Total War: WARHAMMER III

Total War: WARHAMMER III

We'z Speshul - Core
291 Comments
Ondrik 18 hours ago 
You are free to add all resources from my mod in you pack to make it easy.
Lost2Insanity  [author] Aug 28 @ 6:31am 
I will eventually, I have added your sub-mod to the list.
Ondrik Aug 28 @ 12:20am 
Ok. I have finished and published the submod. You can check it here. https://steamcommunity.com/sharedfiles/filedetails/?id=3557370643 I suggest increasing a number of savage orc shamans(hero) to three. Two unique models you have already created. The third one I can create. Also, I have added shields to spearmens.
Lost2Insanity  [author] Aug 27 @ 2:41am 
The Savage Orc Great Shaman models in the mod files are from the one that I made prior to the official one existing I just didn't delete them. There are also a few units that still need extra variants which they will get at some point.
Ondrik Aug 27 @ 1:44am 
Hello. Nice work! I decided to start a campaign for the savage orcs and used your mode as a base. Then, I decided to create a submod to add more model variants. I have a question about savage shamans. There are three heroes and three generals. The generals are present in the base game files, but you decided to change their models. You have only added one hero shaman entity in the base. So why do you change the base game models for savage_orc_great_shaman? The native is good enough. Could you also add two more hero shaman entities to the base? I will create models for them.
Priss Aug 26 @ 12:34am 
Thanks for the update.
Lost2Insanity  [author] Aug 25 @ 6:18pm 
New All-In-One pack released over here; https://steamcommunity.com/sharedfiles/filedetails/?id=2964597765 if you don't want to pick and choose bits.
Lost2Insanity  [author] Aug 25 @ 6:17pm 
@crocodominator
I'll have a rummage.

@RedMagueule
Thanks it was fun to make, may see a separated release in future.

@El Cubo
Hmmm, I'll have another looksie.
crocodominator Aug 25 @ 3:53pm 
I can imagine you're planning on undergoing another pass at things considering the skill tree update, just wondered if while you're at it you might make the projectiles from spider riding units match forest goblin archers since they all cause poison? looks off when using forest goblin stacks, plus the green shots are cool.
I support the savage orcs combined with forest goblins, those cultures seem motif adjacent. Goblins/Night Goblins Orcs/Black Orcs Forest Goblins/Savage Orcs for buildings seems fair.
RedMagueule Aug 22 @ 1:23pm 
The cave troll mount looks insane ! nice job
El Cubo Aug 19 @ 4:55am 
Thanks for the quick fixes!

The black orc big boss on chariot is still broken on Lead da Charge! though. I think it would make sense if the regular orc big boss could be used there as well since the tactic doesn't really have anything black orc related going on with it.
Lost2Insanity  [author] Aug 18 @ 6:40am 
I have considered that one too, the problem when it comes to buildings is I'm not just doing this for one faction there are thirty-two Greenskin factions each with multiple settlements all with startpos pre-built buildings.
Adding new ones is easy but turning anything off can break things all over the map that then needs to be fixed via a script which in turn runs into conflicts with any other mod doing anything in those areas.

I understand why CA chose to represent them how they do though as Greenskins are rarely mono-subculture in the lore, it's almost always a mixture.

I'll keep exploring options though, I'll also fix those two plans today.
El Cubo Aug 18 @ 4:14am 
Yeah, those are very fair points that I can't argue against. It's a design choice with merits and flaws either way.

One last idea that I want to throw out on this subject is that settlements could also be implemented like CA did for daemons (at least Khorne) who dedicate them to either mortals or daemons and this dictates what recruitment buildings can be built in a settlement.

There could also be a single recruitment building for all the subcultures, but recruitment of these subcultures' units would be unlocked depending on which subcultures have settlements in the province.

---

On the subject of plans, I also noticed that when orc big bosses are given chariots, they are no longer fulfill requirements for plans like Regimental or Lead da Charge! that require characters.
Lost2Insanity  [author] Aug 18 @ 3:24am 
One would have to ask how meaningful was the Special Savage Orc resource anyway, I've never built it because by the time you get to one you have Black Orcs. The exception being Wurrzag who has it always available anyway.

As an old design choice it's also in conflict with the fact we now have access to a Savage Orc Great Shaman at all times but no Savage Orcs to put with it.

The original plan was to split all of the subcultures up and have them only available by default to their specific tribes with every other subculture having special resource locations but it is very invasive to mod in and causes a bunch of conflicts.

I'll check Gorbad's plans, effects are a pain in the butt to replace on stuff like that unless I can replace the whole thing.
El Cubo Aug 18 @ 12:40am 
Not sure if I like savage orcs and forest goblins in the same building because the savage orc resource is now meaningless. One way to make forest goblins feel speshul would be to tie them to the timber resource building and make it available from tier one in some form. But perhaps timber is too scarce a resource for that.

I also suggest that recruitment of forest goblins (spears) be moved to tier one building to be in line with other spear units.

Another thing: I think that Gorbad's plan, Shot in da Dark, should be modified to require night goblin great shaman or night goblin shaman. Now it requires just the hero shaman which doesn't make sense in an army led by a great shaman.
Lost2Insanity  [author] Aug 17 @ 8:00am 
I have tried to address the long standing complaint about the Goblin buildings being separated with this update, this new approach should feel better.
Lost2Insanity  [author] Aug 17 @ 6:05am 
Yes, the Orc Shaman does not have it either.
Priss Aug 17 @ 5:56am 
The savage orc shaman is missing an entire skill tree of melee stats. Is it intentional?
Priss Aug 15 @ 3:07am 
I'm not sure, they look vanilla. Not anything like in your picture gallery. The shielded ones are retextured though.
Lost2Insanity  [author] Aug 10 @ 6:31am 
Is there a problem with them? All I altered for those was making sure the masked faction colour is correctly showing.
Priss Aug 10 @ 5:19am 
The black orcs great weapons don't seem to be retextured. Don't know if this is intentional?
Lost2Insanity  [author] Aug 5 @ 7:07pm 
@seksbabloshmal
Just play as Grimgor and you should eventually get a quest pop up by lv15, if this fails to happen then something has broken the script from launching.

@Simauk
Always more plans, I should be returning to active modding "soon".
seksbabloshmal Aug 5 @ 11:07am 
Hi, please tell me how to get the Borgut facebeater.
Simauk Jul 20 @ 7:19am 
PLanning on more custom factions? I love all 3, and i cant go on a campaign without my fav boy sportacus
Lost2Insanity  [author] Jul 20 @ 4:13am 
It's one of the first things I plan to work on again when I have the time in the coming months, I do have to start from scratch though as I lost a lot of the old files in a data transfer.
^4MAdsen@#¤! Jul 20 @ 2:34am 
@Lost2Insanity
is there a chance you will bring Blue Vipers from your previous mod to tww3 soon?

love your mods, keep op the good work :D
Lost2Insanity  [author] Jul 4 @ 6:29am 
@Simauk
It's not really in the plans right now but I'll give it some consideration for the future.

You can make a local copy of the mod for yourself and delete the legendary_characters.lua file from the script folder or comment out the table.insert line with -- using RPFM to disable it.

@Kodiak86
Thank you, there will be more in the future.
Simauk Jul 2 @ 8:07pm 
Can we get a version without Borgut? I have installed another mod and it just conflicts with it
Kodiak86 Jun 29 @ 6:42am 
Great work on this. Love the RoR units especially
Lost2Insanity  [author] Jun 9 @ 4:09am 
@Noximilien L'horloger
It's part of a future planned subculture related feature mostly but Night Goblins are the only ones by default who did not get separated after the big Greenskins Update, and after I started expanding Forest Goblins it seemed like the right thing to do.
It is not set in stone though yet and things could change moving forward.

@Sir Dingles
It's not going to be what you want to hear but I have no plans to split my mod into any smaller parts, it takes enough time as it is dealing with what I have already.

@crocodominator
I'll check that out, you're not agitating me. It's not easy checking everything so reports are welcome and I'm always happy to answer any questions if I can.
Noximilien L’horloger Jun 7 @ 7:46am 
does this mod split the goblins into different recruit buildings? if so, why
Sir Dingles Jun 4 @ 7:25pm 
Could you make black orc warbosses a standalone mod?
crocodominator May 30 @ 1:48pm 
Thanks a lot! I'll test that out today, I don't mean to bombard you, but I have also noted that savage orc(spears) do not get access to wurrzag's unique scrap upgrade idol of gork. I know this is a work in progress so if the current state of scrap upgrades is not your focus, I completely understand, let me know and I won't agitate you haha
Lost2Insanity  [author] May 29 @ 3:33pm 
@Crocodominator
The Wolf Chariot should now function properly, let me know if it does not.

@OHM
I do not know.
crocodominator May 28 @ 2:02pm 
I really appreciate you giving such insight, and for considering our old king of black crag. I didn't realize how much your work was intertwined with Mixu's I just assumed you had mutual respect for one another. I do wish to note for you a current issue I've experienced however, and I hope you will find this constructive.

Goblin Warboss(with a bow) currently unlocks his chariot at level 2 and then loses access to it entirely once he gains his wolf mount, his frenzy skill also only applies to wolves and not wolf chariots, I am uncertain if this is intentional
OHM May 27 @ 2:03pm 
Is there a Resize sub mod for this at all?
Lost2Insanity  [author] May 22 @ 10:05am 
@Crocodominator
I created Borgut Facebeater years ago, he was the first mod I ever created in fact, as for why he is for Grimgor because he is an Immortal he is Grimgor's special character from the Storm of Chaos.

I'd have to talk to Mixu before anything regarding Gorfang may occur if you have not noticed we work together quite often and they are the primary reason my scripts work in this mod. Morglum Necksnapper is on my list as are a lot of other things, everything slows down for summer usually but I have some immediate things i'm working on.

I'll be bringing another faction wide Legendary Hero into the pack before I look into any others though and don't want to give anything away as my plans constantly change.
crocodominator May 22 @ 9:49am 
Would you explain your thought process behind adding borgut facebeater to grimgor? there are many versions of him on the workshop, is there any intent to add loreful legendary heroes to other factions? Lords-wise I'll bring up gorfang once more to say, if not he, then possibly morglum necksnapper? If you're trying to avoid redundancy, I'd note that mixu's is very dated. I hope you'll sympathize with my attempt to adjust expectations. I'm ecstatic with the mod as is tbh, thanks.
Dragonforce Changed My Life May 16 @ 12:11pm 
I may have only been rank 14 before the maggot host dunked on me and the game was unrecoverable, I was just reading that it was supposed to happen at rank 10.
Lost2Insanity  [author] May 12 @ 12:27am 
As Grimgor? If that's the case it sounds like the script has broken for you
What should happen now that I've had a look at it again is that It should trigger a quest when the player reaches rank 15 (Not 10 as I said previously) and if the player is not playing Grimgor the AI will get them at turn 30.

If you want to force spawn them you can try using the console commands mod with the command; legend ws_borgut_facebeater.
Dragonforce Changed My Life May 11 @ 10:12pm 
Is the Borgut tied to # of turns? I've played til like level ~14-15 and never got a quest or anything for him.
Lost2Insanity  [author] May 10 @ 1:00pm 
@Bigeazze
You'll have to elaborate on that one as there are quite a few images in the mod.

@Crocodominator
They'll get a new Model at some point and a look over, Mixu's Legendary Lords has Gorfang covered if you would like to play them.
bigeazze May 10 @ 9:32am 
really good MOD, but the icon pics suck.
crocodominator May 9 @ 6:02am 
not sure what your plans are for Oglok, or possibly Gorfang I hope, but currently Oglok does not have the new skills boaring boyz, just trollin', biggest and meanest, ogre feeder, and goin' places.
Lost2Insanity  [author] May 7 @ 5:53am 
@Italiantemplar88
Quest will pop up at about Lv10.

@Giant Iron Skeleton
I'll take a look at those thanks.
Italiantemplar88 May 7 @ 4:13am 
Alright maybe I’m missing something lol when I start with grimgor I can’t find how to get his legendary hero.
GIANT IRON SKELETON Apr 30 @ 9:56pm 
You forget to add the squig gobba and forest goblin archer into the unit set "grn_ranged_rank7" which resulted in one of Gorbad's skill not buffing them.
Lost2Insanity  [author] Apr 17 @ 5:29am 
Aye they will when I update that pack.
Samownis Apr 16 @ 6:49pm 
Will our spider git, Tinitt, get the lore of spiders as well?
Lost2Insanity  [author] Apr 6 @ 2:04pm 
@HuffingJenkem
It's not you it's me, I screwed something up in the update.
Will fix as soon as I am able.

@Txus
It was thought about and tried while being put together but I opted for the book accurate single entity version.