Total War: WARHAMMER III

Total War: WARHAMMER III

78 ratings
War for Eight Peaks - Dynamic Start Positions
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
192.671 KB
Jun 23, 2023 @ 7:50pm
Apr 30 @ 10:43am
6 Change Notes ( view )

Subscribe to download
War for Eight Peaks - Dynamic Start Positions

In 2 collections by Porkenstein
Porkenstein's Vanilla+
69 items
Porkenstein's Immortal Empires Start Positions
9 items
Description
This mod gets rid of the Mutinous Gits, making the starting owner of Karak Eight Peaks dependent on the player's faction. It also changes some settlement ownership and faction identity in and around the Badlands to provide a better Queek, Skarsnik, and Belegar experience. Now, the three AI factions can often be seen skirmishing around the mountain for its control and players need to contend with both of their rivals from the start.

If the player is not Skarsnik, Skarsnik starts in control of Karak Eight Peaks. If the player is Skarsnik, Queek starts in control of Karak Eight Peaks. If Queek and Skarsnik are both players, Belegar starts in control of Karak Eight Peaks. If all three are players, Karak Eight Peaks is owned by the Necksnappers.

While I loved the idea of the race for Eight Peaks, seldom did the three contenders ever encounter each other around the mountain. This mod brings Belegar closer and involves the other two more with the mountain directly, creating an intense and thematic experience. The mod also brings back the Necksnappers from Warhammer I.



All Changes:
  • Skarsnik starts at Eight Peaks if he is not a player. If Skarsnik is a player, Queek starts at Eight Peaks. If Skarsnik and Queek are players, Belegar starts at Eight Peaks. If all three are players, the Necksnappers hold Eight Peaks.
  • Skarsnik, Queek, and Belegar now start at permanent war with each other.
  • Belegar now starts near Ekrund in control of Gronti Migdol, making his campaign truly a challenging fight through the badlands to retake Eight Peaks.
  • Wurrzag starts at Galbaraz to give Belegar room and to orient him towards his loreful Southland home.
  • The awkward Mutinous Gits are no more, replaced by the original Necksnappers from Warhammer I.
  • Gorfang Rotgut and his Red Fangs start in Black Crag where they belong, with control of Black Iron Mine. Their old territory is transferred to the Necksnappers.
  • The Feastmaster ogres start in control of Bitterstone Mine to give them more survivability and to give Belegar's campaign more variety
  • The Sires of Mourkain start in control of Floating Village to give them more survivability and to reduce Wurrzag's power once he confederates the Top Knotz

Compatibility:
This mod should be compatible with any other mod that doesn't mess with the starting location of factions being moved, as it is almost entirely script-based. It is compatible with both Mixu's unlocker and Immortal Empires Expanded. It is compatible with my Kemmler mod as well.

Other Recommended Changes:
Skarbrand in the Jungle
https://steamcommunity.com/sharedfiles/filedetails/?id=2990746957

True World - Light Start Position Changes:
https://steamcommunity.com/sharedfiles/filedetails/?id=2988099329

Malus in the Eastern Colonies - Start Position Change
https://steamcommunity.com/sharedfiles/filedetails/?id=3009028848
48 Comments
OwL_PaRTy Jun 5 @ 9:10am 
Whilst I did have unnatural selection installed, it was disabled for the aforementioned factions. Pretty sure Feastmasters used a generic lord too. Can't check anymore atm tho, that savefile went bust.
Porkenstein  [author] Jun 4 @ 3:42pm 
I've seen all three of them capture eight peaks in game with this mod but never feastmasters
Porkenstein  [author] Jun 4 @ 3:41pm 
@OwL_PaRTy, lmao that's great, I love weird random AI happenstance like that. Do you have any mods that change faction potential?
Porkenstein  [author] Jun 4 @ 3:40pm 
@MORGRIMS WRATH, good question, yes it is! I specifically check to make sure it's compatible
MORGRIMS WRATH! Jun 2 @ 9:45am 
is this mod compatible with your kemmler relocate mod?
OwL_PaRTy May 23 @ 9:01pm 
For some reason the feastmasters just took out Skarsnik and K8P lmao. What will Belegar/Queek do now? Vanilla behaviour? Or do they still aggressively want K8P?
OwL_PaRTy May 23 @ 8:26pm 
Although, because of his current focus on K8P he seems to be ignoring Ekrund which he's still at war with. Then again, K8P should be his focus so yeah I guess its fine as it is, maybe. Interestingly he isn't at war with Wurrzag
OwL_PaRTy May 23 @ 8:24pm 
@Porkenstein I'm not too sure what to recommend tbh. My current game is turn 38, Angrund only has Dragonhorn Mines, but hes got a fullstack moving to K8P. I think it's fine as it is from looking at this. I'm also playing with LC103 which adds other Dawi LLs, and I think he has made some friends so he should be fine. Not too sure how well the badllands fare without other Dawi LLs.
Porkenstein  [author] May 20 @ 5:59am 
@Kyle Draconicus, it's compatible with multiplayer.

"Skarsnik starts at Eight Peaks if he is not a player. If Skarsnik is a player, Queek starts at Eight Peaks. If Skarsnik and Queek are players, Belegar starts at Eight Peaks. If all three are players, the Necksnappers hold Eight Peaks."
Kyle Draconicus May 19 @ 5:53am 
It is compatible to multiplayer?

What happens if one the two players have a LL looking for Eight Peaks?