably will never be so, to edit db values on the fly in game or have cco properties that expose all unit stats current and base values (there are quite some, but majority is still missing, unwired or bugged), but choosing lesser of evils (making it compatible with mods that add extra units, like sfo and making it incompatible with mods which alter fatigue effects).
Diesel215 1. juli 2024 kl. 18:15 
Question: when you say that modded units are unaffected, does that mean that modded units are still affected by normal fatigue and just don't show the fatigue (as normal) or does it mean that something that this mod does completely removes normal fatigue stuff and modded units are not affected by fatigue while this mod is enabled?
TraderPisces  [ophavsmand] 30. juni 2024 kl. 11:52 
@=[NK]= Col. Jack O'Neil So after a few min tracing where he derives the fatigue coeff values from, it's from copying over the values in db in table, which he then uses for calculation. So if @Basilisk uses mod that changes fatigue effects or if CA changes them in a patch and he (inc. my mod and the 3rd mod, the one he mentioned) does not update it either, then it will show the wrong results as well for Klissan, whilst working as intended and the other ones would show it properly, but out of sync with CA's. As you can see, all 3 mods have dependencies, aka hardcoded reference and there is no way around this, as so far this is the only way of achieving this.

Same with charging, there is no lua or cco function or property that properly works, other than via hardcoded db's trigger and assignment of units to custom ability (parsing tooltip from morale to make it more compatible is constrained by kv rules morale charge bonus cooldown of 60s).
TraderPisces  [ophavsmand] 30. juni 2024 kl. 11:42 
@@=[NK]= Col. Jack O'Neil I've just checked his mod again and have no clue why he completely changed ui files, every single line is modified and is therefore impossible to make a proper diff what actually is different vs CA's original file (maybe on purpose to defend his work, idk, I'm writing from scratch in lua script vs layout files anywho doing it my way), maintenance will be very time costly, unless he privately got a proper edited file.

From his mod, you cannot tell the absolute stat values of fatigue debuff effects, as they're directly calculated within the current values without a breakdown per affected stat in tooltip, which the game does when doing it via ability phase effects automatically, so you've to ask him if he intends to code those in, inc. colorization. So this means this might not be what @Basilisk is looking for (yet, unless he adds it in or in my upcoming mod or this mod here).
TraderPisces  [ophavsmand] 30. juni 2024 kl. 11:32 
@=[NK]= Col. Jack O'Neil Yes, that's Klsisan's mod I'm talking about. Good mod, but with issues I've been talking about, it's also a very big mod, most likely will be hard to maintain, especially datacoring CA's UI layout files which likely become an issue in the future and inefficient parsing within those files.

The thing is, he is using current value as coefficient as final result vs subtracting from base value and I'm pretty sure it will display the incorrect values because of it. I did quick testing before I dropped my work with mockup scripts in game to observe values using cco, BattleUnitContext.DamageInflictedRecently and they do not match his way of calclaltion. Example: 100*0.5 => 50 != 100*0.75*0.75 => 56.25. Those fatigue effects were (are?) not colorized either (green is buffed, red is debuffed).

Also, he got wrong base value for experienced units' stats for example (as seen by latest CA update in tooltip), which compounds the issue further.
=[NK]= Col. Jack O'Neil 30. juni 2024 kl. 9:30 
And the just good ui mods
=[NK]= Col. Jack O'Neil 30. juni 2024 kl. 9:30 
Did it work fine with helper ui?
TraderPisces  [ophavsmand] 30. juni 2024 kl. 9:24 
1/4
@Basilisk Thanks and you're welcome! Yes, this alters stats to how vanilla works without displaying them via alternative method using ability effects vs vanilla hidden fatigue effects (which are normalized and copied 1:1, unlike active fatigue state which originally had a 5% buff to speed, which does not make any sense).

This mod does not additively stack previous fatigue states (i.e. ability phase effects) vs the mod you've mentioned, because I've used lua script to enable applicable fatigue state via my ability once.

In short, it ought to be same as vanilla, but yes, alters stats and is not purely cosmetic.
TraderPisces  [ophavsmand] 30. juni 2024 kl. 9:24 
2/4
I'm in the process of making a new mod with detailed unit stats, something you want, without effecting stats directly, only cosmetic (which would mainly work with any other mod, some things rely on static entries, as there is no way to do it otherwise), but I've dropped development a quarter in when Klissan made similar mod I was already making, but continued few days ago, because CA finally patched, which inc. tooltip base value stats (which were bugged with cco's, base was same as current within battle vs out of battle where it displayed correctly, which you can actually see with his mod for experienced units not matching base vs current value as an example), a feature I've requested CA to include.
TraderPisces  [ophavsmand] 30. juni 2024 kl. 9:24 
3/4
Klissan's great mod is lacking quite some features I want myself with different ui order and there are some issues where stats are not displayed properly (aforementioned base vs current, fatigue used as coefficient on current value, where it ought to be a coeff of base value (i.e. like phase effect, (de)buffs ought to stack, i.e. lineair approach, just like one can stack fire weaknesses), his charging is derived from leadership tooltip, but from kv rules, it has cooldown of 60 seconds, so it won't show actual charging prior, etc.), I don't want to datacore CA's UI files, which are prone to crashing without any warning, so my mod will be optional and taggable for user and performance is pretty bad with continuous stuttering the way he does it with layout files + cco on each 2 second update (on all battlespeeds) vs vanilla and mine in development (mainly script) which does not happen, which is very noticable with 10k units on the battlefield.
TraderPisces  [ophavsmand] 30. juni 2024 kl. 9:24 
4/4
It also adds new features no mods in existence has yet (I won't spoil it yet) that affects stats even further, also not displayed in vanilla.
This is not to bash his work, his mod is incredible and useful and obviously, if you look at his work, it took a lot of time to make it, so props and credits will be to him for being first that nobody did before him.

The scope of this mod is pretty large, inc. making of icons (which is not my specialty unlike coding), unit- and performancetesting, so it can take a while, especially since I'm currently lacking time to work full stop on it, but it's coming, maybe in a few weeks at best, if nothing comes in between (which will happen if weather is nice for me to go to the beach, etc.).

I was thinking to notify mod subscribers to this in game once, so they can unsub to this mod in favor of the upcoming one, so either keep an eye on my workshop or sub to this mod and get notified in game.
Basilisk 27. juni 2024 kl. 12:22 
Thanks for creating this mod! I have a question regarding balance/unit stats: The other mod "show me the fatigue" states that it does add modifiers and it directly alters the unit stats, therefore changing the fatigue effects compared to vanilla.

I simply want to view my unit stats updated by fatigue level and I don't want any changes compared to what the units would have without the mod. Does this modd also alter the fatigue effects (multiplicative, additive or else) like the other mod does? Or does this purely display the values like I want to?
TraderPisces  [ophavsmand] 25. maj 2024 kl. 2:28 
@Vaxar Kun No, see screenshots what mine looks like, it will only have shown fatigue icon in the middle of the icon, which is used four times for different fatigue states to indicate to user, intuitively via outer ring (and text). Your screenshots show ability from another mod.
TraderPisces  [ophavsmand] 25. maj 2024 kl. 2:27 
@Riyo Yes, see compatibility at bottom of steam description, that's because abilities need to be hardwired through db, it can not be done with scripts, so any unit that is not included will not have those fatigue abilities to show up. You should make a submod for these new units, which is very simple to do (see the small guide in the same section, which is all there is to it to get it to work).

@Fear Not that I know off, I only have my mods activated and lua console mod to make developing my scripts more easy (i.e. not having to restart game all the time). But that can be done, using custom ui (i.e. twui.xml), but note that mods that either override vanilla ui are prone to crashing or manipulate the same to be replaced ui component will have compatibility issues and those are very hard to debug, because no errors will be thrown. It's not uncommon for CA to change those base layout files later on, contrary to lua script (libraries).
Vaxar Kun 25. maj 2024 kl. 0:32 
Fear 24. maj 2024 kl. 14:01 
is there a mod somewhere that show fatigue next to health bar, i saw something like in a multiplayer battle on youtube ?
Riyo 24. maj 2024 kl. 13:41 
Cool mod, it works perfectly for the the official units but not for modded units.
TraderPisces  [ophavsmand] 23. maj 2024 kl. 1:37 
@Aeyn Great to see you like it and I like your avatar! :)
Aeyn 22. maj 2024 kl. 12:24 
WOW - The mod is a game-changer for Total War!

This quality-of-life improvement makes understanding tough matchups much more intuitive. It helps players identify mistakes and learn the game faster. I highly recommend this mod to everyone looking to enhance their gameplay experience! :cozytf2mug:
TraderPisces  [ophavsmand] 20. maj 2024 kl. 4:53 
@Coffeecoffee Thank you! You're right, I've confirmed this and fixed it with latest update, see changelog for more (credited you for it as well).
Coffeecoffee 19. maj 2024 kl. 12:46 
Great stuff!
It seems that the reload time modifier isn't properly displayed.