Total War: WARHAMMER II

Total War: WARHAMMER II

SFO: Grimhammer II: Overpowered Magic SUBMOD
57 Comments
commies beware 14 Mar, 2023 @ 1:36pm 
is this just player or ai as well?
Black Spiral 21 Aug, 2022 @ 9:38pm 
Nevermind! This mod actually works, it just looks like it doesn't. The problem is that the changes seem to be linked to campaign difficulty modifiers, so when looking at the spell stats/card it doesn't indicate a change at all, and custom battles also don't show the change. The magic buff acts as a campaign difficulty advantage, and again, it doesn't show on the skill tree, but once you acquire the spells you can see the difference in cost, miscast chance, and cooldowns.

The problem is, I wish it applied to all factions instead of just the player, but I think you'd need to edit every spell.
GIGroundNPound 19 Aug, 2022 @ 10:56am 
@Black Spiral, I also believe you are correct good sir as I did some tests yesterday evening and felt as though nothing was different. To double check this fact, I created a separate table and modded magic myself and sure enough those changes worked, so it seems this is a dud .
Black Spiral 18 Aug, 2022 @ 10:15pm 
This doesn't seem to work... I tested with Malekith, with the mod enabled and disabled, no change. My load order follows the alphabetical naming, but maybe I should manually adjust the load order?
Hoodoo Brown 2 Aug, 2022 @ 7:11am 
@PQUNDCAKE clowned! :steamsalty::steamsalty:
Venris  [author] 27 Mar, 2022 @ 3:15am 
@PQUNDCAKE: That is not true. For example in SFO spells have +50% cd value so in submods its value of 0. Making it -50%. Basic modding things :). Values of same effects replaces each other, do not stack. So if you would do -50% in submod it would mean you have -100% in fact because base SFO value is +50%.

So it all works in campaign as intended.
PQUNDCAKE 2 Mar, 2022 @ 7:02am 
Yeah this mod does not work because all the effect_value's are set to 0 lmao
SORA 27 Jan, 2022 @ 4:57am 
I modified the file but it has no effect on Deathwind:zote:
squirtlesquad914 12 Jan, 2022 @ 3:49pm 
@Singrana I found the same thing. Can you tell me where/how you found the file to fix the mod? It looks to me to not change anything that SFO changed
multichromosome 26 Dec, 2021 @ 12:56am 
thanks for the update!!
Singrana 25 Dec, 2021 @ 6:33pm 
this mod did not work for me, after opening the pack file i find a bunch of lines that apply both additive and multiplicative MODIFIERS of 0 to various things like cooldown, cost, misscast.

i then changed the one i wanted ( % cost) to "-50" and then spells had half the cost, so this mod DOES NOT WORK as advertised by itself, but it can be rather easily fixed
[ΦX] JayDee 20 Dec, 2021 @ 9:20am 
this works for both sides player and ai?
Venris  [author] 19 Dec, 2021 @ 3:04pm 
This mod dont require update. Its working.
multichromosome 3 Dec, 2021 @ 11:39am 
which is a shame
really
multichromosome 3 Dec, 2021 @ 11:38am 
its not working
multichromosome 3 Dec, 2021 @ 11:36am 
please update this please please please:steamsad:
NotTheAbhi 3 Dec, 2021 @ 7:46am 
Will it be updated now?
Zetril 29 Aug, 2021 @ 2:52am 
An update would be nice. Not working right now. :)
Crusader 25 Aug, 2021 @ 12:41am 
this mod will require update again :)
Mr. Tarzan 3 Jul, 2021 @ 9:56am 
@SAI13103
How did you test it to verify?

To all those saying values are 0. Yeah, that's the point. Did you bother checking original values?
Cooldown from 50 to 0 = -50
Miscast chance from 25 to 0 = -25
and Magic cost from 25 to 0 = -25
SAI13103 21 Jun, 2021 @ 5:40am 
no work
SORA 5 Apr, 2021 @ 1:33am 
no work?:steambored:
antenociti 15 Feb, 2021 @ 2:51pm 
Mod doesnt appear to do anything... RPFM shows data all set to zero....
crazyman 1 Feb, 2021 @ 12:28am 
work for AI ?
Mosley was right 30 Jan, 2021 @ 3:15pm 
Thank you! Magic in Warhammer is 'supposed' to be insanely OP, and not the bitch-ass little party trick that it is in vanilla.
nateeneeg 25 Jan, 2021 @ 7:38pm 
Honestly, I would be happy with a mod that gives you no max or a very high cap to the power pool.
Last Raven 23 Jan, 2021 @ 2:04am 
Dunno if steam has bad version of the file or not but I'm not able to get any data out of this pack file with PFM or RPFM when I try and just see if it is actually making changes with the pack file. PFM shows that the table effect_value is all 0s and RPFM gives me an error when trying to access the same table. Unsubbed, deleted local files, resubbed and still get the same thing.

Just my 2 cents.......
onhouki 22 Jan, 2021 @ 10:06pm 
does it work with other MOD's addtional magic?
Venris  [author] 22 Jan, 2021 @ 1:24pm 
This submod dont require update.
ajaxjs 21 Jan, 2021 @ 7:01pm 
Is there anyone out there who enjoys playing with a 25% base miscast chance? I wish SFO would just use vanilla magic instead of making us choose between a completely shit system and an OP one.
EejitOnTheSilverMountain 19 Jan, 2021 @ 3:07pm 
Venris has said in one of his latest vids that the submods will be updated in the coming weeks, calm down guys its being updated.
JeanKuule 19 Jan, 2021 @ 8:19am 
Hey man, just to inform you that you have a typo in your description: you write SFO: Grimhammer III ;)
egbert504 17 Jan, 2021 @ 4:37pm 
Any chance for a update to this Sub-mod?
Sly 11 Jan, 2021 @ 8:01am 
@Shavy The mod this one is a submod for is currently being updated and you can clearly see that this mod hasn't been updated since August last year? Silly question, honestly
Shavy 10 Jan, 2021 @ 6:58pm 
does this just not fucking work? Is it a joke mod?
Purromi 4 Jan, 2021 @ 4:39am 
it's balanced or makes magic really over powred and races like dwarves with no magic are devastated?
lucky_dutch 11 Aug, 2020 @ 11:48am 
Doesn't work but I have no idea why as they're the exact same lines as the modifier in the SFO pack files.
toby van kenoby 9 Aug, 2020 @ 12:14pm 
This mod makes SFO, SFO again.
The Prancing Prawn 17 Jul, 2020 @ 3:57pm 
Update would be much appreciated. Started a new Gelt campaign with SFO, and his basic spells which don't seem to do any more damage than in the base game suddenly cost some 16 instead of 4 WoM. Definitely makes him a sad boy.
Babbahermeeni 12 Jul, 2020 @ 5:58am 
Can confirm still does not work with the updated sfo. Mannfred had 55% miscast chance and killed himself after casting 7 spells in a battle and EVERY SINGLE ONE miscasted. Like.. are you serious? One of the most powerful sorcerers in the world kills himself casting danse macabre and invocation, with a 55% chance, and just dies. This mod NEEDS to be updated! SFO's magic miscast chance is unbareable without this.
BootlegZoke 30 Jun, 2020 @ 4:42pm 
Mod does not seem to work with the updated SFO.
Sinister2453 30 Jun, 2020 @ 3:20am 
is this out of date for anyone else?
Arknoangel 30 Jun, 2020 @ 1:02am 
is this mod up with new SFO? thanks in advance :)
rmiller_nub 9 Apr, 2020 @ 2:15pm 
So I just tried this (Load SFO II first, than this mod) and notice both Gelt and Teclis have a base 50% miscast which is exactly the same as SFO. I would expect this mod to drop the miscast to 30% (or 40% is you doing x.2 factor decrease). However I was only able to get 40% after taking the grounded skill (which does a -10 miscast chance).
BootlegZoke 1 Apr, 2020 @ 12:19pm 
Can we get a version of this mod that just removed miscast from base spells... Having a 1/6 chance to miscast on base spells is increadibly unrewarding.
Vizze 14 Mar, 2020 @ 4:26am 
Working with Wildwood?
Defenestrator 16 Feb, 2020 @ 9:44am 
I'm not sure this mod is working as intended. The -20% miscast is not a flat application like the miscast chance reduction skills. For Teclis his base miscast chance is 23%, this mod does not drop it to 3% but instead to 17% (~20% less than the base). It's possible that this is intentional, but it is not mentioned in the brief description of the mod. The miscast chance reduction is the main reason I want to use this mod- it isn't fun having a mage hero/lord failing 3 base (not overcast) spells in a row and being left with a sliver of health.

Also this mod only works when put after SFO in the load order, something I only realized today that should be added to the description of this mod for clarity.
Gutt3rSnipe 4 Feb, 2020 @ 6:41am 
I'd much prefer a mod to further weaken magic in SFO.
dreadedladie 31 Jan, 2020 @ 3:27pm 
Really dig this mod for a Teclis campaign.
RLo 18 Jan, 2020 @ 4:25am 
Is there a mod to weaken magic or even remove it entirely from the game, as well? Or a mod that disables all expierience gain (would shut down magic as side effect)