Total War: WARHAMMER II

Total War: WARHAMMER II

Remove Army Buff Skills
47 Comments
goumindong  [author] Dec 15, 2024 @ 1:03pm 
I think you have the wrong mod. I stopped updating mine and Naele took over. And, additionally, this is the Warhammer 2 version. (and so i hadn't updated the thing to direct to their mod)

Anyway i think you're look for this page:

https://steamcommunity.com/sharedfiles/filedetails/?id=3134016536

Hope that helps!
jerome_chorel Dec 15, 2024 @ 9:21am 
First, thanks for this mod. I think it makes the game much more fun. Unfortunately still getting a crash when loading this mod since the last update. Here's the error message:

The following mods cause a crash to the Database:
Naele_no_red_army.pack

The first invalid database record is
wh_main_skill_node_set_oglokwh_main_skill_node_grn_lord_oglok_battle_06
in table character_skill_node_set_items_tables and pack file Naele_no_red_army.pack
goumindong  [author] Mar 10, 2022 @ 6:10pm 
Sorry For never getting back to update Drycha/Grom et all. But a little update to say that i think i am set for WH3 and have it working (tentatively) on my end
Trepen0004 Dec 8, 2021 @ 1:40pm 
awesome mod, just waiting for an update to include the missed lords such as drycha and then would be perfect.
Incata Nov 7, 2021 @ 5:22pm 
Raknik y Olog the orc lords that are unlocked with technology, sorry if I'm heavy but I'm putting them as I find them so as not to forget
Incata Nov 6, 2021 @ 9:02pm 
Grom is missing too ;)
goumindong  [author] Oct 29, 2021 @ 11:18am 
I understand. No worries.
Incata Oct 28, 2021 @ 4:49pm 
It would be great, thanks. I have tried to look at how to include it but the mod of it is crazy, it really is a lot of work and I do not understand half of the things. Her mod also has other implications in gamplay since she will opt more for blue skills and this improves her performance in the campaign where she develops 99% of the time. sorry i am using google translate hope you understand
goumindong  [author] Oct 27, 2021 @ 9:35pm 
I will look at Drycha when i have the time. And yea, i agree it would have been far nicer if there was some way to effectively toggle it. If there is though... i don't know total war scripting
Incata Oct 27, 2021 @ 1:57pm 
I really like the idea of the mod, it is a shame not to be able to implement it in a script or something like that to remove it from any general even from other mods. From what I have been able to verify, Drycha escaped you, it seems that it is the only one that keeps them as Freedlc I do not think it is a problem to add it
goumindong  [author] Jul 16, 2021 @ 12:11pm 
Sent you a request
Mr. Tarzan Jul 16, 2021 @ 2:59am 
Hey bud, are you on Discord and would you mind if I DM you? I've recently done some skill tree editing myself before I found this, just wondering if we could share tricks and help make the workload easier in any way as well as other things. I'm "Mr. Tarzan#7891"
Big Dog Bean Jul 15, 2021 @ 9:08am 
@goumindong Thank you thank you thank you :steamhappy:
Villein Jul 14, 2021 @ 1:51pm 
@goumindong Thank you so much for this amazing mod and the timely update. It's unbelievable how much good this change does, especially in conjunction with other 'essential' campaign mods. I echo Smoothie's thoughts completely.
goumindong  [author] Jul 14, 2021 @ 12:07pm 
This has been updated. And should be updated for the last time before WH3. Please let me know if anything breaks or doesn't work. It shouldn't break and should work since its pretty rote from the prior work. But i haven't had a chance to test it and probably won't for a while. (but i will fix it if there is an issue)
Doomjazzer Jul 4, 2021 @ 3:30pm 
Forgot to give feedback on this mod during my last campaign. I also enjoyed the lack of the red skill line, very good idea for a mod. Thanks!
Chunky Fetus Smoothie Jul 4, 2021 @ 3:23pm 
Hey goumindong, cheers for this.

There's many reasons why I dislike the red line and believe the game is objectively better without it, but it would literally be an essay so all I'll say is this mod is critical to my game now:). (E.g, the way it blatantly discourages army diversity, particularly for niche units; how the AI cannot use it remotely adequately; and how magic lords have to pick between the best skills in the game or accessing the spells that make them FUN.

As such, I'd love if you'd give us an update for the upcoming DLC. I believe it's the final one so that should be that until WH3. In fact, I'm literally begging you to do so. Can't believe this is THE only mod that does this.


goumindong  [author] Jun 8, 2021 @ 3:03pm 
I have been busy and haven't gone through to update things. I don't have any plans to do so at the moment but may after the next DLC. Note that even when not updated the mod will still work for all lords except new ones created by the new DLC/FLC. So if you're unconcerned with them having a potential buff/nerf, or are playing one of those factions yourself(and therefore can simply not utilize relevant skills) the mod will still work for you.
Big Dog Bean Jun 8, 2021 @ 9:11am 
I think this is a great mod so thank you for creating it. I noticed that its not been updated for the Rakarth FLC. Are you waiting for the next DLC until you update this mod?
goumindong  [author] Feb 1, 2021 @ 1:53pm 
Oh. You would have to modify the skills themselves and i don't know how to do that
goumindong  [author] Feb 1, 2021 @ 9:41am 
Do you mean prerequisite skills or like “unlocks at level x”? If the latter, no but you could look at the rank locked skills on offsets 1 and 2 and see if there are any triggers there. “Units_sets_tables” aren’t the only places skills are defined as well so once you find a skill to emulate dive through the rest of the DB to see if you can find something that looks right
goumindong  [author] Dec 5, 2020 @ 9:56pm 
Probability of that happening is roughly zero. Its not just about balancing the choices for me, its also for making the flow of unit progression better.
Ramyam Dec 5, 2020 @ 5:39pm 
While I like the idea of this mod I also kinda like the idea of progression that gets taken away with this.

is there a chance you could make a mod that keeps the red table, BUT cut all the buffs in half? feel like that would balance out the choices more while still keeping it.

thanx anyway for a good mod!
goumindong  [author] Dec 3, 2020 @ 11:39am 
Should be updated for the new DLC if something breaks please let me know
ozempic Nov 5, 2020 @ 7:41pm 
I love the idea behind this mod! Makes the game so much more fun by keeping the AI competitive with the player for longer.
ZeCid Oct 28, 2020 @ 2:57am 
Thank you so much !! i delete my savegames, and re start all campaigns, it is so much better without army skills
goumindong  [author] Jul 24, 2020 @ 1:19pm 
If you open up my mod in the PFM you can probably see how it works and compare with the tables in data.pack for a more comprehensive scope as well.
MorglumNecksnapper Jul 24, 2020 @ 12:11pm 
Thanks a lot for the detailed instructions and for the update, awesome.
goumindong  [author] Jul 24, 2020 @ 11:03am 
Should be updated for the current patch. Please let me know if i missed any lords.
goumindong  [author] Jul 24, 2020 @ 10:51am 

You will also need to go to character_skill_Nodes_table and change all of the "character skill node set key" for the now skipped skills to 0. And the "required number of parents" on the army 2/4 to 1. This removes the red skills from each lord and lets the connection from above work with just the one point of the prior skill.

character_skill_nodes_table will also have clues as to which skill nodes are which. Army Buffs are always on indent 4 and will have appropriate names for whatever the skill is in the character_skill_key. The key in both of these tables corresponds to the same skill so you can use one to find what you need in the other. If you then clean up the mod properly you can publish this as an addendum to mixu or this mod... which should be updated in a few hours
goumindong  [author] Jul 24, 2020 @ 10:51am 
But i will let you know how to do this yourself. You can open up Mixu's lord pack in the pack file manager and look for the entries for character_skill_nodes_links_table. Find every reference to army skills or battle skills and make sure that there is a reference from the middle skill to the first skill. (which likely won't be in the link table but will be referenced by the first army skill that is). If mixu follows (some of) CA convention (this has changed over the years) it will be something like wh2_dlc14_skill_node_def_beastmaster_army_2 will need to link to wh2_dlc14_skill_node_def_beastmaster_army_0 with a link type of "subset required" and 4 similarly will need to link to 2. This properly sets the connection between the active aura buffs.


goumindong  [author] Jul 23, 2020 @ 7:43pm 
It almost certainly will not be compatible with Mixu's lords. The method i use more or less is to re-write every entry for every lord type in the game. This makes it semi-backwards compatible with prior versions in that any unchanged lords will remain the same but new lords will not be effected. So to make it compatible with Mixu i would have to edit every lord in his mod and continue to do so as he made changes.
MorglumNecksnapper Jul 23, 2020 @ 2:54am 
Awesome! Please think about making it compatible with Mixu's legendary lords and tabletop lords, the amount of your subscribers will skyrocket:)
goumindong  [author] Jun 18, 2020 @ 7:48pm 
I haven't. Planning on updating once the next patch drops
MorglumNecksnapper Jun 18, 2020 @ 1:40am 
Don't give up on this mod please, it's the only attempt on Steam to curb the recent powercreep nonsense. What I'd love to see is all legendary lords' skills that buff their armies deleted as well, no more goblins destroying swordmasters.
goumindong  [author] Dec 16, 2019 @ 11:41am 
This has not been updated for the new lords and i don't have a timetable on when it will be. It should still work for all other lords though
goumindong  [author] Sep 17, 2019 @ 12:37pm 
Its less "unrealistic" and more that i don't like how the army buff skills make the game play. Your heroes get much stronger relative to regular troops now and become a more important part of the battlefield. Which kinda makes it more arcadey
ZeCid Sep 17, 2019 @ 3:42am 
more simulated battles instead of arcade-unrealistic buffs, thanks !

nobody has made a new "less repenishement" mod, which was also a very good point for simulation.
goumindong  [author] Sep 13, 2019 @ 12:50pm 
Was a "small" error in that a few of the huntsmans skills were not removed. That should have fixed it
goumindong  [author] Sep 13, 2019 @ 4:21am 
Its updated! And it should work! At the very least my game has not exploded and the minor testing i have done suggests heroes still have skills reduced. I haven't tested the new content so please let me know if something is busted
goumindong  [author] Sep 12, 2019 @ 10:53am 
This Mod is currently out of date with the new DLC. I will update it this weekend. It will still work on all lords that are NOT recently added but will not work for the new content
Marks May 18, 2019 @ 1:56am 
Thank you ! This Mod is Great! I love this , more fair and interesting fight !:steamhappy:
goumindong  [author] May 17, 2019 @ 5:14pm 
This does just remove the red skill tree. The active leadership buffs and the +5 passive aura buff are still there. It may be compatible with SFO if SFO does not modify the lords skill trees and does not add new lords. The method that this is achieved is by removing the links between the skills on the tree for each lord, and then rewriting the active leadership buff skills to tie in properly. This has do be done with each lord in the game. So any lord added by an other mod will have the red skill tree as normal while the base lords will be modified.
Marks May 17, 2019 @ 5:52am 
You mean that just remove red skill tree right ? That s god more fair game , compatible with SFO ?
goumindong  [author] May 4, 2019 @ 3:28pm 
Skill associations have to be edited for each lord and skill. So adding new lords means going through and "manually" fixing them
goumindong  [author] May 4, 2019 @ 3:27pm 
I will take a look and see what i could do. At the very least it would require a compatibility mod. As Mixu's lords will be adding new entries into the database and this works by manually changing the skill associations.
MorglumNecksnapper May 4, 2019 @ 3:20pm 
Great mod, but in order for people to use it I'd make it compatible with Mixu's lords, as everyone and their mother uses them.