Total War: WARHAMMER III

Total War: WARHAMMER III

Auto Learn Skills
153 kommentarer
Incata  [skapare] 8 timmar sedan 
@MD_G3ist I will never ask for donations for creating or updating a mod, nor will I feel obliged to do so if someone donates. I do this as a hobby and because I want to. That said, I will always appreciate recognition for what I do in any form :lunar2019wavingpig:
Incata  [skapare] 9 timmar sedan 
@Nova015 @MD_G3ist @Garland81 @kor.saint I’ve updated it so it no longer crashes, but I recommend switching to my new mod Auto Unleashed Skills https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3618764563

I’ve also left a notice in this mod’s description for anyone who wants to know a bit more.
Nova015 9 timmar sedan 
Hopefully this will be updated soon. I don't even remember, how I am supposed to level up lords and heroes.
Godward 15 timmar sedan 
It seems fixed for Elf Mages, but the same issue appears to affect Wood Elf Darkweaver Lords as well. Their Spellsinger Lords/Heroes may be worth checking too.

Anyway, really enjoying your mod. Thanks!
MD_G3ist 21 timmar sedan 
Hey totally fair mate, modders are the unsung heroes of this game! If it helps, this was the error report on loading the game:

The following mods cause a crash to the Database:
Auto_Learn_Skills.pack

The first invalid database record is
wh_dlc08_skill_nor_throgg_battle_frost_bitten102 in table
character_skills_to_level_reached_criterias_tables
and pack file Auto_learn_Skills.pack

The application will terminate now.
Incata  [skapare] 5 dec @ 8:06 
@Godward I removed that ability in the previous update, is it still happening?
Godward 5 dec @ 6:24 
I'm reporting a critical bug. Your "Auto Skill" mod incorrectly adds a hidden skill, Daemonblade QB Effect, when my characters level up.

The Bug: When this skill is added by your mod, my Mage Lords/Heroes become permanently frozen (unable to move) at the start of battles.

They are stuck until an enemy unit gets within 150m of them, which seems to be the trigger that breaks the freeze. This is clearly the internal script from Azazel's Quest Battle, which your mod is wrongly applying to my units.

This makes my mages unusable. If I reset their skills (Respec), it's fixed. But as soon as I level up again, your mod re-adds the bugged skill, and the problem returns.
--

the same issue appears to affect Wood Elf Darkweaver Lords as well. Their Spellsinger Lords/Heroes might also be impacted, so it may be worth checking them too.
Incata  [skapare] 5 dec @ 1:49 
@MD_G3ist I'll do what I can when I can, but I've been pretty out lately.
MD_G3ist 5 dec @ 0:40 
This now crashes the game, something to do with Throgg's skills - for the love of Sigmar, please update this, I just started a new Teclis campaign and manually skilling up 8 different mages is taking most of my turn.... I will happily donate towards updating this, as playing without it literally sucks what little joy is left from this game for me.
Garland81 4 dec @ 12:17 
Confirmed. Crash.
kor.saint 4 dec @ 10:56 
Crash after patch!
Incata  [skapare] 3 dec @ 23:32 
@Godward But you haven't told me what the problem is.
@Dasein Don't know
Godward 3 dec @ 22:08 
Really appreciate your mod — it’s been incredibly helpful and I enjoy using it a lot.
I also wanted to mention something I recently noticed: the same issue appears to affect Wood Elf Darkweaver Lords as well. Their Spellsinger Lords/Heroes might also be impacted, so it may be worth checking them too.
Dasein 24 nov @ 9:14 
As i remember in TWW2 there was mod that allowed to save skill trees and them apply it to characters and chracters than would be skills at proper level, is there any for TWW3?
Incata  [skapare] 14 nov @ 13:29 
@Godward It should be fixed. Thanks for the report
Godward 10 nov @ 7:32 
Subject: Bug Report: "Auto Learn Skills" Mod Freezes Player Mages (Daemonblade QB Effect)
Hello,

I'm reporting a critical bug. Your "Auto Skill" mod incorrectly adds a hidden skill, Daemonblade QB Effect, when my characters level up.

The Bug: When this skill is added by your mod, my Mage Lords/Heroes become permanently frozen (unable to move) at the start of battles.

They are stuck until an enemy unit gets within 150m of them, which seems to be the trigger that breaks the freeze. This is clearly the internal script from Azazel's Quest Battle, which your mod is wrongly applying to my units.

This makes my mages unusable. If I reset their skills (Respec), it's fixed. But as soon as I level up again, your mod re-adds the bugged skill, and the problem returns.

Request: Please blacklist Daemonblade QB Effect from your mod's auto-assign list. This will permanently fix this critical issue.
Incata  [skapare] 3 okt @ 14:52 
@Yigy :steamthumbsup:
Yigy 3 okt @ 14:25 
Great mod, thanks! This inspired me to create a mod for auto-acquisition of army and campaign skills - Balanced Auto Learn Skills .
Incata  [skapare] 26 sep @ 4:17 
@Jlow You can activate it mid-game
Jlow 30 aug @ 4:14 
Sorry to bother you but couldn't see anything about this - Is this an option you can check on or off or is it constantly on?

Because personally I want to assign skill points early but once you end up with multiple higher level lords it becomes tedious and a lot less important just dragging turns out, so then at that point an auto skill mod seems ideal, also you seem to be the only one with this kind of mod. :ccff7r_chocobo:
Incata  [skapare] 30 jul @ 14:47 
@Alex Technically, it's possible, but since there are over 6,000 skills, it's very tedious to check at what level each one should be learned. Furthermore, the AI usually has lords of a lower level than the player, although that could be solved in other ways. In previous comments, I mentioned that this mod could actually be replaced by three mods, and by selecting the option for each character to learn the skills themselves, you could achieve this effect. Maybe one day I'll release an all-in-one mod explaining in the mod itself how to configure it, who knows...
Alex 29 jul @ 14:58 
Is it not possible to make it so that the skill is learned as soon as the level requirements have been met AND the previous requirements for the skill tree were met? My main problem is that you get access to some high tier skills at level 2
SkebbZ 23 jun @ 4:43 
Played with this about 100 hours to and I love the reduced hassle.

Perhaps it's due to a mod, but Caravan masters always seem to have 4 skill points available that I'm unable to spend. (Not on Cathay, so probably from a mod). Also happened with certain dwarven heroes (slayers I think it was).

Would be nice to have a submod for Heroes of Legend.
Incata  [skapare] 8 maj @ 23:34 
@B flat I think I already gave an explanation of this in the previous comment, if a lord at level 2 already has 40 skills the gap with a level 15 one will not be that big, and the player can often have 5 or 1 level 30 lords when the AI ​​usually has 1 or none.
B flat 8 maj @ 22:44 
I love this mod. Is there any chance you might make getting skills a bit more distributed through the levels? Getting all the skills at 16 is just a bit too early imo. You said that it'd make high level lords OP, but that's already the case in vanilla.
No0bs_Satanic 8 maj @ 13:32 
@Incata no worries man ! thought it was some sort of unintendend behaviour. Thanks for the reply ! thanks for the mod !! :chug:
Incata  [skapare] 8 maj @ 12:39 
@No0bs_Satanic It's normal behavior for the mod. There are two reasons for this. The first is to avoid creating a big gap between low-level and high-level lords, which tends to benefit the player over the AI and makes the lords you get in the mid or late game pretty useless. The second reason is that I designed this system to be able to complete the mod in a reasonable amount of time. If I had to choose a skill for every level and every role, it could have taken me 100 times longer, and I probably still wouldn't have released it. From my point of view, it works quite well—I never felt like I needed to change the system or that it was unbalanced, and the AI can get some of its lords to level 15 without any issues.
No0bs_Satanic 8 maj @ 10:55 
sorry if this question/bug was discussed here. But today I started a new Elisabeth Campaign and after winning the 1st battle she had like 40 skills already unlocked while she is lvl2.
Keep in mind I do not have any other mod that has to do with skills whatsoever.
Is this issue already known and is there any fix for it ?
Dilemma 23 mar @ 8:40 
OHH ok, makes since. I knew mods like this tend to need an activator to work, But I thought it would be tied to the Turn advancing. My many hours in Civ7 doing the thinking xD
Incata  [skapare] 23 mar @ 8:23 
@Violen If it works mid-campaign, you need to level up after activating the mod, I don't understand what you mean
Dilemma 23 mar @ 7:52 
This does not work mid campaign! If there is anyway to change that please do so! As i mentioned, this would be a great addition - in the late game(which i am now in). Yah, leveling 6+ lords and 10+ hero's is tedious as hell.

@Incata I meant all lords - As in The AI would also switch to this function along with said lord.
Incata  [skapare] 23 mar @ 4:29 
@Violen Only the player's lords usually reach those levels. I did it this way so that the AI ​​would also benefit and there wouldn't be such a big difference depending on the lord's level.
Dilemma 22 mar @ 18:52 
Omg - A mod That i didnt know i needed - likely wont ever be able to live without.
Ill miss this mechanic for the beginning of the playthrough tho. Makes me think a good idea would be to make this a feature which only enables when a lord(any lord from any faction) Reaches rank 25 or 30. So long as this works mid playthrough i guess you could just enable it once you've left the early game.
Incata  [skapare] 14 mar @ 2:12 
@chuwbe It's probably because they modified something in the skill logic. I'm not interested in making a patch for it, but anyone has my blessing if they want to do it.
123 12 mar @ 9:28 
love the mod but i often play with radious mod, but the game crash if u try to run with both mods active would be cool to be able to use this mod with radious
Incata  [skapare] 11 mar @ 6:16 
@Griffox yes, The first level unlocks most of the skills at your first level.
Griffox 11 mar @ 5:52 
I started a campaign and the first level I gained simply released all the skills at once, is that right?
Incata  [skapare] 25 feb @ 13:10 
@acedan6879676 yes
@FireDogy I don't understand what you want to tell me
acedan6879676 25 feb @ 9:45 
hello, love this mod. does this also affect the AI?
FireDogy 18 feb @ 10:01 
So I just started using this mod midgame on a N'kari run. For some reason -all- of my heroes and LLs now have every talent available to them unlocked. (Turn 37)
LittleBird 15 feb @ 19:16 
never disabled mod!
Incata  [skapare] 27 jan @ 13:43 
@Seuvir I will try to review it when I can.
Seuvir 27 jan @ 13:08 
Awesome mod, thanks for making it. Not sure if this was mentioned before, but the mod doesn't work for few skills for Saytang the Watcher. I still got skill points so I was able to level him up - it just makes him weaker at start in comparison to other heroes.
Incata  [skapare] 26 jan @ 9:31 
@刀刀闪 It probably works, check the automatic points assignment box if you don't want to manage anything
刀刀闪 26 jan @ 8:26 
Hello author, can you be compatible with the Radious module?
Incata  [skapare] 17 jan @ 16:43 
@Smiling Knight Yes, but you won't start gaining skills until you level up
Smiling Knight 17 jan @ 16:37 
@Incata oh really? Gonna test it right now! Can I enable this mod in mid game?
Incata  [skapare] 17 jan @ 16:36 
@Smiling Knight all is all, No points will be lost.
Smiling Knight 17 jan @ 16:33 
@Incata but that means some skill points will be lost and some skills won't be learned in full, right?
Incata  [skapare] 17 jan @ 16:11 
@Smiling Knight You don't get skill points; all skills are learned automatically