Total War: WARHAMMER

Total War: WARHAMMER

Ferrum Wizard Levels
59 Comments
BlackHeart  [author] 25 Sep, 2017 @ 5:37am 
Fixed
BlobDrop 18 Sep, 2017 @ 2:06am 
and all other orc and goblin wizard lords that i recruited while i was playing the bloody handz campaign. and even if you disable the mod play till they got all their spells and then enable it again they "forget" all their spells again. which is realy sad :( for now i guess i have to stick to gobbo and orc melee lords, and here i though i was done with that after the croocked moon campaign ^^ still squigriders with 80 melee attack and 90 charge bonus base are nice
Deamonhost 17 Sep, 2017 @ 2:31pm 
I can second that this mod currently causes a conflict with SFO and at least Wurrzag cannot learn new spells.
BlobDrop 13 Sep, 2017 @ 12:47am 
sry to bother you again but it seems like your mod is in conflict with the newest SFO patch , their seems to be no issue in the multiplayer but in the campaign my lord wizards cant "learn" any new spells even if i spend skill points on the specific trait, they get neither displayed in their caracker card or the bottom left in combat.
imagine a wurzag that needs to wait for the effegy of da git instead of just gork spaming and gazing the enemy general ^^
=[NK]= Col. Jack O'Neil 11 Sep, 2017 @ 7:18am 
Would this horribly conflict with Cataphs mod??? Or would they actually be alright??

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=873583615
BlobDrop 2 Sep, 2017 @ 10:52am 
thank you :)
BlackHeart  [author] 2 Sep, 2017 @ 5:47am 
Fixed
BlobDrop 2 Sep, 2017 @ 1:49am 
thanks for looking into it i realy enjoyed the spin your mod put on the battles even if it caused some low lvl ai wizard heroes to spam their first spell repeadetly till they killed my lord with fireball of all things ^^ :)
BlackHeart  [author] 1 Sep, 2017 @ 3:58pm 
I'll take a look, I guess I know what causes it
Silver 1 Sep, 2017 @ 3:24pm 
However it indeed worked before the latest sfo updates. I've used this mod for a period of time. Don't know what happened.
Silver 1 Sep, 2017 @ 3:18pm 
Same, can't get this mod work with SFO
Möntcalf 1 Sep, 2017 @ 2:24pm 
Can't get it to work even with just this+main SFO mod activated, game crashes on startup. Anyone having a similar problem?
Möntcalf 1 Sep, 2017 @ 8:43am 
Doesn't seem to be working for me but it might be just a mod conflict or something, I will check again later.
Möntcalf 1 Sep, 2017 @ 6:58am 
Thank you so much!
++ Syg ++ 31 Aug, 2017 @ 2:43pm 
@Dark Angel of Mars
Awesome thanks for the hard work man.
BlackHeart  [author] 31 Aug, 2017 @ 2:40pm 
@Möntcalf
Done
Really sorry for such a LATE update
Möntcalf 31 Aug, 2017 @ 6:53am 
Can we expect an update in a foreseeable future?
++ Syg ++ 21 Aug, 2017 @ 3:52pm 
@Please do, there is definately something funky between the two and I love that mod and yours!
Möntcalf 16 Aug, 2017 @ 4:32am 
Great, thank you for your hard work!
BlackHeart  [author] 16 Aug, 2017 @ 3:04am 
Aready did that for orginal mod, will probably add it here with Norsca update
Möntcalf 16 Aug, 2017 @ 12:49am 
Are you by any chance planning to add All Tabletop Lords compatibility submod or something like that? I really like the idea for this mod and I am pretty sure a lot of people would be happy with being able to recruit level 3 wizard lord for the Empire. Just a suggestion for the future.
BlackHeart  [author] 30 Jul, 2017 @ 4:53am 
Hm, not sure about coop, if you and your friend have it should work just fine I guess
doedoefistncuff 30 Jul, 2017 @ 1:42am 
does this mod have issues with coop? im able to get the lvl 4 wizard to show up but my friend using balthazar doesnt have it show and his spells are super weak.
Pondèrin♡ 26 Jul, 2017 @ 11:41pm 
Playing as the Fey Enchantress atm and it seems that lvl 4 wizard only give 5% cooldown reduction. Is this intentional?
=[NK]= Col. Jack O'Neil 23 Jul, 2017 @ 3:50am 
Submids for submods! :)
BlackHeart  [author] 22 Jul, 2017 @ 8:40pm 
Yeah it is not
Claudio 22 Jul, 2017 @ 1:43pm 
@ilearril I had the same problem and found that it's Ferrum Wizard Levels and the Legendary Lords Remastered mods that are not compatioble
BlackHeart  [author] 8 Jul, 2017 @ 1:38pm 
Thats means you have some compatibily issues
Bhelliom 7 Jul, 2017 @ 2:24pm 
I was wondering if the issue of having two buttons for the same lore and multiples of the same spell is related to this mod or something else? If you get what I mean, example: Being able to cast 3 Gaze of Gork (magic missile thing) right after eachother, from three different (but similar) icons. And then a fourth by clicking on the pick-lore button (doublettes).
BlackHeart  [author] 5 Jul, 2017 @ 3:08pm 
I'm also working another small mode that is aimed to improve a few caster LLs
Hope I'll finish it soon)
BlackHeart  [author] 5 Jul, 2017 @ 3:03pm 
Thanks)
++ Syg ++ 4 Jul, 2017 @ 7:25pm 
Thanks Dark Angel, for the record this is the only mod that makes playing casters usable thanks for all the hard work.
BlackHeart  [author] 4 Jul, 2017 @ 2:48pm 
But I will
BlackHeart  [author] 4 Jul, 2017 @ 2:48pm 
That's just me having absolutely no time to make them compatible heh
++ Syg ++ 4 Jul, 2017 @ 11:50am 
I love this mod, is there no way to get LL:Remastered working alongside it? Or is that their issue?
aaron.walsh198914 29 Jun, 2017 @ 6:07am 
hey good mod makes the game more immersive, i noticed one strange thing with durthu he can't use his abillity lamentation of despair with this mod active i have only tested this in custom battles
BlackHeart  [author] 16 Jun, 2017 @ 3:20am 
Ok thanks
Yeah its actually one of those mods that are likely to cause such things
Guyshuriken 13 Jun, 2017 @ 1:36pm 
@Saint777 I had the same problem so I did some testing. For me it was the Legendary Lords Remastered mod that was doing it. Hope it helps.
BlackHeart  [author] 10 Jun, 2017 @ 2:50pm 
Hey
Thats probably some compatibility issue cause it worked just fine
Saint777 10 Jun, 2017 @ 9:37am 
Hello. I was just wondering if you can help me. With every wizard i hire in campaign I get 3 of every ability. Im playing as gelp and also have a celestiel wizard and they both have 3 of every ability. each ability has a seperate cooldown. Not a huge deal just kinda annoying. Thanks!
meisterlix 25 May, 2017 @ 8:19am 
@lil deef
i noticed that as well. If these two mods were compatible that'd be like christmas for me :)
(wollah) (tallah) 24 May, 2017 @ 9:10am 
Hey dude, love it! Any chance you could make this mod compatible with legendary lords remastered?
That Drunk Fellow 7 May, 2017 @ 9:31am 
Thanks for the clarification, I had read the description through 2-3 times, but I was not a 100% sure from the description if they were just starting at a higher wizard level and could progress further or if not..
So yeah I appreciate the clarification.
BlackHeart  [author] 7 May, 2017 @ 3:23am 
@Drunk It is actually said in the description:)
No, they have only level they begin with.
Reason for that is that they are not primarily casters, Vlad is a damn good fighter and 3rd level for him is already nice I guess.
AS for Durthu - his is a monster meant to clash into enemy lines bringing slaghter and death. His ability to cast is just a little bonus, thats why he is level I, he isnt meant to be a strong caster
That Drunk Fellow 6 May, 2017 @ 7:02pm 
Okay so I am assuming Vlad, Isabellla, durthu and so on can't get past their initial "Wizard level" ? I am asking cause I am planning on running this alongside couple other skill mods and I want to make sure that this is not due to some sort of incompatibility that they can't progress past their starting wizard level.

Great mod by the way.
Whysofurious 6 May, 2017 @ 4:03pm 
Thank you man, this is what i was waiting for enjoyng my VC campaign while laughing in the more evil-vampiric-mannfred way ahah :)
BlackHeart  [author] 4 May, 2017 @ 2:28pm 
Fixed Spirit Leech thing, now should be working fine
As for his Wizard Level - he gets -3 to all spells, which as I chequed works. Crown already gives him more winds and as for other level effects - he doesnt get them on purpose as I already said
BlackHeart  [author] 4 May, 2017 @ 1:15pm 
They were missing on purpose actually. He had only level III cost recution
Thanks fixed that in both mods
Interesting that noone told about this befor, cant belive that none of 3k subscribers did used overcast death spells
Nicator 4 May, 2017 @ 12:28pm 
I fixed the trait not applying correctly to azhag, there were a couple of lines missing from character_skill_level_to_effects_junctions_tables that the other wizard levels had, so I added them and it seems to be working fine. Also, I noticed that the lore of death overcast spells weren't working correctly (they became 'Doom and Darkness' when overcast, instead of whatever spell they were supposed to be). I fixed it in unit_abilities_table, the wrong values were in the overpower_option column (though just for Lore of Death, except for 'doom and darkness' and 'aspect of the dreadknight', as far as I can tell). Just a heads up.
Nicator 4 May, 2017 @ 5:29am 
Azhag doesn't appear to be getting his level trait upon acquiring his crown. Another peculiar bug, but he doesn't get 'Spirit Leech', the starting spell for Lore of Death, either. I tested this with SFO only (where he correctly gets the spell when the equip the crown), and with just SFO and this mod, where he suddenly does not have the spell. I imagine they're related problems.