Total War: WARHAMMER III

Total War: WARHAMMER III

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[6.0.x][GLF] Battle Mage 战斗法师
   
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Tags: mod
File Size
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12.407 MB
19 Dec, 2024 @ 7:16pm
1 Change Note ( view )

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[6.0.x][GLF] Battle Mage 战斗法师

Description
Original mod: https://steamoss.com/sharedfiles/filedetails/?id=2947262245
Patched for 5.x.x: https://steamoss.com/sharedfiles/filedetails/?id=3059766589

The original mod was maintained by =[NK]= Col. Jack O'Neil and iDon'tSpeakRussian! who patched the original mod to support up to 5.x.x. This mod takes over for patch 6 and updates all rows in the land_units_table to ensure their stats are up to date to patch 6 and adds/fixes many animation sets including the ones for Chariots.

Refer to the Change Notes at the top right to know what changed.

FAQ

Can you add new projectiles for new lores of magic?

No, I have no clue how to do those so I will just reuse the existing ones.

Will you continue this to patch 7 and beyond?

Who knows. We shall see when the time comes.




Dev Notes

Continuing off of the Dev Notes from https://steamoss.com/sharedfiles/filedetails/?id=3003028979 with some re-iteration from the original Dev Notes:

The following are just a mish-mash of what I learned in no particular order. I am no expert as I am completely self-taught on this through trial and experimentation to see what works and what doesn't.

A Python script was used to automate updating all values in land_units_table to the latest stat values of patch 6 and will be used to keep the table up to date if/when CA balances the stats of these characters in the future. Most likely will be repurposed to keep the stat values of my other mods up to date as well.

All of the RIDER_CAST_* animations handle characters that are sitting down on their mounts (horse, dragon, etc.) and standing up on their mounts (chariots, warshrines, etc.). The FIRE_LEVEL, RIDER_FIRE_FORWARD_LEVEL, RIDER_SHOOT_TURN_LEFT_90 and RIDER_SHOOT_TURN_RIGHT_90 that allows the character to fire projectiles.

If the character on foot is T-posing after firing, they are missing their COMBAT_READY animation slot. I set it to the standing around or idling animation to get past it (I am looking at you, Fimir mages).

Regarding characters on chariots especially for Tomb Kings, their land_units_table entry shows they are using their on-foot animation set. Ran into this issue in the past when attempting to fix it before that no matter what changes I made, the characters on chariots would not fire. But on closer inspection, their on-foot animation sets are actually being overridden with their chariot-specific animation sets via several database tables in RPFM. I addressed them all by doing any of the following:

1. land_units_to_battle_personalities_junctions_tables -> Reference the "Land Unit" key and look at the corresponding "Battle Personality" key. I then use that key and look at battle_personalities_tables and find the relevant row. You may or may not find that the on-foot animation set is overwritten with a mount-specific one in the "Man Animations Table" column and you can use AssetEditor or RPFM itself to grab that set and add the required animation sets for ranged attacks.

2. Sometimes there is an existing `*chariot*` set in the existing game animation sets and you can repurpose that instead.




These are the required animation slots that you need to add to enable ranged attacks to trigger.

Add FIRE_LEVEL for on-foot characters. CAST_FORWARD_* or CAST_UP_* animations are perfect to replace the "Instance" with.

Add RIDER_FIRE_FORWARD_LEVEL, RIDER_SHOOT_TURN_LEFT_90 and RIDER_SHOOT_TURN_RIGHT_90 for mounted characters. You may need to substitute the animations for something else.

<Animation Slot="FIRE_LEVEL" BlendId="0.2" SelectionWeight="1" WeaponBone="True, True, True, True, False, True" Unk="false"> <Instance File="" Meta="" Sound="" /> </Animation>

<Animation Slot="RIDER_FIRE_FORWARD_LEVEL" BlendId="0.5" SelectionWeight="1" WeaponBone="True, True, True, True, True, True" Unk="false"> <Instance File="" Meta="" Sound="" /> </Animation> <Animation Slot="RIDER_SHOOT_TURN_LEFT_90" BlendId="0.5" SelectionWeight="1" WeaponBone="True, True, True, True, True, True" Unk="false"> <Instance File="" Meta="" Sound="" /> </Animation> <Animation Slot="RIDER_SHOOT_TURN_RIGHT_90" BlendId="0.5" SelectionWeight="1" WeaponBone="True, True, True, True, True, True" Unk="false"> <Instance File="" Meta="" Sound="" /> </Animation>
8 Comments
Deeyourelf 24 Dec, 2024 @ 6:39pm 
Tyyyyyyyyyyyyyyyyyyyyy
rases 23 Dec, 2024 @ 1:21am 
Thanks for the update, dante.
I've already re-enabled them.
Dante  [author] 22 Dec, 2024 @ 3:24pm 
@rases all submods have been updated.
Dante  [author] 20 Dec, 2024 @ 10:46am 
@rases Yup I plan to update my GLF submods this weekend.
bnw82002 20 Dec, 2024 @ 6:42am 
Thanks! This mod is required!
rases 20 Dec, 2024 @ 2:54am 
Thanks for resurrecting this mod, mate.
Do you plan on updating your old addvisor/mixu/legendary characters submods?
Dante  [author] 20 Dec, 2024 @ 1:31am 
No problem. Thank you to both you and iDon'tSpeakRussian for keeping the mod updated till now! :WH3_clasp:
=[NK]= Col. Jack O'Neil 20 Dec, 2024 @ 1:26am 
Thanks for updating Dante! ♥️