Total War: WARHAMMER III

Total War: WARHAMMER III

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War for Eight Peaks - Dynamic Start Positions
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23 Jun, 2023 @ 7:50pm
12 Dec, 2024 @ 10:56pm
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War for Eight Peaks - Dynamic Start Positions

In 2 collections by Porkenstein
Porkenstein's Vanilla+
76 items
Porkenstein's Immortal Empires Start Positions
11 items
Description
This mod gets rid of the Mutinous Gits, making the starting owner of Karak Eight Peaks dependent on the player's faction. It also changes some settlement ownership and faction identity in and around the Badlands to provide a better Queek, Skarsnik, and Belegar experience. Now, the three AI factions can often be seen skirmishing around the mountain for its control and players need to contend with both of their rivals from the start.

If the player is not Skarsnik, Skarsnik starts in control of Karak Eight Peaks. If the player is Skarsnik, Queek starts in control of Karak Eight Peaks. If Queek and Skarsnik are both players, Belegar starts in control of Karak Eight Peaks. If all three are players, Karak Eight Peaks is owned by the Necksnappers.

While I loved the idea of the race for Eight Peaks, seldom did the three contenders ever encounter each other around the mountain. This mod brings Belegar closer and involves the other two more with the mountain directly, creating an intense and thematic experience. The mod also brings back the Necksnappers from Warhammer I.



All Changes:
  • Skarsnik starts at Eight Peaks if he is not a player. If Skarsnik is a player, Queek starts at Eight Peaks. If Skarsnik and Queek are players, Belegar starts at Eight Peaks. If all three are players, the Necksnappers hold Eight Peaks.
  • Skarsnik, Queek, and Belegar now start at permanent war with each other.
  • Belegar now starts near Ekrund in control of Gronti Migdol, making his campaign truly a challenging fight through the badlands to retake Eight Peaks.
  • The awkward Mutinous Gits are no more, replaced by the original Necksnappers from Warhammer I.
  • Gorfang Rotgut and his Red Fangs gain control of Black Iron Mine and Dringorackaz, but lose most of their old territory to the Necksnappers.
  • The Feastmaster ogres start in control of Bitterstone Mine to give them more survivability and to give Belegar's campaign more variety

Compatibility:
This mod should be compatible with any other mod that doesn't mess with the starting location of factions being moved, as it is almost entirely script-based. It is compatible with both Mixu's unlocker and Immortal Empires Expanded. It is compatible with my Kemmler mod as well.

Other Recommended Changes:
Skarbrand in the Jungle
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2990746957

True World - Light Start Position Changes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988099329

AI Balthasar Gelt in the Border Princes - Start Position Change
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3285962464
66 Comments
Omnplayer 2 Jul @ 11:58pm 
Would you consider making a compatibility patch/sub mod for cataph's southern realms? One of his lords starts where Belegar starts
< blank > 10 May @ 11:04am 
IEE/old world supported?
Porkenstein  [author] 21 Apr @ 1:17pm 
@Gleen Cross, I'm planning on doing that for my old world mod. I do like the idea of just having a simple dynamic start position for eltharion, but honestly I like the idea that Grom is closer to Ulthuan than you think and isn't just another one of a million orc lords in the southern world's edge mountains
Porkenstein  [author] 21 Apr @ 1:15pm 
@Sir Koda, no, the necksnappers are a normal faction now. Unless you mean you cannot trade with them, in which case it is a bug
Porkenstein  [author] 21 Apr @ 1:14pm 
@Løfvenius, yeah I'm a glutton for punishment so the campaigns this sets up are perfect for me but there's definitely a reason why CA didn't make it like this in the first place... it's damned hard
Løfvenius 6 Apr @ 2:01am 
I love the idea of this mod, especially that the three factions are locked at war, and have also played with it as Belegar for a fun campaign, but trying it out as Queek I wonder if the start will punish you too greatly at the benefit of the Dwarfs, mainly by opening up all the mountains to the north for the Dwarfs to rule (Ungrim and Thorgrim)
Guts 13 Mar @ 12:09pm 
it is renamed by new settlement, who dis
Guts 13 Mar @ 12:03pm 
If using with southern realms, simply download console commands mod. "gr" is the give region command to take back migdol (named Soqotra) and "kill" can get rid of gashnag.
Sir Koda 26 Feb @ 3:59am 
As Scarsnik you can trade with Necksnappers, is that a bug?
Gleen Cross 2 Feb @ 1:43am 
Can you make a similar script to Eltharion and Grom? If playing as Eltharion, Grom is moved to the Rib Peaks, that would be a pretty cool campaign.

I don't know if this concept would work for Grom tho... if playing as Grom, he starts on the old Warhammer "2" position in the south world's edge mountains? His vanilla start is boring because Massif Orcal is too close to Tor Yvresse, not much of a challenge to get there