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Thread: Havie - Custom commanding skills

  1. #1
    Havie's Avatar Modding Staff
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    Default Havie - Custom commanding skills

    Hey guys,
    Im really excited to bring you this mod,

    I found out how to make custom char skills and its pretty leet.
    I would have had this out alot sooner, but i tried this awhile back and it was crashing.. then i found these guys work here and saw it was possible,
    turns out I just had 1 damn unique index # wrong... go figure

    So for each WuXing stat over 100, that character type now unlocks a unique skill for himself and other generals in the army.

    These skills are passives with small 100m area bonus to nearby troops.

    Authority Presence:
    +15 morale
    +5 charge resistance

    Resolve Presence:
    +2% damage resistance
    stops fatigue gain
    (tried adding a little health regen but unclear if working - if anyone knows anything)

    Instinct Presence:
    +5 melee dmg base
    +5 melee charge bonus

    Expertise Presence:
    +15% melee attack rate (doesnt seem to make a huge impact? tried with 900% and didnt notice dramatic change)
    +5% melee Evasion

    Cunning Presence:
    +2500 Forest Spotting
    +250 Visibility Range
    +5 range armor piercing damage

    Screens:

    Spoiler Alert, click show to read: 












    DOWNLOAD LINK
    https://mega.nz/#!xLJmhQBJ!IU36wtsUENFu8_wpyO2PGEemePg9ZvS_7Uo8TE0PW3E

    Highly recommended use with this mod:
    https://www.twcenter.net/forums/show...butes-(WuXing)
    Other mods linked there


    Other Modders reusing my work:
    Anyone is welcome to re-use, but credit must be given and linked back to this post.
    Also contact me as I want to see your work/changes out of pure curiosity.
    Last edited by Havie; June 19, 2019 at 03:43 PM.

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  2. #2
    Havie's Avatar Modding Staff
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    Default Re: Havie - Custom commanding skills

    Figured out how to get it to only affect the general commanding himself, not the others. so thats updated.
    JK that didnt work
    Also changed the expertise to be AP not Evasion
    Last edited by Havie; June 16, 2019 at 08:31 PM.

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    Achilles (2018) mod






  3. #3

    Default Re: Havie - Custom commanding skills

    I'd suggest nerfing them at 100, but having a second level of it for hitting say 180 (if that's possible) that is about at this level if not even a bit higher.


  4. #4
    Havie's Avatar Modding Staff
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    Default Re: Havie - Custom commanding skills

    Not sure its possible to take away a skill,
    unless i can add a second tier to the skill, hmm

    either way what r u saying- these passives are OP?
    they add the tiniest bonuses, and dont forget the AI gets them too,
    will almost have at least 1 per side per battle,
    very few commanders get 2. (guan yu)
    I think it would be impossible to have a char with 3 stats over 100 to see 3 in one battle?
    Last edited by Havie; June 17, 2019 at 10:14 AM.

    My Mods
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    Achilles (2018) mod






  5. #5
    Havie's Avatar Modding Staff
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    Default Re: Havie - Custom commanding skills

    updated the DL link
    shud now be
    https://mega.nz/#!xLJmhQBJ!IU36wtsUE...vS_7Uo8TE0PW3E

    the resolve skill stopping fatigue entirely was too OP,
    slowed it down to -25% now

    My Mods
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    Achilles (2018) mod






  6. #6
    Laetus
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    Default Re: Havie - Custom commanding skills

    Hey Havie,
    I enjoy your mods. I actually used the Dynamic Character attribute one as a template when starting my personal modification.
    I've been trying to add a skill to a general for days now. You say it was a matter of a unique ID # that prohibited the game loading? The only unique ID I can find in the files I think are relevant is the 'unit_special_abilities/Unique ID' field. Changing this to approximately the next number in sequence (when the abilities are sorted by Unique ID, I sort of eyeballed the increments) has no effect on the ability showing up in-game.

    However, my game does not crash. It loads up and uses the original 'skill set' not the one I created.

    Any ideas? I've been lookin at this for so long, frustration building, that I fear I may be missing something very obvious.

  7. #7
    Laetus
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    Default Re: Havie - Custom commanding skills

    So, in case anyone else is wondering, I don't think it's possible to adjust and tweak or add custom generals yet. I found out how to change pretty much everything about the legendary-type generals (custom faces and unique ancillaries, like Liu Bei, Taishi Ci, Cao Cao, etc.) but the skills trees and their implementation for all other generals seem to be referenced in a file that has no pfm schema. Can't wait to get my hands on 'campaign_bonus_value_ids_unit_sets'...

  8. #8
    Havie's Avatar Modding Staff
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    Default Re: Havie - Custom commanding skills

    Quote Originally Posted by AsperAequitas View Post
    So, in case anyone else is wondering, I don't think it's possible to adjust and tweak or add custom generals yet. I found out how to change pretty much everything about the legendary-type generals (custom faces and unique ancillaries, like Liu Bei, Taishi Ci, Cao Cao, etc.) but the skills trees and their implementation for all other generals seem to be referenced in a file that has no pfm schema. Can't wait to get my hands on 'campaign_bonus_value_ids_unit_sets'...
    Can indeed edit and make custom general skill trees, I did so for zhou tai and gonsunzan

    https://www.reddit.com/r/totalwar/co...ill_nodes_mod/


    Have to use editSF to edit startPOS
    and navigate to character generator,
    inside youll find 300+ chars to sort thru and then u edit their skill tier set to match the custom one youve done in the DB.

    Note:
    this will be 100x easier once assembly kit is released in 1 day
    Last edited by Havie; July 03, 2019 at 11:07 AM.

    My Mods
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    TW Arena Campaign Generals (R2)
    Achilles (2018) mod






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