Total War: WARHAMMER III

Total War: WARHAMMER III

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Jul 26, 2023 @ 12:30am
Jul 30, 2023 @ 11:06am
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Description
/-----------------------------------------Things to consider---------------------------------------------/
Too many Active Skills -> this mod is amazing and it's honestly better than mine.

I learned to make this mod in about 1 to 2 hours having no prior modding experience, so feel free to use Rusted Pack File Manager to alter anything from this mod to your personal desire!

/--------------------------------------------------------------------------------------------------------------/
So I had enough of having to Micro my Lord and turn on his 5 active abilities at a perfect time while still microing the rest of my army.

I left out some skills on purpose because the game removes any skill that has a passive trigger from the skill wheel which gives us the following problem:
N'kari's weapon, if I set it to activate in melee his charging attack won't have the increased damage and N'kari is meant to deal high burst damage and leave. If I set it to enable while charging it works but then if he stays in prolonged combat it won't activate again when the cooldown is ready. This happens with Skarbrand as well, the Charging attack happens BEFORE he engages in melee, seems to be an animation issue for any Huge unit.

Some people prefer Foe Seeker as a manual skill so I created This separate Mod to turn it into a passive, how it works is written in the description.

//--------------------Affected abilities and activation conditions--------------------//
Deadly Onslaught - Charging
Daemonic Onslaught - Charging
Heroic Killing Blow - In melee
Sword of Anti Heroes - In melee
Potion of Foolhardiness - Charging
Potion of Speed - Charging
Potion of Strength- Charging
Potion of Toughness - Health Below 75%
Potion of Healing - Health Below 75%
Dolorous Blade (Green Knight) - In melee
Bloodthirst (Daemon Lords) - Charging
Slippery - In melee
Extra Ingredients (Ogres) - On Cooldown
Unlimited Power (Ikkit Claw) - On Cooldown
Mortal Blow (Daemon Lords) - In melee
Staff of Volans (Balthazar) - On Cooldown
Helm of Discord - In melee
Verminous Valor (Skaven) - Losing melee combat
Warp Frenzy (Goritch) - Charging
Runefang - In melee
Warp Lightning Rod (Skaven) - Losing melee combat
Opal Amulet - In melee
Power Stone - On Cooldown
Black Periapt (Vampires) - On Cooldown
Sword of Lyonesse (Bretonnia) - In melee
Stand or Die - In melee
Stand your Ground - In melee
Daemonic Strength - Charging
Aether Sword (WoC) - In melee
All Hands Hoay (Vampirates) - In melee
Apocalyptic Charge (WoC) - Charging
Apocalyptic Vision (Beastmen) - In melee
Aura of Inertia (Lizardmen) - In melee
Avast Ye (Vampirates) - In melee
Axe of Grom (Greenskins) - In melee
Axe of Men (Beastmen) - Morale Wavering
Ballet of Blows (Slaanesh) - In melee
Barbed Knuckle Boxing (Beastmen) - In melee
Blade of Bel Korhadris (High Elves) - In melee
Book of Hoeth (High Elves) - On Cooldown
Charmed Shield - In melee
Da Great Un iz ere (Greenskins) - In melee
Dark Fortune - Below 75% HP
Regenerating Flesh - Below 75% HP
Fight or Die - In melee
Filth Mace - In melee
Flame Incarnate (Ogres) - In melee
The Graven Sceptre (Chorfs) - In melee
Black Hammer of Hashut (Chorfs) - In melee
Armour of Gazrakh (Chorfs) - In melee
Rock of Itza (Lizardmen) - In melee
Mace of Ulumak (Lizardmen) - In melee
Miasma of Despair (Lizardmen) - In melee
Trickster Shard - Never, honestly the skill is useless and I hate looking at it in my skill wheel
Necroparasites (Skaven) - Below 50% HP
Ghal Maraz (Karl Franz) - In melee
Slayer of Kings (Archaeon) - In melee
35 Comments
Welter  [author] Sep 2, 2023 @ 12:37pm 
☼Barracuda☼ he cuts most effect's stats to 1/3 and then turns them into passives which are active all the time, which is probably better than just setting a condition for activating.

We cannot create new conditions, so we must use those that are already in the game which ends up making some skills have awkward triggers.

The only problem with "Too Many Active Skills" is that it overbuffs Foe Seeker, the actual problem is the Vigour aspect because the minimum replenish is 1% per second, the game doesn't allow any lower than that, so Foe Seeker essentially becomes Perfect Vigour and I think this trait is too strong to be given to every random Lord or Hero. Luckily I made a submod that fixes that
Barracuda Aug 22, 2023 @ 7:50pm 
So in the description, you mention "Too many Active Skills" is better than your mod. Why exactly do you believe that?
Welter  [author] Aug 1, 2023 @ 10:35am 
@Talivus my mod doesn't change the abilities duration, cooldown and stats. All it does is activate them automatically based on the listed condition.

I do not play with all the races so there are some that weren't implemented yet. There are some activation triggers which are not ideal, that's because we cannot create new triggers and must use the ones already in the game making some activations not ideal but there's nothing we can do.
Talivus Jul 31, 2023 @ 6:34pm 
Just to understand better, what is the difference between your mod and Too many Active Skills?
Welter  [author] Jul 31, 2023 @ 10:24am 
@Mehsaur Your first thought is correct, this mod does not alter any abilities stats. I separated foe seeker from this mod because some people prefer it manual.

I turned foe seeker into a passive with altered stats in my other mod because there is no good condition for it to activate. As far as I know we cannot create new trigger conditions, we have to use those already in the game so there is limited flexibility.
Mehsaur Jul 31, 2023 @ 9:52am 
So as I understand it this keeps the abilities as is in terms of duration, cooldown and effect, but simply activates them for your under the right condition? Or is it turning them into passives that are only active under the mentioned condition like your Foe Seeker mod?
Gleen Cross Jul 30, 2023 @ 7:13pm 
CoH 1 is the greatest rts ever, such a good game. I understand the appeal of APM, some people like the frenetic stuff (for example, I only played frenetic/fast paced character in Overwatch)... but nowadays I am too impatient for that kind of stuff. It's all about accessibility, give options to both casual and "hardcore" audiences. AI automation is not as effective, micro demands skill and it generates more "rewards", etc.. the Warhammer "AI General" mod is a good example, if you let the AI control everyone (especially cavalry), the AI will do a messy job... but hell, I just want to watch the battles anyway, so it doesn't matter if the AI is not as efficient. Usually I control the cavalry and mages by myself, everyone else is automated... this should be a vanilla thing, not a mod. CA treat us badly, but here we are
Welter  [author] Jul 30, 2023 @ 6:48pm 
@Gleen Cross I agree with you 100% I think only a minority like to micro everything, It's the same old Starcraft 2 problem where they PURPOSLY removed the auto activation on some skills to value high APM. They literally have it programmed because you can do it on the coop mode, but they deleted it for PvP.

I don't think any RTS should emphasize APM over Tactics, which is why I prefer Company of Heroes 2 competitive scene much more, no high APM needed.
Gleen Cross Jul 30, 2023 @ 5:28pm 
Yep, it would require a whole set of scripts... I am trying to figure it out one made by Drunk Flamingo, it's too complicated lol In the end, CA should include more AI automation in their games, I dare to say the minority of players really like to micro manage every aspect of the combat. The AI auto equipping items and ancillaries in Warhammer games, the AI controlling your units in every TW game, etc that would be the ideal for the more "casual" audiences (literal accessibility options)
Welter  [author] Jul 30, 2023 @ 12:11pm 
@Walkabout "Drink It" is more complex than mine because they altered the stats of many items and turned them into passives, you have to mess around in more tables to do that but This Mod does that! I personally use this mod and a SubMod I made to complement his and it works wonders.