Total War: WARHAMMER III

Total War: WARHAMMER III

Chaos Ogres
641 Comments
Slim Dick Danny Devito 3 minutes ago 
can I recruit Gnoblers or whatever the hell they are called with Warrios of Chaos?
i cant figure out how to get em
Fröb  [author] Dec 13 @ 2:30am 
Updated! - A very minor adjustment.

The Devourers
- adjusted the faction potential to be on par with vanilla major WoC factions
PaPa' SamBuBu Dec 9 @ 11:19am 
Ya that's my bad I was too fried last night to read properly
Fröb  [author] Dec 9 @ 1:13am 
@PaPa' SamBuBu: As listed in the faction effects, you gain growth by winning battles.
PaPa' SamBuBu Dec 8 @ 9:50pm 
I seem to be missing buildings? theres no way for me to gain growth. unless this is a WoC thing i dont know about lol
Fröb  [author] Dec 8 @ 7:27am 
@Random Orange: Thanks for your work! I embedded the link to your mod in the mod page.
Random Orange Dec 8 @ 12:07am 
Made a monogod submod
https://steamcommunity.com/sharedfiles/filedetails/?id=3620057654

If it is not to your liking let me know and I will change it/take it down.
Fröb  [author] Dec 5 @ 9:01am 
Updated! - It seems that 7.0 broke my original warband recruitment script, which hopefully should be fixed now.

@Scipio: I hope the updated will also work on your end.
Scipio Dec 5 @ 3:04am 
Can't recuit the ogres via Warband while playing as them, the building is built but no unit card appears in the Warband screen. Tested with only this and Mixer (+ Champions of Chaos DLC). No clue what to do if it works for everyone else
Fröb  [author] Dec 4 @ 2:12pm 
Updated! - No actual changes, just updated some tables (aside from a few changed some effect scopes).
Kazrai Nov 27 @ 2:22pm 
Would it be alright if I port these models to VR for a Warhammer community there? As an asset creator myself, I can appreciate the amount of work you've put into this, so I won't allow my community to use these models without your permission.
Fröb  [author] Nov 26 @ 11:34am 
@Bansik: I have never heard of such an issue yet - at least not related to my mod and I am pretty certain that it is not caused by it. It sounds like you have an UI issue, e.g., an event triggers in which you need to choose something, yet the event is not actually shown to you. Though, I can't say where this might originate from.
Bansik Nov 26 @ 10:53am 
hi i play this mod with some others mods. On turn 60 i can't move any hero and also i can;t end turn 60...
Gash Nov 26 @ 7:32am 
i tried Radious + mixer - mixus unlocker before together with its compatibility submod but sometimes it crashes damn! i can't risk it haha.. you have a sick mod though..
Fröb  [author] Nov 26 @ 6:02am 
@Gash: I never tried it but the mods should work fine with Radious. Though, the custom units will not be balanced for it.
Gash Nov 26 @ 4:34am 
is this compatible with Radious?
pmlabao10 Nov 23 @ 8:36am 
Thank you for this mod. Works well for me currently.
Fröb  [author] Nov 23 @ 3:18am 
@El Cubo: I cannot answer that question since I never modded in regard to the MCT. Though, the Chaos Dwarves can only access the Chaos Ogre units in certain locations and also with unit caps. So, they can't recruit too many of them anyways.
El Cubo Nov 22 @ 3:00pm 
Would it be possible to add an option to Mod Configuration Tool to exclude these ogres from factions/races? I would deny chaos dwarves' access to them and would rather use ogre labourers from another mod instead.
HulpiNWarrior Nov 13 @ 7:09am 
they always touch things that are ok and dont care for the ones that are ruining the game xD
thanks for the quick update
Fröb  [author] Nov 13 @ 4:51am 
Updated! – Minor changes.

General
- the building values for most of the custom buildings were adjusted to vanilla values, so that the AI should not favour them anymore over vanilla building chains

@HulpiNWarrior: It seems CA changed the vanilla building values in one of the recent updates, causing my custom buildings to be favoured by the AI. I hope my changes will now fix this. Thanks for spotting this issue!
HulpiNWarrior Nov 12 @ 9:31pm 
something i notice is that al chaos factions build the two ogre buildings in every fortress instead of the vanilla ones. Dont think is intended no?
Fröb  [author] Nov 10 @ 9:02am 
@maverick91141: The 'Khazag' are not removed, they are replaced by 'The Devourers'. The current implementation was the best way that I could find to do so (otherwise those settlements would have also belonged to 'The Devourers').
wesker Nov 9 @ 9:42pm 
Thanks Fröb :steamthumbsup:
maverick91141 Nov 9 @ 4:50pm 
Can we get a version without the Devourers or without removing all of Khazag's settlements? Removing Khazag seriously weakens Zhatan the Black's starting position by forcing him to spend gold and turns colonizing the unoccupied settlements.
Fröb  [author] Nov 8 @ 3:01am 
Updated! – A minor fix.

General
- all variants of the Exalted Chaos Ogre of Nurgle should now be available for the Variant Selector

@RobertX13: Thank you very much for pointing out this issue. I hope it works now properly!
RobertX13 Nov 7 @ 1:25pm 
@ Fröb Sorry to bother you but there is a problem with using Variant Selector and this mod when it comes to the Exalted Chaos Ogre of Nurgle. You see in marthvs/mod/froeb_chaos_ogre_nurgle_exalted.lua the Exalted Chaos of Nurgle is frb_chaos_ogre_nurgle_exalted01, what this name should be is frb_chaos_ogre_nurgle_exalted_01 so it should say is:
return {
["frb_chaos_ogre_nurgle_exalted"] = {"frb_chaos_ogre_nurgle_exalted_01","frb_chaos_ogre_nurgle_exalted_02"}
};

If this is not the case then variant selector won't work with the Exalted Chaos Ogre of Nurgle and it stuck to using model 02. I have already modified my own game file and it works as intended with Variant Selector, but if you could also modify your file for everyone else I'd appreciate it.
Dasheroo Nov 4 @ 8:41am 
good ♥♥♥♥ thanks for the fast response :steamthumbsup:
Fröb  [author] Nov 3 @ 11:19pm 
@Dasheroo: Custom factions work in general very nicely with multiplayer campaings. To my experience, only very script-heavy mods can cause desyncs. Since I try to use as few scripts as possible in my mods, you can safely use them in multiplayer.
glospey Nov 3 @ 6:48pm 
It plays in mp with no problems. We've run several campaigns with it.
Dasheroo Nov 3 @ 6:16pm 
How does multiplayer play with this enabled? i figure since it has a custom faction it probably causes desync. would be nice with a version with only the units/lord/hero for mp(no pressure either way)
Jbo012 Oct 25 @ 2:23am 
fair enough
Fröb  [author] Oct 23 @ 11:19am 
@Jbo012: But the Forsaken Gnoblars would be weaker than the vanilla fodder units and therefore would have no purpose.
Jbo012 Oct 22 @ 8:04pm 
I reckon it would be cool to have for the chaos factions given there isn't too many fodder units in the WOC roster
Fröb  [author] Oct 21 @ 3:09pm 
@Jbo012: The Forsaken Gnoblars are only available for the Ogre Kingdoms. They were originally planned as fodder units for the custom faction but in the end I decided against this idea.
Jbo012 Oct 21 @ 5:32am 
are the gnoblars in the undivided ogres meant to be in the mod or are they a WIP
Fröb  [author] Oct 18 @ 4:32pm 
@vesperdeath: Sorry but I won't do that. It already took me a few hundred hours to create the mod in its current state. If people have certain wishes, they need to create the submods themselves.
vesperdeath Oct 18 @ 5:02am 
@frob i appreciate you for taking the time to respond, could you make that mod...... pls?
Fröb  [author] Oct 16 @ 8:57pm 
@vesperdeath: Someone could make a submod that would limit the custom building chains only to the custom faction.
vesperdeath Oct 16 @ 6:29pm 
is there any way to make it so only the chaos ogre faction can recruit chaos ogres?

making my way over to villich to find out he has some how recruited damn near a 20 stack mostly of chaos ogres is frustrating as all hell
Marvin Sep 30 @ 8:47am 
Looks like load order trouble. Fixed with higher position in modlist.
Fröb  [author] Sep 30 @ 8:09am 
@Marvin: I gave it a quick try by launching a campaign in IEE with the custom faction myself and did not run into any issues. Your crash must be caused by another mod.
Marvin Sep 30 @ 7:57am 
Crash after end first turn in IEE.
Fröb  [author] Sep 19 @ 3:03am 
@DiViNe NeKO: Nurgle unit recruitment is a mess and one of the reasons why I decided not to add the Chaos Ogres to the monogod factions since I don't want to bother with all their mechanics.
DiViNe NeKO Sep 18 @ 9:17pm 
Can you add the plague Ogre types to the Nurgle Faction roster, Nurgle needs more troop types and these blend really well
Fröb  [author] Sep 18 @ 10:57am 
@Faith: Yes, I made them quite strong but they should also be rather seldom to encounter. And since they are mutated Ogres which are blessed by the Ruinous Powers, they are meant to be strong fighters. ;)
Faith Sep 18 @ 10:12am 
No worries bud, it's because I am using Radious, so you get extra points also. I think in vanilla they probably pan out pretty well.

The lords are hellllllla strong, once they get the mount and snacks / potential nurgle or khorne regen, dam they take some killing :D haha

I appreciate the time you put into the mod, thank you.
Fröb  [author] Sep 14 @ 10:09am 
@Faith: I was never a fan of skill dumps since they feel too much out of place compared to the vanilla game. And currently I think all lords and heroes feature enough skills to invest all skill points up to level 50. Back when I made the mod, creating all those different characters was a bit overwhelming and a lot of work - and at some point I felt somewhat burned out. That's why some of the skill trees came a bit short. Maybe I will rework them in the future.
Faith Sep 14 @ 8:38am 
great mod, really enjoy having them along side the belakor campaign, great addition. All the hero's / faction leaders could do with a skill dump however. 1% health or separate melee and defence + etc.

The lords are only a few off, but the heros have looooads wasted skills.
Fröb  [author] Sep 6 @ 4:04am 
@Decado: Thanks, I embedded the link in the mod page.