Total War: WARHAMMER II

Total War: WARHAMMER II

Improved Skill Points
132 Comments
Grail 16 Feb, 2022 @ 1:21pm 
Thank you very much! Honestly can't imagine playing without it anymore!
Getto Gecko  [author] 16 Feb, 2022 @ 3:00am 
Yes, I plan to do so. I didn't want to spoil too much of the new game for myself so I didn't look into the point distribution of the different races so it might take a few days before the new mod will be there. I will put a link in here when its up but I since I will also play coop campaign on day one the new mod might not be there on day one but guaranted within the first week.
The new Equal AR mod will be the first thing in the morning I will do because I only need to read the files for that and don't need actual gameplay experience to think about how to balance it.
Grail 16 Feb, 2022 @ 1:31am 
Are you planning to do a version of this for WH3? Thank you so much for helping my experience of WH2!
Getto Gecko  [author] 26 Dec, 2021 @ 11:45pm 
Yes.
布布布洛格 26 Dec, 2021 @ 4:00pm 
is this mod work for ai ?
Getto Gecko  [author] 17 Jul, 2021 @ 9:52pm 
For those who said that it no longer works, have you activated it again after the dlc patch and mod update? Mods are automatically disabled by the launcher after that so you have to enable it again.
Prophet 17 Jul, 2021 @ 11:56am 
Doesn't work for me anymore either
Elomp 15 Jul, 2021 @ 8:00pm 
Still works!
dave_the_brave 2 Apr, 2021 @ 12:34pm 
could very well be something on my end, but ever since Rakarth this has not worked for me whatsoever
Getto Gecko  [author] 29 Mar, 2021 @ 2:25pm 
Still works, nothing has changed in the table an no new heroes where added. Steam doesn't take updates when nothing changes so in order to make steam recognize it as an updated version I would need to make a change upload it, that redo the change and upload again. Honestly to much clicks for a FLC update, I'm lazy.
Dixie Normus 29 Mar, 2021 @ 10:13am 
So does it still work, updated or not? Don't really want to progress to lvl5 just to test it.
Jastebro 19 Mar, 2021 @ 3:54am 
Likewise. Fantasy genocide is more fun with a full skilltree.
Last of the Thunderlords 18 Mar, 2021 @ 12:18pm 
Can't wait for this to be updated.
Sera 11 Mar, 2021 @ 9:49pm 
My DE Lord jump to level 101 after level up from 39 and their loyalty drop down very fast because my LL lord's level is lower than 101. Please help
TenderReed 3 Feb, 2021 @ 3:31am 
@Getto Thanks for your reply, I was just playing SFO recently and found out Lord and Hero can only reach to level 40 and skill points are not enough to cover all. I know the vanilla setting is level 40 as well but I play vanilla with level 60 and 2 point for each level so just not feel comfortable if my lord or hero does not gain all skills:steamsad:
Getto Gecko  [author] 3 Feb, 2021 @ 1:43am 
I don't use SFO and afaik there are lots of sub mods out there, so as long as the version(s) you use don't use the file it will work. Even if you have a sub mod that uses the same file depending on the loading order this mod or the other will take effect. So in short, you can always use this mod and most of the time it will run.
TenderReed 2 Feb, 2021 @ 5:35pm 
Hi Getto, just want to double confirm, can I use this mod in the new SFO?
Getto Gecko  [author] 2 Jan, 2021 @ 1:37am 
You won't need skill dumps, thats why this mod has none but depending on the LL and faction you will have maxed out most of their skills by level 40. For a few LL and factions your scenario will happen where you have to decide what to get but for most of them its more like "when to get" instead. That said, depending on how long you stick to your campagnes you will never or always see that happen. I rarely get my LL and maybe the starting hero(es) to 40 before I'm finished with mine but if you are one of those players who play 300+ turns each campagne than you might end up with lots of nearly maxed out lords and heroes.
Rythir 1 Jan, 2021 @ 6:19pm 
Trying to determine which skill point mod to go for. I enjoy not being able to fully max out a lord/hero and having to make choices, but I want to increase the number of points to max a few of the lines out. I also prefer to avoid skill dump mechanics as that means there are too many points to go around.
Rythir 1 Jan, 2021 @ 6:17pm 
Just to clarify the math. Lords are getting a total of 39 (Base) + 34 (Mod) for a total of 73.
Heroes depending on class will have either 39 (Base) + 4 (Mod) OR 39 (Base) + 8 (Mod) for a total of 43/47.
DioMarmotta 5 Dec, 2020 @ 6:48am 
thanks a lot!
Getto Gecko  [author] 5 Dec, 2020 @ 3:44am 
thx for the info, haven't played them yet. will make some changes today but as always it won't have retroactive effects
DioMarmotta 4 Dec, 2020 @ 9:02am 
hi, the sisters of twilight at level 40 have 1 extra point that can't be spent
Feng Ming Lul 25 May, 2020 @ 8:48am 
What's the proper order for this mod to work with other skill point increase mod?
Mathayus 23 May, 2020 @ 1:31am 
Thank you good sir. I just installed your mod, but mid-campaign. Is it not retroactive? I can't get the lower level bonus points. Wish I knew earlier this was updated :(
哥哥 16 May, 2020 @ 7:57pm 
3Q
Getto Gecko  [author] 15 May, 2020 @ 5:16pm 
@Darth Niggueis the Black and @Scorptiletzeero depends on the loading order, it can
@Lincolnmyth yes
Scorptilezero 15 May, 2020 @ 2:11pm 
Does this mod conflicts with Ultimate Chaos-Sub Mod - Skill Point Increase For Lords & Heroes?
Lincolnmyth 14 May, 2020 @ 10:50am 
@Getto Gecko is this multiplayer compatible?
Dr. Umar Johnson 6 May, 2020 @ 11:37am 
Does this work with SFO?
Gabe 30 Apr, 2020 @ 6:51am 
@Getto Gecko Nah, I'm asking because I made a custom skill tree, you do it with character_skill_nodes, however he only gains points after his initial 30 standard levels. I'd imagine that if I just increased the skill point count for champions it would mess things up for other characters such as those listed above. Must be some sort of campaign mechanic table somewhere that's controling this.
Getto Gecko  [author] 30 Apr, 2020 @ 2:54am 
Does the Green Knight get points again? They removed it at some point because it tend to crash the game. He counts just as a champion hero like the paladins. Or are you asking where you can create a skill tree for him and reactivate his point gains, than the answer is no I don't know it maybe somewhere within the campaign mechanic tables for the faction.

@Just4Fun this section isn't too active, so I think I can answer stuff every now and than even if I already did in the past. Its fine if I have to reanswer this if it comes up again.
Gabe 29 Apr, 2020 @ 10:20pm 
Do you know which table controls the green knights skill points? I've looked everywhere and I can't find it.
Getto Gecko  [author] 29 Apr, 2020 @ 11:47am 
Because the AI spends the points randomly even though they got a better system now. As a player you can rush your prefered skills with an early increase so while the player could max out early units, get full replenishment or LS fast the AI wouldn't have these advantages and nothing to counter it. I think the early game is the most important part of learning and understanding the games mechanics campaign and batlle wise so I don't want to take away that experience by simply giving players a huge advantage at the beginning.
Getto Gecko  [author] 29 Apr, 2020 @ 11:46am 
With the later increase the chances are higher that the AI distribution has already hit some unit buffs once the scaling starts so it has better chances to hold against the player. From mid game on the player normally is already in an advantagious position so while the skill point increase is ment to unlock the "true" power of LL and satisfiy completionists like me it also benefits the AI to be more challenging in mid and later game because it can't miss the good unit and campaign buffs most players take so that the terms on which battles are fought are more equal than with just a few random earl point.

TLDR: To keep the game challenging while having the option to see your LL in full power mode.
Getto Gecko  [author] 28 Apr, 2020 @ 11:28pm 
Its what CA categorise them in. Iirc it is the table which defines the hero campaign actions or something like that, I rarely look at it because it isn't used for the mod so I only check it when they introduce new heros.
Firepengu 25 Apr, 2020 @ 11:01am 
Don't reduce it too much! i like being able to fill out the skills :) and thank you again for this mod and all your work, really appreciated.
Viceroy Günther von Lichler 25 Apr, 2020 @ 5:50am 
thank you
Getto Gecko  [author] 25 Apr, 2020 @ 4:28am 
ok, thx for the info. malagor also got one too much in my last campaign, haven't revisited the old lords since they changed personal skills from 3 to 2. Going to reduce it within the next few days but it won't change retroactivly on your saves.
Viceroy Günther von Lichler 24 Apr, 2020 @ 12:26pm 
the agents that is, i dont know about runesmith lords as i dont have a max level one yet
Viceroy Günther von Lichler 24 Apr, 2020 @ 12:25pm 
yes
Firepengu 24 Apr, 2020 @ 11:15am 
meaning they get one point over their max number of buyable skills?
Viceroy Günther von Lichler 24 Apr, 2020 @ 8:55am 
runesmiths get 1 point too many
LOCKDOWN 18 Dec, 2019 @ 2:33am 
you can turn of notifications for specific characters if you wish. hope that helps! @jackblac
jackblac 14 Dec, 2019 @ 11:35am 
The green knight doesnt have any skills so with this mod my green knight is telling me the whole time he is summoned that he has unspent skillpoints.
Gaata 12 Dec, 2019 @ 8:57am 
thanks for the update
wilkinau 19 May, 2019 @ 1:08pm 
Thank you for letting us know about Kaedrin's Mod Manager. Using the CA mod manager to enable your mod was causing me to not gain any warp fuel and doom rockets not to be consumed when used. In the KMM it works properly.
Getto Gecko  [author] 22 Apr, 2019 @ 5:13am 
works on both, at least if you use the KMM when you have more than one active mod
Rebelsoul 21 Apr, 2019 @ 1:39pm 
for ME it works but not on vortex ?
Dodo 19 Apr, 2019 @ 1:01pm 
Yep did it and it worked thx for the tip bro :D