Total War: WARHAMMER III

Total War: WARHAMMER III

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Savage Big 'Uns Berzerkerz
   
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File Size
Posted
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40.667 MB
1 Oct, 2022 @ 4:47pm
26 Mar @ 11:14am
19 Change Notes ( view )

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Savage Big 'Uns Berzerkerz

Description
>>>*This mod is part of the Zerg Collection Volume I, DO NOT use this mod along said collection or you'll crash. Choose one.*<<<

*NOTICE* All of my screenshots are taken with my certified potato pc™.
This means (at least in theory) that my custom units will look better on your high-end machine (if you do have one).
So don't be scared off by my horrible screenshots, thanks.

*Please consult the Known Issues and QA sections before commenting, thanks.*

This Is a direct port of my Savage Big 'Uns Berzerkerz mod from Warhammer 2 with just some minor changes.
Please notice that while these units are available for all of the major Greenskin factions in custom battles, they are going to be exclusive for the Bloody Handz faction in campaign.
Please notice that the units' stats screenshot was taken with the unit size setting set to large, so expect more HP and unit models if you are playing on Ultra.

This mod adds the following units for The Bloody Handz, respectively:
-Savage Big 'Uns Berzerkerz
-Savage Big 'Uns Berzerkerz (Great Weapons)

There are 5 unit and officer variants.
You'll find them in the main special savage orc camp and special savage orc camp Wurrzag building chains (Savage Orc Host).

Ok, presentation over: let's dive into the technical stuff!

*COMPATIBILITY*

As far as I know this mod works with pretty much everything that do not mess too much with vanilla units.
Should be usable with an ongoing campaign but in my opinion You should not take any chances and use this mod on a brand new campaign to avoid any problems.

*KNOWN ISSUES*
-Some clipping Is pretty much inevitable with all that stuff.
-If You are experiencing weird glowing effects on the units then please use this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2922534576 until CA officially fixes that issue.
-Missing textures with certain graphic settings/while looking from certain angles: LOD issues/missing textures issues can be caused by low settings, LOD mods, Immortal Empires BETA bugs and/or even some faulty version of H3ro asset editor.
Translated= I generally can't do anything about that.
If you are experiencing low poly models+missing textures related to the current state of the game there isn't a common solution that works for everyone, but I managed to fix that by doing the following:
-Disable Sharpening
-Enable FXAA
-Enable Unlimited video memory

*UPDATES POLICY*

Let me be straight with you...when the mod status change from updated to outdated....if you start to spam in the comment section things like "update pls, OMG UPDATE, can we have an update my good sir?, UpDaTe!1!1!1" and similar stuff....know that https://media.giphy.com/media/e3URFlLQywEPC/giphy.gif


...But jokes aside: please don't do that.
When it becomes necessary, and when I can, I will update my stuff, do not worry.

*QA*

-"Do they have access to scraps?"
Yes, generic savage orcs scrap upgrades.

-"Lord's Red line?Tech buffs?"
I gave them generic Greenskins' infantry and savage orcs unit sets so they should get buffs related to those sets.

-"SFO/Radious ecc. ?"
As a matter of fact I'm officially retired from SFO/Overhaul related mods.
As always: If you already have previous experience in SFO submodding feel free to make an SFO version out of any of my mods that are currently missing one, I will link your submods if you provide me with a link.

SFO submod here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3310962343

-"Your mods are ugly and janky, why? just why?"
Here's a friendly reminder: I'm just an amateur and nothing more.
If you want beautiful stuff with no jank then stick with CA and/or professional modders and avoid my mods, simple as that really.

And that's all I guess!
Credits time!

Thanks to Phazer for RME editor!
Thanks to H3ro and his great tool!
Any of this would not have been possible without Frodo45127's RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!

Let's be brutally honest now: there are countless modders that are WAY more talented than me and that would deserve your money more than me.
That said, If you have grown to like my works so much to the point that you want to express your appreciation or just put a smile on my face...well: I will not stop you ;) .
You have my gratitude for all the support you can throw at me, independently by the donation's sum: you are all equals to me and I do thank you all.
From my part I can assure you that your donations will not be wasted, in fact I would mainly use them to:
-complete the Total War Warhammer DLC collection and thus expand my modding possibilities
-PC related things

[paypal.me]

[ko-fi.com]
Popular Discussions View All (6)
0
1 Oct, 2022 @ 5:17pm
PINNED: Balance tweaking
zerg93
0
1 Oct, 2022 @ 5:16pm
PINNED: Bug reports
zerg93
16 Comments
Simauk 15 Jul @ 9:03am 
Eppure i savage orcs normali risultano molto scarsi in una confederazione. Però vabbè, ci può pur stare
zerg93  [author] 15 Jul @ 7:51am 
No, nella campagna sono unità esclusive della fazione Bloody Handz = anche confederando Wurrzag non puoi ottenere queste unità perché stai giocando con un'altra fazione che non ha accesso a queste unità esclusive.
Rendere queste unità esclusive accessibili a tutte le fazioni Greenskins risulterebbe in tali unità non essere più esclusive a una sola fazione, vanificando in ultimo l'obbiettivo principale della mod: dare delle unità esclusive ai Bloody Handz.
Simauk 15 Jul @ 7:34am 
Yo zerg, c'è modo per renderli accessibili a tutte le altre fazioni? quando confedero wurzagg sarebbe buono avere un army a tema
zerg93  [author] 17 Aug, 2024 @ 10:25am 
Thanks!
Linked in description.
Derimnou 17 Aug, 2023 @ 1:28pm 
:sealdeal: Great Grungni, those be som dastardly ogleh green cretins. Great job, zerg93! :WHII_Dominate: Toime to bash some orc heads in!
zerg93  [author] 20 May, 2023 @ 12:41pm 
Well, I can only guess that not everyone is willing to go through the whole process of manually locating their mods and then adjust them through rpfm (despite being quite simple).
There are plenty of good modding guides out there (even for basic modding needs), but I guess that they could seem somewhat overwhelming for people who never touched a modding tool before.
Plus, manually balancing a custom unit for SFO can be tricky without having a decent knowledge about how SFO balance works as a whole.
sefus 20 May, 2023 @ 11:49am 
so idk why people always want modders to do it they should just do it themselves
sefus 20 May, 2023 @ 11:49am 
using rpfm its pretty easy to make your own patch for sfo/radious its literally just editing the stats
zerg93  [author] 16 May, 2023 @ 5:51pm 
No, sorry.
As it is explained in the QA section at the "SFO/Radious ecc. ?" question, I don't make SFO compatibility submods nor any other overhaul submods in general.
You'll either have to wait for another modder to make an SFO submod for this mod or simply forget about the existence of this mod and move on.