Total War: WARHAMMER III

Total War: WARHAMMER III

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DEPRECATED, CHECK DESC Expanded Hero Skill Trees SFO
   
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794.977 KB
20 okt 2023 om 21:00
7 feb 2024 om 13:10
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DEPRECATED, CHECK DESC Expanded Hero Skill Trees SFO

In 1 verzameling van Think Critically
SFO Landmarks and Legends 4.1 Updated
384 items
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Pretty sure you can just use this mod instead:
https://steamproxy.com/sharedfiles/filedetails/?id=3272229259


Welcome back, Commanders
This is an SFO submod for Expanded Hero Skill Trees by Devon752.
The original mod seeks to make flavourful additions to the skill trees of all heroes. Currently, skills are implemented for all of Chaos (except Chaos dwarfs), Cathay, Kislev, Skaven, Dwarfs, Empire, Greenskins and Vampire Counts.

Everything the original mod does:
- extends vanilla trees
- adds additional skill trees
- affects only Heroes
- unique icons and flavor text for newly added skills
- fixes the replenishment of factions that didn't have access to it by adding Replenishment options on Heroes

What my submod does:
Prevents overwritten skill nodes by shifting the skill tiers and indents
Balanced Skaven Engineer's special Doom Rockets for SFO
Balanced new High Explosive Dwarf Master Engineer weapon for SFO
Prevented lore of stealth changes from overwriting SFO
Prevents overwritten skill node for skaven assassin and added Weeping Blade effect given by SFO to special venomous poison
Balanced Gaze of Gork and Mork'll Fix It in accordance with SFO's Gaze of Mork and Gork'll Fix It
Increased training skill exp to 50/100/200 like SFO
Added SFO units to new unit junctions
Balanced all projectiles and projectile explosions added by the mod

Compatiblity
My submod does not use dependency manager and my table names start with @, ensuring I do not overwrite any mods who plan to overwrite SFO as long as they use !. Some skill trees may look cramped but there should be no overwritten skills, broken chains or unintended skill locks. Every modified skill tree should be fully functional. Please point out any issues in the comments. Skill nodes use tier 1000-1100
38 opmerkingen
Think Critically  [auteur] 6 nov om 12:32 
Pretty sure this mod can be used instead:
https://steamproxy.com/sharedfiles/filedetails/?id=3272229259
Cthulhu The 3rd 20 apr om 15:28 
@Sagittarius A The main mod does. Crashes game on the end of turn 1
Sagittarius A 18 jul 2024 om 21:40 
Does this mod need to be updated?
RogueSkeptic 20 apr 2024 om 16:19 
I would love it if this gets updated
Sagittarius A 29 mrt 2024 om 0:38 
@Think Critically Yes, i understand that, but hero was on foot. But for now, that`s not important, i think, too much time left and i need to retest it. Good luck on the exams and thank you for your work!
Aquiles 1 mrt 2024 om 6:09 
Hello, @ThinkCritically. I think that the necromancer's magic line is out of place. Too much to the right.
Think Critically  [auteur] 17 feb 2024 om 0:12 
Yes, thanks for the report. I will be a bit busy with exams so I probably won't update my mods until 4.2 comes out, but I'll try to get it fixed asap after that.
Empyrium 16 feb 2024 om 18:33 
Thanks for your work here! I just started an Alarielle campaign for high elves, and the hand maiden's additional skills from SFO and Expanded heroes are overwriting each other, any chance you could check it out?
=[NK]= Col. Jack O'Neil 8 feb 2024 om 7:09 
Actually now that I'm updating the tables, I realised as well that I messed around with repositioning a few of the top line skills, but only a tiny bit. db/character_skill_nodes_tables/!!!gyro_mount_reordered_SFO_gyro_position
=[NK]= Col. Jack O'Neil 8 feb 2024 om 5:18 
I'll set the table in main_units to be labelled rsfo, so that it'll have a low priorty if there's another table that's editting that line.