Total War: WARHAMMER III

Total War: WARHAMMER III

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More Ferals for Lizardmen
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File Size
Posted
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9.934 MB
10 Oct, 2022 @ 12:06pm
26 Mar @ 11:12am
25 Change Notes ( view )

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More Ferals for Lizardmen

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 More Ferals for Lizardmen mod from Warhammer 2 with just some minor changes.
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 all of the Lizardmen factions, respectively:

-Scavengers (Feral Cold Ones)
-Scavengers (Poison)
-Blood Splitters (Feral Cold Ones)
-Feral Dark Ones (Nauglir)
-Feral Terradons
-Greater Feral Stegadon
-Greater Feral Bastiladon
-Greater Feral Troglodon
-Greater Feral Carnosaur
-Greater Feral Dread Saurian

-"I'm having difficulties with finding X unit"
I suggest you to use the building browser but since Lizardmen have a lot of building chains I get that It could be confusing at times, so here a brief reminder:
1) For most Lizardmen factions:
-Blood Splitters, Scavengers, Greater Carnousaur, Stegadon, Bastilodon, Troglodon and Dark Ones= Lizardmen beasts chain
-Feral Terradons= Terradon building chain
-Greater Dread Saurian= Lizardmen Worship building chain
2) For Nakai:
-Blood Splitters and Scavengers= horde cold ones building chain
-Greater Stegadon, Bastilodon, Troglodon, Dread Saurian and Dark Ones= horde beasts chain
-Greater Carnosaur= horde great beasts chain
-Feral Terradons= horde flying chain

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*
-While Nauglir models are compatible with the Lizardmen Cold Ones skeletons and animations there seems to be an occasional visual glitch related to specific combat animations.
I can tell you that this problem does not impact combat in any way though.
-Due to the increased size of some Greater ferals models you may spot some combat animation visual glitches every now and then.
-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*

-"Uhhhh...sooo.....you just changed the models' size, increased stats, removed some decorations and called it a day?"
Yup.
This mod is a port of a pretty old mod and is kinda simple and bare-bones.
I did promise to eventually port all of my Warhammer 2 popular mods though, so here we are anyway.

-"Lord's Red line?Tech buffs?"
I gave them generic Lizardmen beasts and Dinosaurs 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.

-"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 Decomposed https://steamhost.cn/steamcommunity_com/profiles/76561197983876192 for his Snotling concept which helped me a lot while I was working on the Scavengers.
Thanks to tastiger841 https://steamhost.cn/steamcommunity_com/profiles/76561198017846748 for his custom unit cards which are now officially integrated in the main mod.
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 (5)
2
6 Jul, 2023 @ 1:09pm
PINNED: Balance tweaking
zerg93
0
10 Oct, 2022 @ 12:28pm
PINNED: Bug reports
zerg93
19 Comments
zerg93  [author] 26 Feb @ 3:33am 
Just double checked in custom battle and the Great Feral Stegadon is completely ok and not showing any of the reported issues.
Considering that most of these units have their variantmeshdefinition files tied to vanilla files I'm inclined to think that the real culprit here is another mod, probably a reskin one.
And please, for future reference: when reporting an issue you should ALWAYS try to replicate and confirm said issue by testing ONLY the suspected mod without any other mods running at the time of the test.
Augustus 25 Feb @ 10:11pm 
great feral carno, bastilodon, troglodon have ok textures. But Help. Great feral Stegadon is in bad texture. Missing, colors random and suddenly invinsible.
zerg93  [author] 3 Jan @ 1:19am 
Mhhh...that's a lil odd, you should had unlocked the unit after upgrading the Terradon building into the Ripperdactyl one.
Oh well, guess that it make more sense to have Terradons in the tier 1 building anyway, will push another update in a bit.
whalewarrior64 2 Jan @ 7:48pm 
scavengers and bloodspitters are there now, but still no terradons in terradon building
zerg93  [author] 29 Dec, 2024 @ 7:50am 
Thanks for the bug report, I pushed an update to address those issues.
Since it's unclear to me if CA deprecated the Lizardmen Animal resource building chain, the Bloodsplitters and Scavenger units will be directly recruitable from the Lizardmen beasts building chain from now on.
As a "downside" you should expect the Lizardmen AI to recruit Scavenger units way more often since they are cheap to recruit and are now easily accessible.
The Terradon issue was most likely caused by a missing building_units_allowed_tables value and it should be fixed now.
If you are still having issues after the update please try to unsub and resub to force the mod's update in case Steam failed to apply the update properly.
whalewarrior64 28 Dec, 2024 @ 10:22pm 
Terradons, scavengers, and cold ones don't show up, there is no building to recruit them. I built the terradon as Hexaotl and I can only recruit the base game terradon riders.
zerg93  [author] 16 Oct, 2024 @ 9:14am 
Yes, as they are available for all of the major Lizardmen factions.
If you have troubles finding certain units you can always check where they are unlocked in the building browser.
Bone daddy. Ainz Ooal Gown 16 Oct, 2024 @ 8:59am 
Does Gor-Rok get them?
zerg93  [author] 26 Mar, 2024 @ 3:33pm 
Possibly, other modders may have covered Feral Nauglir, no idea about that really.
Ironically, Feral Nauglir started as a standalone mod for Dark Elves back in Warhammer 2 but since the ratings were pretty low they were then merged into More Ferals for Lizardmen (Lizardmen variant) and Cold One Variants (Dark Elves variant).
I'll add MCT support with the next update of this mod but that's not really a solution since disabled unit cards will still pop up as grayed out in the building chains and in the recruitment tab.
Plus, is not really worth it to be subbed to a unit pack just for a unit anyway.
Raptorclaw01 26 Mar, 2024 @ 2:37pm 
Odd question, but is there a standalone version for the Nauglir, or perhaps another mod that expressly includes only them?