Total War: WARHAMMER III

Total War: WARHAMMER III

Just Good Babysitter
488 Comments
Rí-rá agus RuailleBuaille Jul 29 @ 3:36pm 
@Captain_Cacao try Increased Responsiveness - re-uploaded edition.
Captain Cacao Jul 29 @ 6:52am 
Is there a mod like this but for movement orders? For example: if cav was ordered to pull out and run it would actually do it and not go save one model thats slightly stuck.
nobubblegums Jul 28 @ 3:44pm 
@The Spanish Inn Physician Did you pay for the mod? Stop being an asshole, good or bad this is a net positive for the community, unlike toxic trolls like you.

You have to use the attack mode much more conscientiously with this one, but it works as advertised. I wouldn't mind if guard mode units still attacked units very near to them, but that'd also create issues, so it's fine.
Avallac Jul 21 @ 5:14pm 
@The Spanish Inn Physician Guard mode works fine for me, I'll assume your other issues are from whatever conflicting mod is causing your guard mode being broken.
The Spanish Inn Physician Jul 21 @ 12:48pm 
Do you want your ranged units to suicide themselves in melee once they run out of ammo? Then this mod is for you! Do you want your gyrocopter to go into melee with bloodknights once it runs out of ammo? Then this mod is for you! Do you want your units to ignore guard mode commands and continue to chase after units completely messing up their firing positions? Then this mod is for you. 10/10 would uninstall again.
Avallac Jul 11 @ 2:37am 
@Honeybadger its a mod that lets you change settings of some mods, such as this one.
Honeybadger Jul 10 @ 5:14pm 
@Avallac I didnt even know what that is so I guess thats on me then. Ill look for it and see what I can do
Avallac Jul 10 @ 11:35am 
Yes
Echephron Jul 10 @ 8:22am 
Safe to deactivate midgame?
Avallac Jul 10 @ 12:38am 
@Honeybadger you can change this in the mod configuration tool.
Honeybadger Jul 9 @ 5:45pm 
I see a few comments but not nearly as many as Id expect about units not chasing down broken units and then refusing to accept my order over the mods. This is causing many frustrations for me regarding ranged and siege units running away broken but then coming back to the fight being max range away because my units refuse to just end them. I feel like if I give a direct order to a unit it should overwrite the mods commands for x amount of time or something, the mod is otherwise great but this is a real major frustration.
Deo  [author] Jul 8 @ 11:19am 
sure i'll add an option
BombRoss Jul 7 @ 12:34pm 
Would it be possible to add an option to remove the speed check you described? I mean units ignoring enemies if they are too fast for them, even if you give a direct order. It makes sense in a vacuum, but it doesn't take other factors into account, like other units that will join the fight and make it possible to catch up for example. I'm asking because I see the MCT has some options already, maybe this could be another one.
Khazukan Kazakit-ha! Jun 26 @ 7:56am 
fire at will bug gone with your mod or what?
Deo  [author] Jun 25 @ 3:45am 
hi, this is most likely because target is faster then your unit and will never be reached
OBI0USE Jun 25 @ 1:46am 
my units become distracted more often by enemie units. when i order them to attck B who is farther. they sometimes attack A who is closer but not close enough to initiate fight
D Dawg Jun 23 @ 3:45pm 
Does this mod mitigate the fire at will bug i and other are experiencing at all?
Deo  [author] Jun 6 @ 12:28pm 
please check those
Avallac Jun 6 @ 2:15am 
Kaarn the vanquisher for khorne also has an ability called slaughter and bloodshed which makes all units in the battle (friend and foe) to go on a rampage. This one should also not autocast.
Avallac Jun 6 @ 2:11am 
Nobber fangadoom legendary lord for greenskins has a skill Bigga an' Fierca. That one should not be automatic as it causes rampage, deals self damage and drains own magic.
Deo  [author] Jun 6 @ 1:25am 
yea, i can, let me know which one
Avallac Jun 5 @ 9:23pm 
Do you play by any chance with legendary characters mod? That mod adds some more characters to the game and some have unique skills. If you can disable one of those too (which should not autocast as it drains the lords hp for a buff) I can check which one it is.
Avallac Jun 5 @ 9:21pm 
Awesome, thank you very much! Also thank you for the amazing mod, I've been using it for a long time now, thanks for updating it too!
Deo  [author] Jun 5 @ 8:54pm 
removed, please check if it works
Deo  [author] Jun 2 @ 11:53pm 
sure, thanks
Avallac Jun 2 @ 8:33pm 
Can you please remove item granted single use ability to boost spell mastery for cathay called maw shard from autocast in melee?
Recommended to load this before or after Grimhammer? :crusader_helmet:
Alkern May 29 @ 4:35pm 
it solved deo, thanks a lot
Deo  [author] May 29 @ 12:09pm 
settings only saved when changed from world map
Alkern May 28 @ 3:21pm 
My settings keep resetting after battles.
Carcajou101 May 24 @ 2:30pm 
@Lunatic Yes it is.
Davi May 22 @ 12:21pm 
Without having to restart the game
Davi May 22 @ 12:21pm 
I would love for an option to turn the mod off or disable some of the settings. I don't want the features for some battles.
hewlet May 18 @ 1:24am 
@Slap My Potato , I was also having the same problem and get here to see if that's mentioned. After some debugging I saw the problem. The problem was my army was starting with guard mode enabled. Make sure the guard mode is disabled for melee units, and retry again.
Wisp May 7 @ 6:13pm 
Is this save-game compatible or nah?
Slap My Potato May 7 @ 1:53pm 
This mod is currently preventing me from chasing down and killing routed Lords. Couldn't even shoot at the lord running with ranged. Going to have to uninstall until fixed but the mod is great otherwise.
LUNATIC Apr 26 @ 6:26am 
Is this compatible with SFO?
Obi-Wan Cannoli Apr 21 @ 8:53pm 
Ranged units won't attack enemy units that have been shattered. Was trying to use some skaven jezzails to snipe the enemy lord that was running away who had a sliver of health left and they refused to attack him, every time I gave the attack order they immediately started attacking other units instead. It's a great mod but it shouldn't be overriding the orders I give the units myself.
PCR_Anibal Apr 18 @ 7:54pm 
Only issue is that it seems flying units considered the entire map to be "nearby" so you gotta babysit them a bit
Toad Smoke Apr 14 @ 2:44am 
Amazing work here. Best mod on the workshop.
NINA rojozangre Apr 12 @ 7:32pm 
OP
Deo  [author] Apr 12 @ 10:47am 
modding community welcomes you :)
✙Старийꑭ Apr 12 @ 9:08am 
The TWW modding community continues to amaze me. Just tried my first custom battle with this... I never imagined something like this mod could exist. The units practically fight on their own. I've been playing the TW series for 20 years - this is the first time I've experienced this type of unit control in combat. Thank you modding community, you are the best!:steamthumbsup:
虚空脑丶小丑 Apr 9 @ 3:55am 
希望有大佬可以汉化一下
Remo Apr 5 @ 5:31am 
Really wish this was a mod in TW: Three Kingdoms.
Deo  [author] Apr 4 @ 9:41am 
yes, it will
Aidenwolf Apr 3 @ 2:23pm 
Will this mod work with a campaign I've already started? My units sitting idle with enemies beside them is infuriating.
Deo  [author] Apr 3 @ 1:20pm 
Hi, this option may cause this, try to disable it
"Unit will be able to switch to another target if current is shattered and have higher speed"
SP00KYGUNNER Apr 3 @ 5:02am 
Did you change something with how targeting routing/broken units work? My units refuse to attack a broken target until every other unit is also broken.
Rexbert Mar 16 @ 3:14pm 
Yes it's super essential.
It was updated not even two weeks ago, I'd like to think it still works, LOL