Total War: WARHAMMER III

Total War: WARHAMMER III

Auto Abilities
40 Comments
Engineer Hater Jan 31 @ 2:40am 
Hi, I checked it and think this is still better if you are afraid of abilities going from active to passive might break the game, is it possible to make the list contain Winds of Magic items such as Power Stone or Chromatic Tome? All the power charged items just need to be used either on cooldown or ASAP anyways....that would be really helpful!
Welter  [author] Jan 9 @ 9:02pm 
Qudit Thanks man.
Qudit Jan 9 @ 7:09pm 
Thanks for making this mod, and appreciate the referral to the other mod as well!
Welter  [author] Nov 22, 2024 @ 12:43pm 
@acedan6879676
There is a mod that is superior to mine so I started using it. I also helped a bit in updating that mod.

Maybe you like it as well -> https://steamcommunity.com/sharedfiles/filedetails/?id=2985359051&tscn=1731648210
acedan6879676 Nov 22, 2024 @ 12:05pm 
is this mod still being updated by chance?
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.
Welter  [author] Jul 30, 2023 @ 11:57am 
@beef I know the feeling, I play with bretonnia with some 6 Cavalry units and I have no brain power left to cycle trough all Lords/Heroes and activating their skills.
Welter  [author] Jul 30, 2023 @ 11:55am 
beef92 I just removed it from this mod and created a separate mod to turn it into a passive, that way more people are happy, I think :D
Welter  [author] Jul 30, 2023 @ 11:53am 
@Gleen Cross I was searching yesterday for a mod like Auto Equip, unfortunately I have no idea if it's possible to do it, I think it would require actual programming which I don't know :(
beef92 Jul 30, 2023 @ 11:49am 
@Welter that makes sense. I like being able to toggle it for that "boost" when needed. In combat or charging based skills are where I find the most benefit from this mod as I typically either forget to use them, or late game when I have 5 heroes with 5 abilities each it just gets tedious lol.
technolibra Jul 30, 2023 @ 11:37am 
wow this is amazing. i absolutely hated microing abilities
Welter  [author] Jul 30, 2023 @ 10:59am 
beef92 yeah I use foe seeker generally out of combat as well, there are 2 options:
• I can leave it as manual
• Make it a passive with like 10% speed and only turns off when below 75% HP, the reason being if I leave it on all the time it works as Perfect Vigor and that trait is too OP to give to everyone.
Gleen Cross Jul 29, 2023 @ 10:25pm 
It would be a godsend if somebody makes a "auto-equip" mod, a script that equips every item available (maybe sorting by rarity), then unlock skills randomly and that's it. I love skill trees in general, but the constant prompts of this game can be annoying. Give me auto-equip to save time and that will be great
Walkabout Jul 29, 2023 @ 7:43pm 
awesome so does this include Drink It
beef92 Jul 29, 2023 @ 11:43am 
I see you mentioned foe seeker. I personally use that as more of a utility skill rather than combat. For example I'll often use captains or paladins on a pegasus as bait for enemy ammunition by having them zig-zag back and forth (works great for approaching siege walls too) and foe seeker makes them faster, thus better at dodging. Would you mind leaving that one as manual?
machotacoman256 Jul 28, 2023 @ 8:05pm 
Perfection. I'd also ask for an sfo version, but they probably add a million new abilities.
Welter  [author] Jul 28, 2023 @ 7:39pm 
machotacoman256 Added them both!
Welter  [author] Jul 28, 2023 @ 7:34pm 
souldmindproductions I love playing Bretonnia with some 6 cavalry units so yeah, it takes almost all my brain to micro them, I have low APM so it's hard for me lol.
machotacoman256 Jul 28, 2023 @ 7:04pm 
Would you add triggers for legendary items like Ghal Maraz and Slayer of Kings?
sigmars_disciple Jul 28, 2023 @ 4:47pm 
Pretty cool concept, it's like you made a metaphor of what I generally look for in life manifest as a mod (oh God, nobody will understand what I'm even trying to say....)

Anyway. 12/10 this one, clearly

@author, just out of curiosity: What do you do with all this time you saved during your battles? I assume finely micro-micro-ing those cav units for maximum efffect? Good lad <3
Welter  [author] Jul 28, 2023 @ 3:08pm 
-=LIVING_LIT4NY=- Too many Active Skills this mod is Awesome, it's better than mine to be honest I was actually thinking yesterday about making some abilites be active all the time with a stats nerf.
Welter  [author] Jul 28, 2023 @ 2:58pm 
beef92 I haven't touched the Ark of Sotek ability so it should work fine... but I literally learned to mod this week so there might be some things I do not know D:
beef92 Jul 28, 2023 @ 1:43pm 
Love the idea of this mod. Do you know if it'll interfere with other mods that already do this with some abilities? For example: SFO changes the Ark of Sotek Bastiladon and revivication crystal to automatically go off when in melee vs manual use in vanilla.
𝐂𝐇𝐀ᵒˢ𝐃ʷᵃʳᶠ Jul 27, 2023 @ 10:17am 
@Welter As of now everything works great, I still testing things out, if something happens to not work I will notify you.

Also if you search for mods that give's you some freedom from the abilities, then I recomend these three mods; (1), (2), (3).
Welter  [author] Jul 27, 2023 @ 6:19am 
-=LIVING_LIT4NY=- I included the Chaos Dwarfs Legendary Lord's items which had an active buff. I'm not sure the damage will apply to the first attack while charging because it may have the same problem as Nkari or Skarbrand where the charge attack happens BEFORE the unit enters in melee.
𝐂𝐇𝐀ᵒˢ𝐃ʷᵃʳᶠ Jul 26, 2023 @ 7:51pm 
When yo do them, let me know (..also some info about what you change in them would be good too..) and I test it.
Welter  [author] Jul 26, 2023 @ 3:58pm 
@-=LIVING_LIT4NY=- I can try to do them later, I don't have the DLC myself so I won't be able to test but it should be fine.
Welter  [author] Jul 26, 2023 @ 3:57pm 
@Neil Thanks man, not really my idea but the other mods similar to this stopped working or made some items work in weird ways
Lothar Jul 26, 2023 @ 3:31pm 
Big Paul the modder
Neil Jul 26, 2023 @ 3:10pm 
Amazing idea for a mod.
𝐂𝐇𝐀ᵒˢ𝐃ʷᵃʳᶠ Jul 26, 2023 @ 1:02pm 
ChaosDwarfs need these too!