Total War: WARHAMMER III

Total War: WARHAMMER III

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Dust Goblins
   
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30.701 MB
18 Jan, 2024 @ 9:39am
26 Mar @ 6:28pm
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Dust Goblins

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

A direct port of my Dust Goblins mod from Warhammer 2 with a few graphical changes and some cavalry additions.
Dust Goblins were briefly mentioned in 2003's Warhammer Chronicles which was a compilation of the best Warhammer articles from the pages of White Dwarf magazine.

>>*Considering that they were mentioned only that time back in 6th edition and then completely forgotten, their current canonicity is shaky at best*<<

For the ones who are not familiar with them: Dust Goblins are undead Goblins raised by the necromantic power of the Tomb Kings.
Unlike the vast majority of the other undead beings, Dust Goblins still retain a tiny part of their mischievous and unpleasant qualities from their previous malevolent lives.

This mod adds five new units for the Tomb Kings roster, respectively:
-Dust Goblin Archers
-Dust Goblins (Spears & Shields)
-Dust Goblins (Swords & Shields)
-Dire Wolf Riders
-Dire Wolf Rider Archers

You'll find the infantry units tied to the Tomb Kings' Infantry building chain and the cavalry units tied to the Cavalry building chain.
They are already integrated inside the Tomb Kings' cap system.

*KNOWN ISSUES*
-Some clipping and texture stretching with the Dire Wolf mount's legs zone while performing certain animations.
-As you may have noticed the Dire Wolves do no have their flashy undead eyes vfx effect.
That's due to the fact that said effect is tied to the Dire Wolves animation set while these custom cavalry units are using the giant wolf mount animations.
I generally don't think that it's a big deal and personally I find that Dire Wolves without that vfx effect fit better the Tomb Kings' aesthetic anyway.

*QA*

-"Do they have some undead animations?"
Nope. Stock Goblin animations, sorry.

-"If they are skeletons why not give them Realm of Souls?"
Because they are not full skeletons: they are half skeletons and half zombies.
Plus, Realm of Souls should be exclusive to true Nehekhara’s citizens not Goblinoid carcasses

-"Sooo....AI Is going to recruit them a lot isn't It?"
That's a given.
Despite the caps they are pretty cheap units so AI Is probably going to recruit them pretty often.
If the idea of AI Tomb Kings suddenly turning Greenskins-like disturbs you I completely understand, don't worry.

-"What about their leader Morbid?"
Didn't find any image of him online, but he would have been an officer or a Hero at best so nothing major lost there.

-"Lord's Red line?Tech buffs?"
I gave them generic Skeleton infantry and cavalry 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 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!
16 Comments
warbossrok 24 Jun, 2024 @ 1:43pm 
Yeah may well do! Dust Goblins for Greenskins is cool!
zerg93  [author] 24 Jun, 2024 @ 9:21am 
I'll tell you what, if you are still that determined to get these units with Greenskins why don't you consider the idea of becoming a modder yourself and make that happen?
By becoming a modder you could add whatever you want to Greenskins until your burning desire for variety is fully fulfilled.
You should really consider joining Da modding Den discord and learning how to mod and submod, it can be overwhelming at first but it's also really rewarding once you get things sorted out.
zerg93  [author] 24 Jun, 2024 @ 9:07am 
I feel like we are running in circles here.
You keep asking and I keep telling you "no."
Why do you insist then?
I'm only going to make these units recruitable in places that make sense for them and for factions that are meant to recruit these units.
Azhag is the only Greenskin Lord that should be able to recruit these units, but since vanilla Azhag doesn't have the lore of vampires nor skills and tech to boost and sustain undead units: it would be completely pointless to give him these units (even worse giving these units to other Greenskin lords) because they will underperform *(and they are already trash tier units!!!)*.
I would be inclined to agree that variety is generally a good thing in mods but that also has its limits and "variety" in a specific mod that was created to be lore-friendly material (one would argue that 2003 discarded lore material isn't that valid but still) it's not exactly what I would call a good thing.
Let's finish this back and forth already, please.
warbossrok 24 Jun, 2024 @ 8:10am 
> you are pretty much better off using those mods that I linked in the comment below and have your fun with Azhag and his undead army

Yeah I think that mod is better for Azhag.

But, you know, maybe even making Dust Goblins generally available to all Greenskin factions is the way to go.... Greenskin players love variety! Also having the AI in the Southlands using Dust goblins would be super cool.

I noticed there's a Boglar RoR for Ogres too...makes me think about River Orcs/Boglars...
zerg93  [author] 24 Jun, 2024 @ 7:19am 
Also no, I generally make just super basic scripts when I'm forced to and I don't make custom quest battles.
The few modders that attempted making custom quest battles or successfully managed to make them never had anything positive to say about them and that it was a royal PITA to make them from start to finish.
Again, you are pretty much better off using those mods that I linked in the comment below and have your fun with Azhag and his undead army.
zerg93  [author] 24 Jun, 2024 @ 7:19am 
Your suspicion is wrong.
I made this mod specifically for Tomb Kings players because Dust Goblins were always meant to be part of the Tomb Kings army since their creation back in 2003.
The fact that they were "forgotten" (to not say discarded) by GW and never mentioned again and the fact that Azhag exists and he's also "compatible" with these units doesn't really mean anything to me, I guess that they would just "fit" in an undead orc/goblin army guided by a modified Azhag with the lore of vampire, that's all.
Making Dust Goblins recruitable outside of Araby or Tomb Kings territory wouldn't make much sense, and while I do get that walking all the way to Araby would be tedious It's still pretty doable (not much rewarding since you would unlock trash tier units but still).
This an extremely niche and obscure unit type so Tomb Kings fans not wanting Goblinoid carcasses in their roster is pretty understandable and I never expected this mod to perform well in the first place.
warbossrok 24 Jun, 2024 @ 6:28am 
> a few unique buildings in the Araby desert zone, though.

unfortunately since Azhag starts a long way from Araby, people wouldn't be able to recruit them.

My suspicion with this mod is that you made something cool for Greenskin players keen to get some variety in the very generic Azhag campaign, but didn't actually let them use it because this mod is only for Tomb Kings

And I see there are only 88 subscribers - Tomb Kings clearly are not that into it.

I've seen this on the workshop a few times - someone makes something cool but then makes it so players can't recruit it.

It might be possible to script a custom quest battle in Araby for Azhag maybe? Win the quest battle by turn 20 and you get access to Dust Goblins and an item that give you bound invocation of nehek

Of course just a suggestion!
zerg93  [author] 23 Jun, 2024 @ 5:50pm 
I don't take direct requests, only suggestions.
Anyway:
-1) No, a gold mine is just way too generic.
There should be a few unique buildings in the Araby desert zone, though.
But even by adding these unit as exclusive units for Azhag they are still undead and would not perform well without an undead commander with a specific lore of magic.
-2) Also NO, I'm definitely not going to modify a vanilla Lord just to make these units viable with him, that's completely out of the scope of this mod and I'm generally not interested with modifying vanilla Lords and Heroes in any kind of way, really.
-3) If you want to go for "that kind of Azhag" you are probably better off using these mods instead
Books of Nagash for Azhag https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3151879250
Feature for Azhag: Wandered and Lost https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2928943242
warbossrok 23 Jun, 2024 @ 3:36pm 
Also give Azhag invocation of Nehek for them. So cool!
warbossrok 23 Jun, 2024 @ 3:35pm 
Definitely want these for Azhag. Could put them on the greenskin gold mine building for Azhag only. He starts right next to one.

Yes, AI will recruit them but I think that is cool.