Total War: WARHAMMER II

Total War: WARHAMMER II

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Beastmen Winds of Magic Reskin
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Tags: mod, Graphical
File Size
Posted
Updated
273.441 MB
Nov 27, 2020 @ 3:25pm
Jul 14, 2021 @ 8:06pm
10 Change Notes ( view )

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Beastmen Winds of Magic Reskin

Description
Reskin that makes Beastmen resemble their Winds of Magic expansion appearance, seen in Vermintide 2.

READ TO THE VERY END FOR IMPORTANT LINK TO TAUROX MINOTAUR FIX IF YOU HAVE AN ISSUE

Many thanks to Xoudad, without his initial work with me this would not be possible, and without his later stages of help the Beastmen LLs would not have delightful eye glows, so thanks dude! And also to C&C Modding Discord, the advice I found was sage and sound, especially that of Belisarian and Skorne!

This mod makes HUGE use of Dryrain's outstanding work on the Beastmen, his textures are either used again here or were used as the base for new textures, same goes for his VMD's, so big thanks to that magnificent man as well.

WHAT CHANGED:

-Legendary Lords, Lords, Heroes and Troops have been given orange-yellow eyes, along with paint daubs/tattoos in line with their look in Vermintide 2.

-Manticore also has new eyes, please be aware this only applies to Manticores from the Bray Shaman spell, it probably will not carry across to any mod that adds them to a roster.

-Black horns are now present on a few Beastmen varieties.

-Bestigors are darker across the board, mirroring their Vermintide 2 look.

-Ungor Raiders are now all black with white paint streaks, as per their Vermintide 2 appearance.

-Cygor is black with white paint streaks. Cygor RoR is not, but his colors are more muted than vanilla, he is no longer cheese moon yellow.

-Throwing Axe Centigors are now all black with white paint streaks.

-New Gor variants with reddish hued skin and pale skin, per Vermintide 2.

-Hounds and Spawn have had their color tones desaturated to no longer be as intensely orange as in vanilla.

-Khazrak has black tribal paint stripes across his obliques and one arm, Malagor has redder cloth around his waist and scepter reflecting his official Games Workshop paint job as well as scarrification on his shoulder that spells KILL MAN in Dark Tongue, Morghur has new twisted flesh textures across his body – he is a walking tumor, not a tribal warrior.

ALT MOD: This version of the mod carries all the glowing eyes to all the troops and Lords, but leaves off my texture changes to Legendary Lords.

https://drive.google.com/file/d/1M_6TuosLASA3BrnpXq1P0KX24OLAK869/view?usp=sharing

SUB-MOD: Put this into your data folder and it will give Cygors a glowing blue eye, reflecting that they peer directly into the Winds of Magic (many thanks to [HN] on Discord for voicing this idea, genius!). Make sure it loads before the main mod.

https://drive.google.com/file/d/1o_bpSn5neNihyqXReQViTeW56pJbHmIr/view?usp=sharing

FUTURE PLANS:
-Ungor RoR unique variants, will probably get tribal paint daubs since they're the only Ungors worth a damn.



COMPATIBILITY: I'm sure there will be compatibility and display issues for any mod that touches Beastmen appearance (Dryrain, SFO, etc.), I don't know what they are and probably won't try to fix them.

KNOWN ISSUES (that I can't fix):
-Decapitated corpses will still have a ghostly eye glow on the ground.
-All minotaurs have slightly off-color heads to their torsos, and this changes among Beastmen factions, this would be very involved to fix and I don't anticipate a solution soon.
-Heroes in Morghur's faction have BLEACHED textures, Gorebull in particular has jacked up head. If I fixed it, it would affect how the Gorebull is displayed in main Beastmen faction.
-Taurox's faction had some SERIOUS ♥♥♥♥ going on when it came to Minotaur colors, in particular the Gorebull. In this provided link, the Gorebull will be a more uniform color and his regular minotaurs will be more uniform than not. ONLY ACTIVATE THIS MOD WHILE PLAYING TAUROX OR IT WILL JACK UP THE MINOTAURS IN OTHER BEASTMEN FACTIONS: https://drive.google.com/file/d/15uA-IuZ22IgnbQdlN9XbP-bvlmzl67Se/view?usp=sharing
Drag this pack into your 'data' folder, make sure it loads first before this mod in KMM, SHOULD WORK.
123 Comments
GunKing  [author] May 29, 2023 @ 2:46pm 
@Coconut2, Tobi
Thank you. It may be a while yet, hope to have it out sometime this year.
Coconut2 May 13, 2023 @ 12:10pm 
Can't wait to see this ported to Warhammer 3!
Tobi Mar 25, 2023 @ 8:17am 
So cool ! Can't wait to play it on TW3 :steamhappy:
RobbStark Dec 7, 2022 @ 10:03am 
Holy shit, dude, you actually made the beastmen look scary!
Amazing work!
Crux ansata Nov 3, 2022 @ 6:58pm 
Appreciate that you are porting this to WH3, since it sounds like quite the project to do so, would it be possible for you to release a mod that is just the eye effect in the meantime?

Cheers and keep up the good work.
vo Oct 21, 2022 @ 1:34am 
cant play wh3 beastmen without this, its just that good haha
dragon_co Aug 30, 2022 @ 4:33am 
Take it to TWW3 please!
Umbak Aug 25, 2022 @ 7:19pm 
No problem, I feared as much but it's nice to know it will one day be back - the eye glows really make the mods "pop". Thank's for the swift reply man and I appreciate the awesome work.
GunKing  [author] Aug 25, 2022 @ 7:16pm 
@Umbak
Hopefully... one beautiful day... next year. This one will be an absolute motherfucker to port for various reasons. It will be one of the last mods I port over because of the sheer amount of unique textures, not to mention all the new material files that will be needed for their eye glows in WH3.
Umbak Aug 25, 2022 @ 7:13pm 
Hey man, not sure if you are still around here but will there be a WH3 port? I love how this makes the beast men look. As I understand it they changed something about textures so it might not be a simple port so I understand if you can't take the time out. Thanks anyway!