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2. Spells have an active time and a cooldown time. This mod does not remove the active time.
Example Vampire Counts Invocation of Nehek, active time 18 sec (time that the spell actually heals units), recharge time 30sec ("Cooldown").
Only the 30sec recharge time is removed.
3. Maybe incompatible with the other mod, sof.
Try and change the load order of the mods, alternatively disable the other mod and try again.
There is a way to make a mod that does what you want, but it is very tedious.
I also have uninstalled WH2 now and have no further plans to do anymore WH2 mods.
Looking forward to play and mod WH3, once modding tools and Workshop gets implemented.
But I'm not sure if I would include them in this mod and instead make a separete mod for Army Abilities.
I can't seen to find anyone who has made such a mod.
And, I would have to do it regularly, incase any of the mods adds another spell.
Which Lore of Magic were your trying that didn't work?
There is a difference between Abilities (bottom left) and Spells (bottom right).
Spells costs Wind of Magic, abilities does not cost WoM and only have a cooldown.
This mod only affects Spells (bottom right).
When you first cast magic, it will turn into a green duration "clock" on the Spell.
After that, there is supposed to be a red cooldown "clock".
This mod disables the red cooldown "clock".
You will still have the green duration timer.
If you are on the campaign map you can also hover over your spells on the unitcard of your Lord and see that when you hover a spell, in the top right corner of that tooltip of the spell, you can see it doesn't have a cooldown, only cost WoM.
This mod is a Player only mod, therefore it only works in Campaign, and not Custom Battles.
I have disabled all other mods in the launcher!
Trainers from MrAntiFun and FLiNG still haven't solved the problem with this function.
No one has reported it as broken.
The mod only works in campaign, not in custom battles