Total War: WARHAMMER III

Total War: WARHAMMER III

Campaign Skills Automatically Awarded on Rank Up (granted free to lords & heroes after leveling) [6.2]
64 Comments
Noodliest 16 Jul @ 11:51am 
Anyone know if this is causing crashes later on in the game? Turn 20+?
Chabert 14 Jul @ 11:32pm 
"Wreathed in Mists" from the Black Ark isn't acquired automatically either. (Black Ark equivalent of Lightning Strike with additional effects for armies within the Black Ark's area of influence).
Mingau 30 Jun @ 4:38pm 
fay enchantress "gifted beginnings" isn't automatically acquired
Uni 24 Jun @ 3:22am 
@Llamakazi
Great mod, thanks for the work you put into it. :) I found the following bugs:
Dark Elves: Black Ark Admiral 'Wreathed in Mist' is not auto granted
High Elves: 'Wary' and 'Ancient Cunning' have their ranks swapped
Chabert 19 May @ 11:17pm 
Thank you!
Llamakazi  [author] 19 May @ 4:32pm 
Sorry for the delay y'all! Spread rather thin as of late, but finally came back around to this.

Added missing Skills:
Witch Hag
- Protective Charms
- Hag's Cursemark

ALL Ataman Campaign/Blue Line Skills

Certain Khorne Lords
- Relentless Advance
Chabert 17 May @ 1:01pm 
Skulltaker "Relentless Advance" (buffs daemons reforged and recruitment cost) isn't automatically acquired.
Veoler 20 Apr @ 1:24pm 
@Llamakazi, doesn't work for the Ataman full blue skill tree
SprachZauberer 19 Apr @ 12:42am 
Yep, working fine for me with Elspeth
puggy 12 Apr @ 3:21pm 
anyone have this working for elspeth
Violen 10 Apr @ 5:44pm 
Will this work with Cpecific's Skill Queue?
Ginger_Chris 6 Apr @ 12:38pm 
There's a fair few kislev skills that have moved/changed. The most obvious is Ataman blue skills are all completely new and so none are auto unlocking
드로우달스 28 Mar @ 9:25pm 
This time, Ataman Blue skill tree has been improved and changed completely. There are some things that need to be added due to the new skill tree.
Mylex 27 Mar @ 4:09am 
Love this mod so thanks, is there a way to have the Ataman's blue line auto unlock?
Llamakazi  [author] 26 Mar @ 10:33pm 
Updated for baseline 6.1 - no obvious changes were needed after some testing; mainly forcing the Mod Manager to change from the warning icon to the green checkmark icon instead

Addressing comments if/when I get a free moment! :ufoshock:
1st Viscount Silvermarch 16 Feb @ 10:00am 
Ogre Kingdom's Camp Tyrant is missing their "Betta Campin'" and "Renowned & Feared" skills, and Golgfag Maneater also needs his "Looter" skill.
드로우달스 27 Jan @ 8:05am 
In the Ogre Kingdom Ogre Camp Blue Skill Tree, the two "Storage" and "Advanced Storage" are not automatically gaining skills when leveling up. In addition, the "Scavenger" skill tree, which gives more gold when looting and plundering settlements, is also the same for regular Ogre Lords.
rainierfane 26 Jan @ 1:51pm 
Other than needing an option to delete unusable skill points when the lord/hero reaches high level and there's literally nothing left to get, this is great. I have too many characters in various campaigns that simply don't have 49 things to get once you remove the blue line as a choice.
Beazel ✠ 14 Jan @ 2:13pm 
Dwarf Engineers get 6 extra unusable skill points because of mutually exclusive skills. Is there any way to get around that?
legion248 28 Dec, 2024 @ 9:46am 
Great mod, thank you.
Helion Halion 23 Dec, 2024 @ 10:18am 
Dude this one is genius
Yeah the Witch Hunter actually make sense now
Llamakazi  [author] 22 Dec, 2024 @ 7:12pm 
@Crescendo & @DOZO ☆ヽ('.'ヽ )
Located, automated, and updated both, thanks!

Further updates for 6.0 (continued)
- Automated the "Relentless Advance" skill for Chaos Lords (new/changed in 6.0)
- Automated the "Establish Cult" skill for Chaos Heroes (new/changed in 6.0)
Crescendo 22 Dec, 2024 @ 4:35pm 
There's a missing skill for Ku'Gath, Relentless Advance
DOZO ☆ヽ('.'ヽ ) 22 Dec, 2024 @ 12:48pm 
The "Establish Cult" skill for slaanesh cultist heroes seems to be missing from the skills given for free. It's really not an impactful or important skill at all, but for the sake of completeness it could be added in at some point.
branko.golombos 20 Dec, 2024 @ 2:11pm 
tnx!
Llamakazi  [author] 18 Dec, 2024 @ 7:42pm 
Updated for 6.0
- Added the "Heretic Hunter" skill for Volkmar
- Currently going over newly added Skills for new Lords and Heroes (doing 6.0 playtesting)
jude 15 Dec, 2024 @ 5:12pm 
i wouldnt mind placing skill points as much if the twwh3 ui wasnt so damn laggy and unwieldy. mods like this are a lifesaver, thanks!
Play the 4G 15 Dec, 2024 @ 4:35am 
you're the best
Llamakazi  [author] 13 Dec, 2024 @ 2:17pm 
6.0 update WIP; the mod still works, but in the meantime but you'll be missing the newly added skills until I manually add every single one

@Crescendo
Good catch! Looking into it for the 6.0 update
드로우달스 12 Dec, 2024 @ 5:53pm 
It still works fine, but some of the added campaign skills are not applied. For example, the skills of the cannibal Golgupak's scavenger. However, these cases are rare, so it works fine even if you use it now.
Crescendo 8 Dec, 2024 @ 1:51pm 
Volkmar seem to have a skill missed, Heretic Hunter
Salzmann 30 Nov, 2024 @ 5:38pm 
Gotcha, thanks for enlightening me 😄
Llamakazi  [author] 20 Nov, 2024 @ 2:54pm 
@Salzmann
I thought about it! This mod + the "Auto-assign skill points" in-game option were more than enough to cut down the tedium of late game skill point management for me, so I ultimately decided against it (I leave it off for Legendary Lords and such, but regular Lords/Heroes just go full auto)

It's also a significant amount of manual work involved, and I wasn't too keen on doing that again :WHII_Death:
Salzmann 19 Nov, 2024 @ 4:33pm 
Can you make more mods like this for the yellow and red lines as well?
Llamakazi  [author] 18 Nov, 2024 @ 10:27am 
@Antagonistes
Very true! They can be quite bland - I highly doubt CA is going to do any kind of massive overhaul of Skill Points at this point, so making the change we want to see is up to us now!

@Zanklev™
If it uses all the Base Game Blue Line Skills, then it'll work just fine :steamthumbsup: But if that SFO mod invents new Blue Line Skills from scratch, then it won't include those at all!
Zanklev™ 18 Nov, 2024 @ 1:26am 
How well does this work with SFO?
Antagonistes 16 Nov, 2024 @ 7:01am 
I imagined a version of this mod but for yellow lines, as I find them to be more mandatory than blue lines. Granted, this would leave the player with very few meaningful choices in terms of skill lines; which I am going to blame on the skill trees being generally very bland.
キャンディーアップル 6 Nov, 2024 @ 12:30pm 
That's a good idea
Llamakazi  [author] 3 Nov, 2024 @ 9:07pm 
Updated for 5.3 - some duplicate DB rows removed
Llamakazi  [author] 8 Oct, 2024 @ 11:06am 
@Mingau
Just pushed an update and fixed! Good catch :steamthumbsup: It should work for new Heroes now no problem.

Latest change note:
Added a missing campaign skill chain "Specialist" for Vampire Coast Fleet Captain Heroes
(wasn't included in the other "Specialist" DB values because of it's unique Pirate Cove exclusion)
Mingau 7 Oct, 2024 @ 10:32pm 
The Specialist for the Vampire Fleet Captain hero of the Vampire Coast is not covered by this mod?
Llamakazi  [author] 17 Sep, 2024 @ 5:42pm 
@Mingau
Definitely something worth taking up with Creative Assembly about! "Immortal", the mount skills, and other automatically awarded unique skills are definitely supposed to be free and require no intervention whatsoever :steamsad:

Could be your version of the game, or maybe a bug with a language pack or something?
Mingau 17 Sep, 2024 @ 2:57pm 
Ok so I just tested it, its a vanila bug, verified the game integrit, no mods, put the xp to 48699 to just need 1 xp to lvl 20 to take the imortal perk, used the clan mechanic to lower leadeship on the first enemy army that spawn nearby to lvl up to 20, the slot opened for me to put a point, if I put I point in the auto lvl slot, this point is lost, even if I reset, the point will stay there indefinitelly, if I dont put points in the opened auto lvl slots then lvl him up by other means it returns to normal
Mingau 17 Sep, 2024 @ 12:26pm 
All the tests was done in new games, when Im at home gonna do more tests with vanilla, because I think it's a vanila bug, just need to test if it happens with the vanilla autos
Llamakazi  [author] 17 Sep, 2024 @ 11:09am 
@Mingau
My only other suggestion based on your description is to start a new campaign to use this; it's possible there is residual data or game settings from other mods adversely affecting your game
Mingau 16 Sep, 2024 @ 4:48pm 
Ok so after some tests and writing various comments, I dont know whats broken...
If I level up by fighting all works fine, the thing is the mechanic, if I gain a level that would reach the level to auto unlock the nodes, its just open to put points and dont auto unlock...
If I then gain another lvl by fighting all return to mod normal(auto unlocking)
the thing is, if i put a point in any skill that auto unlock, this point is lost when I reset.
example: I lvl up by the mechanic, the auto unlock nodes open for me to put points, I put a point in any of these(they remain open, only the one I put a point turn to auto in the lvl 6), I then lvl by fighting, all the opened nodes are granted automatically, then I put the point in the other not auto, if I reset the hero, only the point I put in the no auto returns...

did tests with only your mod active
sorry, english isnt my 1º language
Llamakazi  [author] 16 Sep, 2024 @ 2:56pm 
@Mingau
Hmm not sure, looks like starting a new campaign with Snikch it works as expected... Did you start a new campaign with this mod or one already in progress? If the latter then it'll only apply to newly hired Lords & Heroes, not older ones
Mingau 16 Sep, 2024 @ 2:20pm 
dont know if its by my side but im playing Snikch, when a character lvl up, it dont auto take the skills, they leave it to put points, I only have to pass the turn for it to take effect, dont know if it counts for the AI, maybe the AI can lose some points...
I think its related to leveling with the mechanics Shadowy Dealings
Llamakazi  [author] 16 Sep, 2024 @ 1:03pm 
@kal_wilson
Good catch! I do believe I initially had missed those; so they've been added as of the latest update:

Added support for automatically awarding the Caravan Lord campaign skills "Cargo Capacity", "Better Scales", "Hidden Stores", "Way-Finders", and "Local Guides"

If there are any additional campaign skills that other mods are adding, it's highly likely they'll be excluded (given what I've seen of "caravans for all" mods though, they should utilize existing vanilla campaign skills)
kal_wilson 16 Sep, 2024 @ 3:00am 
this mod is pretty good.
only issue i have in the game is when i send a convoy/caravan and they rank up they don't get anything from the Blue Line (might also be because i'm using a mod that gives most factions convoy's/caravans).