Total War: WARHAMMER III

Total War: WARHAMMER III

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Cpecific's Traits Manager (+win64)
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Tags: mod
File Size
Posted
Updated
1.392 MB
Apr 5, 2022 @ 8:02am
Jul 8 @ 6:30am
50 Change Notes ( view )

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Cpecific's Traits Manager (+win64)

Description
You can set trait level with double click, or remove trait by double-clicking on an active level.
⚠️ *IMPORTANT* - Area with lords is scrollable.
⚠️ Can work without memreader, but you won't have access to some features.
✔️ Compatible with any mod.
✔️ Savegame compatible.
✔️ Multiplayer compatible.
✔️ (only memreader) Background skill can be edited (MUST READ DESCRIPTION BELOW).
🤔*Have a problem?* Try to re-subscribe. Steam sometimes doesn't download the latest version of the mods.

Vanilla trait limit is 40.
After update 4.0 (Shadows of Change) it became possible to modify trait cap.
Search for such mods in workshop (link).
Traits Manager doesn't modify trait cap, and will show cap value "40" regardless of its actual modded value.

What are "inactive" traits?
Traits have levels, each level has a threshold point. You acquire traits throughout your campaign by doing certain actions. When those actions are done, game will add (usually) 1 point to a trait. When trait has accumulated enough points to have 1st level, it will become active (its' effects are now working). When trait is still inactive, all it does is occupy your 40 traits cap.

Why are some traits duplicated
You would think that traits, that have negative and positive parts, should be the whole thingy. But nope, CA decided to go the hard way. You could, technically, compose even 100 different traits into one blob.
In vanilla negative and positive parts are separated into different traits. They can be composed by linking them together as trait-antitrait pair. You can even link antitrait in one direction. Vanilla even has 2 of such traits (WH2 example).
Antitrait is not what you would expect it to be. It doesn't mean that it is negative or opposite. It means, that when you (with scripts) add point to that antitrait, then the game will first remove points from all other linked traits.
So, all the traits should be printed separately, as each could have a completely different antitrait configuration. It is even possible to have points in both antitraits at the same time (if they are one-directional).
For example, vanilla (WH2) has such configuration (trait -> antitrait):
  • trait_corrupted_chaos -> trait_non_corrupted
  • trait_corrupted_vampire -> trait_non_corrupted
And that would be the output:
  • trait_corrupted_chaos = [trait_corrupted_chaos, trait_non_corrupted]
  • trait_corrupted_vampire = [trait_corrupted_vampire, trait_non_corrupted]
  • trait_non_corrupted = [trait_non_corrupted]
When adding points to:
  • trait_corrupted_chaos, game won't delete points from other traits.
  • trait_corrupted_vampire, game won't delete points from other traits.
  • trait_non_corrupted, game will delete points from trait_corrupted_chaos AND trait_corrupted_vampire.

Changing Background Skill (unstable)
Background skill is the thing, that majority of lords and heroes have (knowledgeable, tough, etc...).
Even though they are rendered inside the traits list, they are not actually traits, but skills that were flagged as "background skill".
There is no native support for modders to change or view background skills (you can remove it, but not add).
This mod allows to change your background skill.
BUTT... there's a caveat!
  • it only works with memreader.
  • you can only select those background skills, which this type of agent is allowed to have. I tried giving "unallowed" background skills... upon loading, game would just discard those background skills.
  • this mod writes directly into memory and hopes that "it just works". And it indeed works.
    BUTT! You MUST immediately save and load new save. Because mod is directly writing to memory, CA's code is unaware of those changes, and therefore a gigantic cascade of problems could occur. For instance, if you change your background skill, then all the effects that are coming with it do not get applied. That's why you need to re-save the game.
  • because this feature is so unstable in my eyes, I will not be adding multiplayer support for it.

My Other Mods
Popular Discussions View All (9)
6
Feb 11 @ 1:43pm
Not Available
1076539581
22
1
Sep 1, 2024 @ 1:01am
Change generic lord and hero starting traits?
ScruffyMonk
1
Mar 7 @ 6:37am
incompatible game versions during multiplayer, both players using this mod
Vasti
942 Comments
ImmortalAzazel Aug 15 @ 11:47am 
Love the mod! Is there any way to, if you're building a trait 'profile' to be saved, save the 2nd or 3rd level of a trait for multi-level traits?
xylow17 Jul 28 @ 5:24pm 
Great work !! Defeated LL traits disappear with the old world. Also, how do I add a trait to attamans? Is there a shortcut or a way to access it from the character menu?
문돌이 Jul 27 @ 3:07am 
for me, the ui button wasn't appear on the start of the game but after the first battle, it show up.
Yes, it works after the first battle, I guess the button will appear after the trait acquired.
TheFatManOfKendal Jul 23 @ 4:34pm 
Combine mod with All is Dust's "Lord Hero Swap" for a bunch of extra traits.
auven Jul 23 @ 10:46am 
For me it worked perfectly fine yesterday (or at least on friday) but now it doesn't. So I'm guessing mod conflict?
Warvaka Jul 23 @ 9:08am 
Try to re-subscribe - dont help for me. I hope the author won't be mobilized and we'll get an update.
Jeremy Lin Jul 23 @ 5:49am 
yeah this need fixing, idk what mod is incompatible with this
Jeremy Lin Jul 23 @ 5:42am 
tested again with Just mem loader and the manager itself. it work but before this wasn't a problem and i didn't change my mod list at all
Jeremy Lin Jul 23 @ 5:17am 
unsubbed and then subbed again don't work for me wtf.
Supramaister Jul 22 @ 6:24pm 
hey, I unsubbed and then subbed again, and the mod is workin fine! truly a testament to the moddder :steamhappy: