Total War: WARHAMMER III

Total War: WARHAMMER III

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Random Skill Selection - 7.0 Update
   
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Tags: mod
File Size
Posted
Updated
1.369 MB
Aug 29 @ 3:00pm
Dec 4 @ 1:16pm
3 Change Notes ( view )

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Random Skill Selection - 7.0 Update

Description
Report Bugs HERE [bjgmodding.atlassian.net]
Request Compatibility HERE [bjgmodding.atlassian.net]

Overview
The current skill system often leads to building every character the same, tailored exactly to a specific purpose.
If you dislike the way that makes them all feel the same, want more of a challenge or are just tired of investing skill points manually, this mod invests your skill points at random.
Instead of building the character exactly as you want, you will have to be more flexible to take advantage of what skills you get unlocked.


Features
Random Skill Selection
Every unlocked skill point is randomly invested to either acquire a new available skill or upgrade an already unlocked one.
All the usual limits on skill selection still apply.

Skill Reset
Resetting a character's skills, redistributes them all again randomly, giving you another roll of the dice.

Mod Support
Should be compatible with everything.
Mods that change levels / skill points per level are compatible by default.

MCT Adjustable
The default MCT config follows the vanilla skill point distribution of 1 per level and ensures compatibility with mods that change it.
See the guide here for more info.

Multiplayer Support
To play this mod in multiplayer, you need Multiplayer Sync , this utility mod makes it fully multiplayer compatible.


Known Issues
When resetting a character's skills you have to open the character details panel to apply them again.
When doing so the panel will immediately close and you have to open it again, this is to avoid UI issues with skills that are already applied but still show up as available.
The issue is only visual and the game will not let you apply those skill points.


Images
The beautiful settlement skins are from OvN Lost World go get it!
The southlands units are from Cataph's Southern Realms (TEB)
The albion units are from OvN Lost Factions: Albion
The araby units are from OvN Lost Factions: Araby
Campaign lighting and effects Campaign Weather Overhaul
Campaign map improvements Dynamic World
Camera Mod Screenshot Campaign Camera

If you don't want me to display screenshots with your work in them, I will remove them!


My Mods:


Thanks
Many thanks to the people over at Da Modding Den for the tools and help they provide!
Without them none of this would have been possible!

Anyone is free to reuse/modify/submod my mods/part of my mods for whatever purpose.
Should I ever become inactive or otherwise go MIA anyone is welcome to take over.

Report Bugs HERE [bjgmodding.atlassian.net]
Request Compatibility HERE [bjgmodding.atlassian.net]
Popular Discussions View All (1)
0
Aug 29 @ 3:13pm
MCT Options Guide
BlackJackGear
5 Comments
bushez Dec 5 @ 12:35am 
exactly !.
in the late game when you have a lot of lords and heroes its a really time consuming to put items on every one of them.
I was thinking if the AI have a system to auto put items on lords and heroes maybe we can give it to the players but I don't have the skills to do something like that.
BlackJackGear  [author] Dec 4 @ 11:17pm 
Thats actually a pretty good idea, managing those can be a pain
bushez Dec 4 @ 8:36pm 
@BlackJackGear

Is it possible to make a mod that auto equip items to lord's and heroes?
dodge33cymru Nov 8 @ 2:08pm 
Really like the idea behind this one thanks, I've never liked the system of choosing what skills you want, always feels like you should have to deal the hand you're dealt rather than stacking the deck.
Dean Winchester Sep 21 @ 1:46am 
Suggestion: An MCT option to set it so it only applies to generic characters. So you can still spec your legendary lords and heroes how you want.