Total War: WARHAMMER III

Total War: WARHAMMER III

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Lively Ghouls + Necro's
   
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Oct 22, 2022 @ 4:48pm
May 4, 2024 @ 11:56am
4 Change Notes ( view )

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Lively Ghouls + Necro's

Description
*This mod is immortal/in a finished state. Pending an extremely specific/major update to the game, or a daring hero with a magic sword; it should work regardless of last time it was updated.

Simple mod whipped together this afternoon as started a vamp playthrough to celebrate the spoopy season.

Adds new land units entry for ghouls, and all instances of necro's (ghorst and hein' included) to remove their undead trait.


K, but why?

Lore wise ghouls aren't actually undead, they're more akin to myth of wendigo: cannibals twisted and corrupted by act of consuming flesh.

Left Horrors out as lorewise they've drank blood of a vampire and thus are lesser vampires/undead.

Necro's tossed in too as like ghouls they are tainted/empowered by death magic but not truly undead like vamps or skelemans.


Compat:
Should work with most anything that doesn't revert the main_units table to using default vanilla land_unit entry (like my own logical siege lord mod that will undo changes to ghorst and hein', made an overhaul mod combining all my stuffs to address this though while also acting as a submod for Mixu's LLs)




Lore snippet motivated me to make this change(thank you Legendary Lore mod :D):
"Though not truly Undead, Crypt Ghouls unconsciously feel the Dark Magic that surrounds the most powerful Undead lords and are drawn inexorably towards it. Once their presence is betrayed, their newfound master quickly dominates their weak and willing minds. Though they will lope into battle at the behest of their master, Crypt Ghouls, and even their ghastly pack leaders, are cowardly creatures that will slink away from combat if their prey seems to be fighting back with any real determination. This innate cowardice can be overcome by a mental command from their vampiric masters, for those Ghouls who have fled can be coerced back to the front lines with the lure of Dark Magic."
https://warhammerfantasy.fandom.com/wiki/Crypt_Ghouls


Enjoy, and Happy Halloween.




Some of my other mods for TW3
Organic AI AI balance mod that nerfs anti bias, and includes few sliders for MCT to tailor to your preference
Da Mega Mod All me stuffz in onez place ya gits
Druchii Overhaul Mod WIP but contains the two above mods, as well as some mods to raiding and black arc stances



Anyone is free to use this mod for their own devices. Also, I will be taking no requests on altering this one due to its simple nature.

I recommend using Prop Joe's mod manager. If you haven't seen it yet, here is the link.
Download link is in the description, not the mod itself.

Like this mod? You can help others find it too!
27 Comments
bricksmarlen Nov 5, 2024 @ 12:26pm 
I was literally typing the same comment when I noticed Tsu already did so.
Tsu Jun 12, 2024 @ 8:03pm 
The only potential concern is the inability to target them with skills or spells that require an undead target, like Invocation of Nehek. Maybe there's a clever workaround possible...
Tsu Jun 12, 2024 @ 7:55pm 
Vampiric units lorefully should also flee when at low leadership. They don't crumble like the undead under their control do. They exist without the need of any maintenance/binding spell.

It would actually be a pretty huge nerf, since right now they are semi-unbreakable and immune to minor leadership shocks. But it doesn't make sense for them to be, since vampires are very selfish and very much feel fear if they are in potential danger...
Rincewind322 May 4, 2024 @ 1:55pm 
Really sad steam doesn't have an "It's Alive!" award
MrSoul  [author] Jul 27, 2023 @ 9:10am 
Of course that sounds awesome, and thank you for asking.
RobertX13 Jul 27, 2023 @ 8:12am 
Hey Mr. Soul, I made a different mod that that changes the stats of Ghouls, Necromancers and Bats to match those in the Radious mod. But when I tried to run it with Mixer it caused a problem with the Race unlocks, and the opening cinematic won't play. I figured out how to fix it by removing the dependencies in the dependency manager so it no longer Requires any mod to run.
I want to release it as: "Lively Ghouls, Necromancers and Bats (Radious Submod)", but since it uses some code from your mod to work I thought I should ask you for permission before making it public. Can I post this mod on the workshop as a Submod for Radious (even tough its incompatible with your mod, and for Radious players your mod would be obsolete), with your permission?
MrSoul  [author] Jun 2, 2023 @ 8:41am 
Or not degrade but be timed or w/e that function is
MrSoul  [author] Jun 2, 2023 @ 8:40am 
Weird, last recall they are in the table, broken what sense like just won’t summon at all? They should still degrade like any summoned unit too if that’s what mean.
jr2002 May 31, 2023 @ 4:30pm 
cool mod but the summons for the strigoi are broken
Mortarch Of Blood Apr 21, 2023 @ 8:23pm 
Yeah if you know from memory that would be great - I'm just looking inside dave now but not sure which table it would be in