Total War: WARHAMMER III

Total War: WARHAMMER III

Abilities and Spells for Garrison Heroes - 6.1 Update
33 Comments
BlackJackGear  [author] 21 Jun @ 6:40am 
Are the any ability changes in 6.2?
Might still bump the version number anyways...
Crash Test 21 Jun @ 5:35am 
Thank you for this excellent mod. Is an update planned for version 6.2?
akeean 3 May @ 5:42am 
well done! This has been an issue in vanilla and even modded garrisons for too long. Hope CA takes note for when they hopefully effectively try to fix the miserable sieges in TWWH3.
_Zevon 31 Mar @ 6:20am 
Thanks for the update to a script based solution BlackJack!
Katxine 29 Mar @ 9:37am 
Thank you! I'll try it and see how it goes
BlackJackGear  [author] 29 Mar @ 9:33am 
There is no performance impact anymore during the players turn, only before the turn starts after all the AIs are done.
Katxine 29 Mar @ 9:29am 
@blackjackhear Thank you for your mod, can you say how much it impacts the performance on the players turn? I don't have a very high end pc and and asking myself if the performance impact was like a one time only or every turn
BlackJackGear  [author] 29 Mar @ 7:58am 
Updated for 6.1
- Fixed the issue where all armies in the region got the abilities and spells, now effects only garrisons
- Moved the performance cost to the start of the players turn. The mod is now script based and will do everything at the start of the players turn.
Katxine 28 Mar @ 10:24pm 
It says it has a performance impact on the campaign map, does anyone knows how much it is?
KennyKen11B 27 Mar @ 10:41pm 
thank you.
BlackJackGear  [author] 27 Mar @ 11:58am 
Update for 6.1 will come on the weekend
BlackJackGear  [author] 9 Mar @ 12:43pm 
@Acastian the performance impact is on the campaign map
If you consider more wizards having access to more spells (which might be performance heavy) a performance impact then it could be argued to be in battle as well, but I doubt that would be noticeable
DeathNote 1 Mar @ 3:19pm 
The performance impact is on the campaign map or battle map?
BlackJackGear  [author] 4 Feb @ 8:53am 
@Omnplayer sounds really weird, do you have more precise information (settlement, factions, which abilities) ?
Omnplayer 2 Feb @ 10:23pm 
It looks like this mod grants these abilities to attacking army heroes or at least the Nurgle Cultist hero. I was able to use the gate abilities during a siege where I was the attacker
_Zevon 2 Feb @ 5:13am 
Yeah, it's not a hard requirement but I've been using it and find it helps solve the wizard spells issue.
BlackJackGear  [author] 1 Feb @ 4:28am 
You don't really need it (I think) he just recently added it as a dependency, since it works well together.
See his comment down below
XIII07 1 Feb @ 3:50am 
Thanks for making this mod. Great concept!
Weird though, until recently it didn't get shown to me that I needed this mod for Greater Garrisons from Zorbaz. Oh well
ChopChop 29 Jan @ 9:45am 
thanks, but this is all i can do for you buddy, i stopped patching mods a while ago, good luck with update and keep cooking :WH3_clasp:
BlackJackGear  [author] 29 Jan @ 9:25am 
I plan to redo the mod and change the method, but dont expect that before the next major update.
If you want to take a stab at it feel free, you can use / modifiy my mod any way you want, I dont have any issue with that
ChopChop 29 Jan @ 9:24am 
this might require adding more extra values to wizard heroes to ensure they are always commanding the army, and if there is more than 1 wizard in garrison - only the commanding one will ahve spells, but there should not be a leak to agents in region this way. if its possible to work it out this way
ChopChop 29 Jan @ 9:03am 
any chacne to utilize other scopes for the effect:
character_when_commanding_to_force_own_unseen
province_to_character_when_commanding_army_own_unseen
since hero wont command an army by default, but will be a commander of garrison it might work only for them
BlackJackGear  [author] 29 Jan @ 8:35am 
Yes, with the current method that is an unfixable side effect
ChopChop 29 Jan @ 8:16am 
Hello, this mod is causing my embedded heroes to have all spells available even without any added skill points. Do you replicate the problem? I have tested with MIXER, MCT, Audio Mixer and PJ Console Commands enabled, i can provide screenshots and im also on discord :steamthumbsup:
BlackJackGear  [author] 23 Jan @ 10:48pm 
Sure feel free, I need to redo this one anyways, its difficult to maintain the way I do it currently
_Zevon 23 Jan @ 5:14pm 
Hey, Blackjack. Would you mind fielding some balance and missing spell suggestions from me when I find them?

I've been running the Greater Garrisons mod, and I'd like to add your mod as a recommended mod to fix the missing spells from caster heroes.

I like what you've done with you mod.
BlackJackGear  [author] 1 Sep, 2024 @ 1:53pm 
Yes armies in the local region get the abilities too, there is no other way (that I know of) to do this
PIXY_UNICORN 1 Sep, 2024 @ 1:19pm 
Just playing a dwarf campaign and this mod gives all the abilities and spells to heroes in armies too!
BlackJackGear  [author] 1 Sep, 2024 @ 7:17am 
There might be a slight lag when selecting characters on the campaign map
PIXY_UNICORN 31 Aug, 2024 @ 4:40pm 
In what way does it hamper performance? Is it just reduced framerate when the wizard uses spells in battle?
BlackJackGear  [author] 23 Jun, 2024 @ 2:43am 
I guess they never made it a vanilla standard beyond the first spell cause the way its done is terribly ineffective and hampers performance
BlackJackGear  [author] 23 Jun, 2024 @ 2:42am 
What the mod does exactly is give all the vanilla heroes their vanilla active abilities and spells, so anything modded would not show up.
Since it just adds a bunch of effects it should not really be a problem, worst case it wont do anything, so feel free to try.

I also have a wom depended mechanic kinda baked in that gives access to spells and overcharge in regions with high winds of magic, tho that one suffered a little from reducing scope in favor of performance. Depending on what people report about performance I might remove that entirely.
Kharn the Bloody 22 Jun, 2024 @ 1:21pm 
Finally! This should be standard with Vanilla. Any idea if this mod can be used with SFO main mod?