Total War: WARHAMMER III

Total War: WARHAMMER III

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Tags: mod
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26 Jul, 2023 @ 12:30am
30 Jul, 2023 @ 11:06am
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Description
/-----------------------------------------Things to consider---------------------------------------------/
Too many Active Skills -> this mod is amazing and it's honestly better than mine.

I learned to make this mod in about 1 to 2 hours having no prior modding experience, so feel free to use Rusted Pack File Manager to alter anything from this mod to your personal desire!

/--------------------------------------------------------------------------------------------------------------/
So I had enough of having to Micro my Lord and turn on his 5 active abilities at a perfect time while still microing the rest of my army.

I left out some skills on purpose because the game removes any skill that has a passive trigger from the skill wheel which gives us the following problem:
N'kari's weapon, if I set it to activate in melee his charging attack won't have the increased damage and N'kari is meant to deal high burst damage and leave. If I set it to enable while charging it works but then if he stays in prolonged combat it won't activate again when the cooldown is ready. This happens with Skarbrand as well, the Charging attack happens BEFORE he engages in melee, seems to be an animation issue for any Huge unit.

Some people prefer Foe Seeker as a manual skill so I created This separate Mod to turn it into a passive, how it works is written in the description.

//--------------------Affected abilities and activation conditions--------------------//
Deadly Onslaught - Charging
Daemonic Onslaught - Charging
Heroic Killing Blow - In melee
Sword of Anti Heroes - In melee
Potion of Foolhardiness - Charging
Potion of Speed - Charging
Potion of Strength- Charging
Potion of Toughness - Health Below 75%
Potion of Healing - Health Below 75%
Dolorous Blade (Green Knight) - In melee
Bloodthirst (Daemon Lords) - Charging
Slippery - In melee
Extra Ingredients (Ogres) - On Cooldown
Unlimited Power (Ikkit Claw) - On Cooldown
Mortal Blow (Daemon Lords) - In melee
Staff of Volans (Balthazar) - On Cooldown
Helm of Discord - In melee
Verminous Valor (Skaven) - Losing melee combat
Warp Frenzy (Goritch) - Charging
Runefang - In melee
Warp Lightning Rod (Skaven) - Losing melee combat
Opal Amulet - In melee
Power Stone - On Cooldown
Black Periapt (Vampires) - On Cooldown
Sword of Lyonesse (Bretonnia) - In melee
Stand or Die - In melee
Stand your Ground - In melee
Daemonic Strength - Charging
Aether Sword (WoC) - In melee
All Hands Hoay (Vampirates) - In melee
Apocalyptic Charge (WoC) - Charging
Apocalyptic Vision (Beastmen) - In melee
Aura of Inertia (Lizardmen) - In melee
Avast Ye (Vampirates) - In melee
Axe of Grom (Greenskins) - In melee
Axe of Men (Beastmen) - Morale Wavering
Ballet of Blows (Slaanesh) - In melee
Barbed Knuckle Boxing (Beastmen) - In melee
Blade of Bel Korhadris (High Elves) - In melee
Book of Hoeth (High Elves) - On Cooldown
Charmed Shield - In melee
Da Great Un iz ere (Greenskins) - In melee
Dark Fortune - Below 75% HP
Regenerating Flesh - Below 75% HP
Fight or Die - In melee
Filth Mace - In melee
Flame Incarnate (Ogres) - In melee
The Graven Sceptre (Chorfs) - In melee
Black Hammer of Hashut (Chorfs) - In melee
Armour of Gazrakh (Chorfs) - In melee
Rock of Itza (Lizardmen) - In melee
Mace of Ulumak (Lizardmen) - In melee
Miasma of Despair (Lizardmen) - In melee
Trickster Shard - Never, honestly the skill is useless and I hate looking at it in my skill wheel
Necroparasites (Skaven) - Below 50% HP
Ghal Maraz (Karl Franz) - In melee
Slayer of Kings (Archaeon) - In melee
40 Comments
Engineer Hater 31 Jan @ 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] 9 Jan @ 9:02pm 
Qudit Thanks man.
Qudit 9 Jan @ 7:09pm 
Thanks for making this mod, and appreciate the referral to the other mod as well!
Welter  [author] 22 Nov, 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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2985359051&tscn=1731648210
acedan6879676 22 Nov, 2024 @ 12:05pm 
is this mod still being updated by chance?
Welter  [author] 2 Sep, 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 22 Aug, 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] 1 Aug, 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 31 Jul, 2023 @ 6:34pm 
Just to understand better, what is the difference between your mod and Too many Active Skills?
Welter  [author] 31 Jul, 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.