Total War: WARHAMMER III

Total War: WARHAMMER III

Cataclysm Spells for Legendary Lords
58 Comments
Mercer Talon  [author] Jun 13 @ 12:59am 
Hey @Finnfern1991 , they should all be usable in Skirmish vs AI.
Finnfern1991 Jun 12 @ 9:34am 
does this make them available in skirmish vs AI mode?
cjsgh706 May 13 @ 4:33am 
can you make the mod katarin could all cataclysm spells
Mercer Talon  [author] May 1 @ 12:40pm 
Hi @BenjTheGreat - it's absolutely possible if you have a little bit of modding knowledge! I recommend checking out Da Modding Den for some starter guides - you could use my mod as a starter for working out what tables to change to add spells to heroes/lords.
BenjTheGreat May 1 @ 7:32am 
i want to use Thorsen's Thunderstorm while using empire faction is that possible?
Pootsie Sniffins Apr 6 @ 2:52am 
no waaghh spells :/
foxconnor272 Mar 7 @ 3:46pm 
Also I just realized Nagash actually has access to his malediction albeit one that is half the power.
foxconnor272 Mar 6 @ 3:52pm 
That was the question. Its alright Nagash is already op anyway in the Legions of Nagash mod.
Mercer Talon  [author] Mar 4 @ 10:49am 
Hi @foxconnor272 , I'm not sure what you mean I'm afraid! Nagash isn't covered in this mod.
foxconnor272 Mar 4 @ 9:55am 
Does Nagash have access to the vampires of tomb kings?
Enae Mar 4 @ 7:27am 
Thank you! I didn't know what app modders use to make changes, but with your help I figured it out. Now the mod works the way I like. Thanks for your wonderful mod and for explaining!
Mercer Talon  [author] Mar 4 @ 4:41am 
Hi @Enae , you should be able to change the levels yourself if you have RPFM. There are two tables that dictate the levels accessible: character_skill_level_details_tables and character_skills_to_level_reached_criterias_tables.

You can change the 29 in there to 49 and it'll mean that the skills unlock at level 50 (the reason it's 29 is because level 1 counts as 0 in the pack file for some reason).

If you need help with modding then there are plenty of great guides if you search. Otherwise, Da Modding Den is a great Discord to start with.
Enae Mar 3 @ 5:17pm 
Hi! Could you make lvl 50 version? Or maybe teach me how to do it for personal use. Lvl 30 feels too cheesy to my opinion :selphinehappy:
N7 Shepard Feb 24 @ 12:04am 
Just reading this mods description made me smile. Cant wait to try it :)
Fen'Harel Jan 26 @ 11:08pm 
No worries, glad you enjoy the idea! I'm no modder myself so making this on my own is out of the question. However it was worth to give the idea out there.
Mercer Talon  [author] Jan 26 @ 2:33pm 
Hi @Fen-Harel , that's a really great idea. Unfortunately, I don't think I'd have the expertise to do it via scripting, and adding it as an item would probably require a completely separate version of the mod so as to avoid breaking it. Feel free to fiddle about with my mod if you want to make your own private version which does this, of course!
Fen'Harel Jan 24 @ 9:37am 
Hello, would it be possible to make it an addition that just allows to unlock cataclysm spells for the player only, whatever faction they may play in current moment? If not from the get go in campaing, maybe they could be gained somehow - in a manner of "quest" battle or by obtaining item carried by certain characters? Or simply through skill tree of main faction lord so player can choose just how much overpowered they want to be. - if you would implement such thing tho, just quick reminder that it should be free unlock or come with additional points for skill tree.

Alternativlly could you make it so defeated legendary lord "drops" their spells alongside their trait? It would make lord hunt way more rewarding!

Overall amazing mod with great care to add some flavour behind fun factor :D
Gwyned Jan 6 @ 4:38pm 
wish it was in items at least we could choose spells our self which race we want to add which spell (lets say one spell and others become irrelevant because now u make one race above others with this choices)
☠Be'lakor☠ Dec 23, 2024 @ 5:48am 
Thanks for your answer, will check it out. happy holidays to you as well!
Mercer Talon  [author] Dec 22, 2024 @ 10:07pm 
Hey @☠Be'lakor☠ , thanks for your feedback! If there is enough interest in having the spells army-bound I might think of changing it. If you want the spells to be army-bound I'd recommend using Liu's Ultimate Spells , although it hasn't been updated for over a year and doesn't have any new factions or new cataclysm spells in it.

I think having *any* lord being able to pick any spell they wish would require scripting which I'm not remotely experienced with, although I don't see why it wouldn't be possible through a ritual event. Perhaps a request to make in Da Modding Den Discord, or there are plenty of guides on how to learn this side of modding!

Sorry if that's not the answer you were looking for. Happy holidays! :-)
☠Be'lakor☠ Dec 22, 2024 @ 4:39pm 
Hi! thanks for this mod, for some reason it is so hard to find a good mod with cataclysm spells.... but just a random question/suggestion could you make a cataclysm spell mod that any lord could unlock any spell at certain level? or maybe make it a army ability like in chaos campaign? for those who just wanna do have a fun run and like to use these spells`?
David Dec 21, 2024 @ 3:07pm 
Wow, how did I miss this one, used Liu's Ultimate Spells one for quite some time, didnt know there was a sucessor. Thank you!
Medic4Christ Dec 14, 2024 @ 5:32am 
Thank you for being so helpful!
Mercer Talon  [author] Dec 14, 2024 @ 4:53am 
@Medic4Christ It's because the Chalice of Potions spell entry in the unit_special_abilities_tables table is missing a Wind Up Stance. Search for wh_dlc07_item_abilities_chalice_of_potions in the above table and scroll over and you'll see that 'Wind Up Stance' is empty. I've tested it by filling that box with cast_up_long and she gets the Heavens particle effects whilst casting after that (both mounted and on foot). That only works if the lord has that animation already as part of their kit (which most spellcasters do), unless you want to dive into custom animations which I am not remotely knowledgeable on.
Medic4Christ Dec 14, 2024 @ 1:38am 
Sorry to bother you again! Thanks for being so helpful. Can you tell me what files you modified to give bound spells or abilities (Like your mods spells) a casting animation? For example, I am trying to make bound spells like the Fay Enchantress's chalice of potions have a casting animation. I tried altering the bound comet spell in the files, but it hasn't worked.
Mercer Talon  [author] Dec 13, 2024 @ 2:12pm 
@Medic4Christ I'm not sure, my modding skills go about as far as editing a few tables and pilfering existing CA resources. You may need to report your bug on the CA bug report tool [community.creative-assembly.com] or perhaps post it in the #community_bugfix channel in Da Modding Den [discord.com].
Medic4Christ Dec 13, 2024 @ 1:44pm 
Thank you! Listen, while I have you. I have noticed a bug in the game that I don;t know how to fix. And seeing as you are clearly talented, I'm hoping you can help. The Chaos sorcerer of the fire lore do not have particle effects while casting any of the fire spells. There is an animation, but no fire particle effects on the character when casting. This only happens for the fire and shadow lore versions. And when you mount them on their shrine mount, the particle effects are back. Do you have any idea where to go to fix this?
Mercer Talon  [author] Dec 13, 2024 @ 12:59pm 
@Medic4Christ good spot. All of the 'vanilla' Cataclysm spells were army-bound abilities so never had casting animations. I've added animations to all but the Khorne spells (as Khorne don't inherently have animations since they despise magic). Not able to test Chaos Dwarfs as I don't have the DLC but am assuming they're also working. Thanks for the report.
Medic4Christ Dec 13, 2024 @ 12:09pm 
Hey there. What I mean is that with certain abilities, like the cataclysm spells in your mods, when you cast them, the caster doesn't animate. The spell just happens. Unlike when you use one of the regular lore spells, when you cast fireball for example, the caster waves and lights up before the spell goes off. I was wondering if you could either add this for the cataclysm spells.
Mercer Talon  [author] Dec 13, 2024 @ 10:31am 
@Medic4Christ I'm not entirely sure what you mean by cast animation. There are a couple of entries in unit_special_abilities_tables which affect the animation the Wizard whilst they're actually casting the spell if this is what you want(see 'Wind Up Stance' or 'Special Ability Display'). You might be better asking in Da Modding Den discord [discord.com].
Medic4Christ Dec 13, 2024 @ 9:31am 
Would you know how to add a cast animation when the spells are cast? Like other normal spells? Or be able to lead me to the files I would need?
Mercer Talon  [author] Dec 13, 2024 @ 1:46am 
@ElyonHU an update shouldn't be necessary unless you've spotted something broken in the mod. As far as I can tell, the latest patch hasn't touched any of the characters or tables that this mod affects. If you do spot a bug, please let me know.
ElyonHU Dec 12, 2024 @ 11:28am 
pls up 6.0
ElyonHU Dec 11, 2024 @ 1:13pm 
ty i hope up 6.0
Nerus Oct 11, 2024 @ 3:58am 
Ah ok thx for the explanation. I always thought like Miao Ying (the storm dragon) lighting stuff ---- Yuan Bo (the Jade Dragon) green (Life) Stuff XDXD

And yeah i didn't thought about Vlad beeing also a hero when you play as Isabella
Mercer Talon  [author] Oct 11, 2024 @ 1:22am 
@Nerus , I largely followed the spell lists that CA has allocated to them, which I deem as reliable given how limited information about the Cathayan dragons is in the actual source books. There's an interesting Reddit thread here that talks about how Cathay treats magic compared to the rest of the world, which goes a long way to justify why CA opted for Life for Miao Ying and Heavens for Yuan Bo. On that basis, I'll likely leave the cataclysm spells as they are for these lords.

For Vlad, I'll consider adding a spell for him when I push the next update. This mod doesn't touch heroes, partly because of the effort but mostly because it would be quite easy for some factions to double or triple the number of spells they might have access to if I did.
Nerus Oct 10, 2024 @ 5:00am 
Why does Miao Ying has Life and Yuan Bo has Heaven? Shouldn't it be the other way around?
Nerus Sep 18, 2024 @ 6:50am 
Maybe if you hate Mannfred, could you give isabella or vlad the Lore of vampire spell?
Mercer Talon  [author] Sep 11, 2024 @ 10:10am 
Morathi now has access to Dance of Despair as well as Hymn of Agony.
NVani Jul 16, 2024 @ 8:51pm 
@Mercer Talon Building on the Pendulum of Fate idea:
Decrease cooldown by a random non stacking value, or some Tzeentch associated number? I don't know off the top of my head what spells are already 0 cooldown with effect stacking ( Yuan Bo defeat, Prismatic Plurality), or whether the random value is needlessly complicated. Alternatively, add a sizable miscast chance (15%?) to represent the chaos. I think some Tzeentch skills already have this kind of downside in vanilla.

I guess the strengths between Command the Winds and Pendulum of Change just have to be different enough even if they cover similar effects.

Command the Winds: Reserve, Power Recharge/cost, Miscast reduction (usually not a significant benefit in vanilla)
Pendulum of Fate: Cooldown, Intensity
Kriega1 Jun 28, 2024 @ 5:45pm 
Nvm noticed Cylostra has Dark but she's the only other one and im not sure if that's just a placeholder or not
Kriega1 Jun 28, 2024 @ 5:37pm 
Is this following ET or pre ET power levels? If the latter, i'd remove one of Archaon's cataclysm spells (He wasn't really much of a potent spellcaster in non ET rules), give Morathi both Dark and Shadow, swap Malekith's Shadow to Dark instead (Only Morathi has Dark plus Shadows is already common from your distribution)

Also do u plan on making more cataclysm spells for the uncovered lores (big/little waaagh, wild etc...) ?
UltraStrategyMan Jun 28, 2024 @ 9:49am 
Okay, thanks. I just heard CA change a lot in 5.1 update, but was not sure if this is applied to this mod.
I agree that spells from Mirror of Change are too much powerful, and I only see them as one time option thing(like it requires a lot of magic winds and special curcumstances to use) or make weaker versions of them or atleast not instant kill.
Mercer Talon  [author] Jun 28, 2024 @ 8:59am 
@UltraStrategyMan it shouldn't need updating as the patches haven't touched any of the fields used in this mod. If you get any crashes or conflicts let me know, although I'd suggest trying the Troubleshooting wiki guide [tw-modding.com] first.
Mercer Talon  [author] Jun 28, 2024 @ 8:59am 
@Nvani Some great ideas for the next update. I'm thinking:

- Increase blast radius and damage on Wrath of Khorne.
- Pendulum of Fate allowing spells to be cast with no cooldown. Unlike Command the Winds which provides winds for a slower, orderly style of casting, I'd like Pendulum of Fate to allow a caster to essentially bombard the battlefield with spells in a more chaotic manner. WIP as I'm not sure how it will work in practice.
- Buff Warpstorm to be on par with Thorsen's Thunderstorm.
- Add Rampage to phase 3 of the Great Red Pox.

No changes for Slothful Stupor and Dispel Mortal as I think they both fill a gap in the existing schools. I did consider some of the spells from The Mirror of Madness (thanks @UltraStrategyMan for the suggestion) but the way they're coded pretty much has them insta-kill foes rather than deal damage. I feel like this is probably too powerful for a cataclysm spell unless I can work out how to reverse-engineer them.
UltraStrategyMan Jun 28, 2024 @ 4:05am 
Would you update mod?
NVani Jun 6, 2024 @ 7:08pm 
Not weak but could be different:
The Great Red Pox- to make it more different from Ashes & Dust and more like Lore of Plague, maybe poison effect or lower damage but add frenzy at the last stage? That way there will be more time for Skaven weapons to fire into the chaos.
NVani Jun 6, 2024 @ 7:07pm 
I love the mod and the added cataclysm spells.Some custom ones feel a bit weak in practice (using Beast, Shadow, Heavens as benchmarks)

Wrath of Khorne- could use a damage and radius boost to make it similar in power to the army spell Blade of Khorne

Slothful Stupor-phase 1 effect and duration makes it much weaker than Dance of Despair. Without phase 1 it's comparable but different.

Pendulum of Fate- it's the only spell with a downside and I don't feel like it gives enough momentum when it's beneficial. One of these additional effect might be good to make it different from Command the Winds: decrease WoM cost, or decrease spell resistance around the caster

Dispel Mortal- duration of phase 1 & 3 could be a bit shorter. 30 seconds of invulnerability is a long time. It also doesn't feel like a part of Lore of Tzeentch which is heavy on spamming AoE damage spells.

Warpstorm- I feel like it's somehow doing a much less damage than I expected for a bunch of Warp Lighting
Mercer Talon  [author] Jun 6, 2024 @ 12:50am 
@UltraStrategyMan actually that's a really good suggestion and I have no idea why I didn't think about it before! I've never played Mirror of Madness so I'll have to do some research and see what skills fit. I'm not entirely happy with Tzeentch's cataclysm spells in this mod so definitely happy to rejig them. Thanks for the input!
UltraStrategyMan Jun 5, 2024 @ 4:46am 
Maybe not a right suggestion, but what about spells from mirror of madness? These are also powerful spells that locked not in just campaign, but in game mode. Could be cool if Tzeentch characters could use them too.