Total War: WARHAMMER III

Total War: WARHAMMER III

246 ratings
Winds of Magic 4K Beastmen Reskin
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graphical
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3.413 GB
Jan 26, 2024 @ 11:44pm
Mar 25 @ 12:57pm
12 Change Notes ( view )

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Winds of Magic 4K Beastmen Reskin

Description
This is a port of my WH2 mod of the same name, but with some added fine tuning and 4K textures. It reskins the Beastmen armies in the aesthetic of those hordes seen in the Winds of Magic expansion to Vermintide 2.

Beyond the yellow eye glow, the Beastmen units also share the same skin tones/horn colors seen in that game and tribal paint system - red for normal troops, yellow for elites, white for ranged, and no paint at all for trash (Ungors) or wild animals.

Khazrak, Morghur and Malagor all have the same texture embellishments from before – black tribal paint for Khaz, more Chaos lasagna tumor textures for Morghur and scars on Malagor's shoulder in Dark Tongue that spell KILL MAN.

Unlike the WH2 version, this one has all the 2D portholes changed to reflect the graphical changes, as well as revised unit cards for all ranged Beastmen. And, to pay homage to the up-armored look of Bestigors in Winds of Magic, the Bestigor RoR has some new helmets and no lightly armored or bare headed variants like the normal Bestigor units, as well as having appropriately black tinted armor.

I have removed faction colors from the skin of the Beastmen as well, it interfered with the textures too much in WH2, and I was not a fan of how it made Ungors look in this game. I may opt to remove the faction colors from further pieces of clothing in the future, I find the sheer brightness garish on some units.

Not every single unit has 4K textures, I think RoRs may be missing some as well as newer Beastmen units, this is because I found the mod size to be ridiculous and don't want to overload it even more.

This mod also accounts for Tzaangors and Tzeentch marked Centigors. Games Workshop has decreed that beaked Tzaangors are a no-go, but quite thankfully if you do enjoy those things, you need only load this mod on top of whatever mod allegedly adds Tzeentch pecking mutations and it will display!

Many thanks to I LIVE AGAIN/ShepArdov and Hooveric/Dryrain, whose textures from WH2 I have ported over for some units in this mod.

NOTE/COMPATIBILITY:
-Have unit detail set to Ultra to see all variants.
-LOAD this ABOVE any relevant gore overhaul, otherwise you will get mismatched torso/head/leg coloring.



And if there are a few mad lads out there inclined to contribute to my Arabyan coffee and Slaaneshi stripper fund, Marienburg funny money is accepted and appreciated!

BTC: 1HDmhuL3APU9WumHUFgwaWxGobUay9oB3Q

ETH/LINK/USDT: 0x61544b9bd1433eD9D98a54927Fa03Cf2c6b9917a


As well as the shillings of the realm!

[www.paypal.com]

Cheers and happy gaming!!


134 Comments
Mumm-Ra Apr 10 @ 5:29am 
love this mod
GunKing  [author] Mar 31 @ 2:01pm 
@Vékell the Shape-Shifting
Glad to hear people are still playing about with it, thank you!
Vékell the Shape-Shifting Mar 31 @ 2:38am 
Completed the campaign for Khazrak with this retexture, very atmospheric mod, thanks!
GunKing  [author] Feb 18 @ 2:28pm 
@ArcaniteM
Very welcome, thank you!
ArcaniteM Feb 18 @ 1:00pm 
Top tier mod. Such a huge change to the beastmen, make em so cool. Thank you.
GunKing  [author] Feb 9 @ 3:38pm 
Fixed Butchers of Kalkengard RoR texture mismatch.
GunKing  [author] Feb 9 @ 12:03pm 
@KarlFookinTanner
Misread the first part of your message there. The fact that they're 'missing' isn't why they look like that. They've been missing since day 1 of this mod and looked fine. It's likely they were altered when I fixed the base Minotaur models the other day that were broken from the latest patch, because a .wsmodel can only base itself off of whatever rigid_model it is linked to, and those RoRs are in a sense now trying to reference rigid_models with different settings that no longer exist.

Nonetheless, it will be fixed later today.

Khorngors look fine for me. RoRs from other mods not looking right is not of high concern for me.

Glad ya like the mod.
KarlFooknTanner Feb 9 @ 2:05am 
@Gunking
Butchers of Kalkengrad variant meshdefinitions point to them having legs and body variants, which upon inspection are missing parts in your reskin, therefore they only use your head variants which are included and therefore have discolored body/head mix.

Ungor raiders, harpies and centigors clash and have model issues if used with Decomposed's RoR compilation. I just thought I give a heads up if you ever intend to make these compatible. The RoR variants of these units are discolored in textures and stuck in T Pose or heads floating etc.

Khorngor bodies seem miscolored, the monster heads are red while the rest of the body is just a generic bestigor body variant instead of red. I couldnt find what is causing this inside your reskin, removing the reskin fixes color mismatch on Khorngors.
Thank you for your reskin, tho 4k is a bit of an overkill for my PC, still using your reskin despite the performance hit.
General Vibes Feb 5 @ 5:16pm 
oh anytime, your mods are must haves for me!
GunKing  [author] Feb 4 @ 10:51pm 
@General Vibes
It's fine now. You may have to unsub then resub to get latest mod update. Thank you for doing your due diligence and reporting an actual problem.