Total War: WARHAMMER III

Total War: WARHAMMER III

Helper UI
Klissan  [developer] 3 May, 2024 @ 9:52pm
Bug reports / Compatability issues
Post bug reports here or if you know there's a conflict with other mod.
Last edited by Klissan; 4 May, 2024 @ 7:46am
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Showing 1-15 of 21 comments
Multox 8 May, 2024 @ 8:45pm 
There seems to be a small problem with the ranged damage calculations. I have a unit of handgunners and a unit of Nuln Ironsides. With the mod enabled, they both show base damage 6 and armor piercing damage 21. This is correct so far. However, they also both show damage over 10 seconds as 27. This is wrong for both units. For the handgunners it should be 26 and the Ironsides it should be 48 due to their dramatically different reload times. (10.4s vs 5.7s)

It seems that the missile strength calculation is always using a reload time of 10 seconds.

After disabling this mod, the correct calculations show up. I do not have any mods that affect units in any way.

Anyway, all of your UI mods are excellent! Thank you for them all!
Klissan  [developer] 8 May, 2024 @ 8:57pm 
Could you compare them in Custom Battle?

Also, Mod calculates damage per shot/volley doesn't take into account reload time.
There's 'Vanilla UI display Value' to check that
Vaken 8 May, 2024 @ 10:11pm 
I don't think this is compatible with [QoL][UnitCard][Indicator] Show Charge Active . I just tested it in custom battles. I did notice that the mod displays "charging" to the left of the charge icon, so maybe that mod is redundant. However, I don't think that it stays for the full duration of the charging bonus (Which is supposed to last about 10-15 secs) because it dissappeared after like 3 secs. Am I missing something?
Last edited by Vaken; 8 May, 2024 @ 10:14pm
Klissan  [developer] 8 May, 2024 @ 10:16pm 
It shows when charging *animation* is active. Same with that mod.
There's no way to track charge bonus currently unfortunately.
CA should expose charging coeff via their API to modders
Klissan  [developer] 8 May, 2024 @ 10:18pm 
Didn't actually test that mod. But was told that db's flag it's using is same as the string I'm looking for under morale bonuses
Klissan  [developer] 8 May, 2024 @ 10:36pm 
You could edit that mod and make it working as passive when flag is active. Should match my 'Charging' string
Vaken 8 May, 2024 @ 10:49pm 
Originally posted by Klissan:
It shows when charging *animation* is active. Same with that mod.
There's no way to track charge bonus currently unfortunately.
CA should expose charging coeff via their API to modders

I see. Very unfortunate. I just want to see my charge bonus CA, smh...

That mod is basically redundant then. Thank you for your quick answer.
Multox 9 May, 2024 @ 7:50pm 
Originally posted by Klissan:
Could you compare them in Custom Battle?

Also, Mod calculates damage per shot/volley doesn't take into account reload time.
There's 'Vanilla UI display Value' to check that

Yeah, I would really love to see the Vanilla UI display Value for ranged damage. But I don't see where to configure that. This mod doesn't seem to have an entry in MCT like the Babysitter and Good UI mods have. Or is this setting somewhere else?

Edit: I see the Vanilla UI display Value now, it's in battle mode. What I was talking about before was in campaign mode which doesn't show the Vanilla values. Campaign is the primary place where I look at unit values because that's when I make decisions about which units to recruit.
Last edited by Multox; 9 May, 2024 @ 8:02pm
Klissan  [developer] 9 May, 2024 @ 7:53pm 
It's under stat tooltip. Hover over missile damage to see it (where it vanilla it show detailed damaged)
Multox 9 May, 2024 @ 7:57pm 
Originally posted by Klissan:
It's under stat tooltip. Hover over missile damage to see it (where it vanilla it show detailed damaged)

(I edited above message and you replied at the same time.) Added the last paragraph which is where the difference that I noticed is a problem.
Klissan  [developer] 9 May, 2024 @ 8:07pm 
I'll check it, thanks!
Multox 9 May, 2024 @ 8:08pm 
Thank you too! I greatly appreciate your mods!
stromcleaver 10 May, 2024 @ 8:27pm 
Really nice mod !! Thanks for the effort

game seem to crash when loading a siege battle map starting as Sisters of Twilight.

Other included mods enabled

MIXER - Mixu's Unlocker
News UI Begone!
Legendary Characters - 103 Dalmatians
Legendary Characters Assets
Double Skill Points & Skill Dump
Mixu's Legendary Lords
Mixu's Legendary Lords: Asset Pack
Mod Configuration Tool - v0.9 Beta
Singe's Lord Skills Compilation
Warband Upgrade Ultimate
Victory Conditions Overhaul
Tech-Tree Compilation (New Version)
Drakyrie's Wood Elf Arrows TWW3 port
Last edited by stromcleaver; 10 May, 2024 @ 8:28pm
Alan 15 Jul, 2024 @ 9:37pm 
It looks like the entity damage breaks when looking at multiple different units in the settlement window. All three of these screenshots were taken within 10 seconds of each other, all are different, and all are wrong. It appears the values are affected by whatever unit you PREVIOUSLY looked at.

https://steamhost.cn/steamcommunity_com/profiles/76561198003023777/screenshot/2537298673756847422/
https://steamhost.cn/steamcommunity_com/profiles/76561198003023777/screenshot/2537298673756850422/
https://steamhost.cn/steamcommunity_com/profiles/76561198003023777/screenshot/2537298673756851173/

Also, while the per unit breakdown is useful, the 10 second normalized total weapon strength value appears to be missing.

Also the character sheet row for resists appears to be missing.
Klissan  [developer] 15 Jul, 2024 @ 9:57pm 
> Also, while the per unit breakdown is useful, the 10 second normalized total weapon strength value appears to be missing.
It's displayed as Vanilla UI Display Value under tooltip. You can even see it on your own screenshots.

> Also the character sheet row for resists appears to be missing.
You have resistances under the health bar with their's value displayed on unit card
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