Total War: WARHAMMER III

Total War: WARHAMMER III

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We'z Speshul - Core
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File Size
Posted
Updated
369.918 MB
May 1, 2024 @ 1:04pm
Aug 25 @ 8:21am
60 Change Notes ( view )

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We'z Speshul - Core

In 1 collection by Lost2Insanity
We'z Speshul - Total Waaagh Collection
5 items
Description
We'z Speshul - Core
This is a core mod for the Greenskins that includes Lords, Heroes, Units and other miscellaneous changes with the aim of staying true to the base game experience while also incorporating features from the army book and lore.

Supporting mods can be found it the collection above, if you're the type that just wants it all check out the All-In-One compilation.

Features
Legendary Lords
Raknik Spiderclaw - (Remodel Only)
Legendary Heroes
Borgut Facebeater - (Grimgor Ironhide Only)
Lords
Black Orc Warboss - War Boar, Boar Chariot, Wyvern
Orc Great Shaman (Lore of the Big Waaagh!) - War Boar, Boar Chariot, Wyvern
Savage Orc Warboss - War Boar, Wyvern
Goblin Warboss - Wolf, Spider, Wolf Chariot, Gigantic Spider
Night Goblin Great Shaman (Lore of the Little Waaagh!) - Cavern Troll
Forest Goblin Warboss - Spider, Gigantic Spider.
Snotling Warboss - Pump Wagon (Event Only)
Heroes
Orc Big Boss - War Boar, Boar Chariot
Savage Orc Big Boss - War Boar
Savage Orc Shaman (Lore of the Big Waaagh!) - War Boar
Goblin Shaman (Lore of the Little Waaagh!) - Wolf, Wolf Chariot
Forest Goblin Shaman (Lore of the Spider) - Spider
Extra Mounts
Orc Warboss - Boar Chariot
Goblin Shaman - Wolf Chariot
Goblin Big Boss - Wolf Chariot, Gigantic spider
Units
Savage Orcs (Spears)
Snotling Swarm
Night Goblins (Spears)
Night Goblins (Spears) + (Fanatics)
Forest Goblins
Forest Goblins (Spears)
Forest Goblin Archers
Night Goblin Squig Gobba
Regiments of Renown
Haarboth's Blackmountain Boyz (Orc Boyz)
Little Gork (Giant)
Miscellaneous
Additional Lord and Hero Skills.
Additional Textures and Models.
Savage Orc faction additions and improvements.

Compatibility
Any mods that interact with Greenskins skills or buildings may not be compatible with this mod.

Multiplayer
Custom Battle will work without any issues but campaigns may have issues arise with script functions breaking.

Embedded Mod Support
Tabletop Caps
Variant Selector

Sub-Mods
Green iz Best
Da Green Tide - Da Speshuls iz 'Ere
LEO's Formations Modded Units Submod

Localisation
We'z Speshul - On sommes spchial [FR]

Special Thanks & Credits
Games Workshop - Creating the Warhammer Fantasy setting.
Creative Assembly - Creating Total War, Supporting Mods.
Da Modding Den[discord.gg] - Essential Hub for Modding Total War.
Frodo - Rusted Pack File Manager (RPFM).
Phazer - Rigid Model Editor (RMEditor).
Ole - Asset Editor.
Blender
Mod User Support - Thanks for playing with my mods.

Urgat - Models, Textures.
Mixu - Scripting, UI.
Dead Baron - Models, Textures.
Valas - Scripting.
https://www.artstation.com/erenozel - Models, Textures.
Marthenil, Decomposed, Dungeon Master, Chaos Robie, Sythropo and The_Inquisitor for previous retired contributions and support.

Contact & Feedback
The best way to reach me is via the comment section below or joining Da Modding Den discord server listed above and use the #wez_speshul channel.
289 Comments
Lost2Insanity  [author] 1 hour ago 
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 2 hours ago 
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.
Lost2Insanity  [author] 19 hours ago 
@El Cubo
Adding the Orc Big Boss to Lead the Charge is a little problematic because of the Unit Set they've assigned to the requirements, this tables entries cannot be overwritten in the normal way as such adding a new Unit Set would add an extra requirement to have both Big Boss in an army in order to use the plan.

I'll keep it on my radar as I might find a work around, but thought I'd let you know.
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.