Total War: WARHAMMER III

Total War: WARHAMMER III

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Cad's Balewolves for Norsca
   
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54.801 MB
12 May, 2024 @ 8:44am
12 Dec, 2024 @ 11:43am
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Cad's Balewolves for Norsca

Description
This mod adds a new unit, Balewolves, to Norsca; it also renames the Things in the Woods ROR (The Mordheim Balewolves) to the Woes of Dolganyeir.

Based on a marriage between new canon and the older, incontrovertibly Chaotic creatures of Mordheim fame, these Norscan Balewolves are aggressive anti-infantry monsters comparable to Kislev’s own Things in the Woods. Tactically they function like a cross between Things and war beasts such as Dire Wolves; while they have lower speed, damage, armor, and morale than Things, they retain good damage reduction and also possess Vanguard Deployment. Be warned, however, that they will enter a rampage once they take sufficient damage, making these mutants a fierce but fickle asset for your battle-host.

Is this lore-friendly?
The canon surrounding Balewolves received a significant expansion (or rather, an alteration) in Shadows of Change to make Balewolves/Things a Kislevite unit. This mod is an attempt at yes-anding these changes, and proposes that, if Things are indeed ‘purified’ Balewolves, there remain impure versions beyond Kislev’s borderlands and forests. This is reflected by the design of the Norscan Balewolves; while Things are largely cleansed and stripped of corrupt flesh, Balewolves possess alarming, chaotic malformations sloughing off their twisted forms. This leans away from CA/GW’s newer lycanthropic lore in order to align it with the older canon. In essence, the canonicity of Balewolves generally is a little subjective, and this mod seeks to wield that opportunely.

I don’t like how these look!
If you feel that the models with flesh still covering most of their skulls (i.e. the ones using warhounds assets) look janky, you can just switch the active variantmeshdefinition to “cad_chs_balewolves_use_me_for_OGs_only”. You’ll only have 3 variants, though. I believe the only swap needed is the variant_filename column in variants_tables. You could even substitute in the normal Things models if you want—they use a different animation, but all the new animation in this mod does is recreate it without the glowing eyes effect, so you if you’d prefer them to look like vanilla, that’s very doable! These guys look a little kooky for my taste too, truth be told, but you could cook an egg on my laptop when I’m editing fur on lower LODs, so I may need to wait before fixing these issues.

What’s the compatibility situation?
This is a standalone unit mod and should be happy alongside other Norsca mods of all types! Tribes of the North, for instance, works as per normal in tandem with this mod. Balewolves benefit from the same tech/ability perks as Skinwolves, so anything which buffs or nerfs them in campaign will also nerf or buff these guys. Overhauls and special feature mods (such as SFO or Tabletop Caps respectively) would need their own submods.

Cheers
Thank you so very much to the community over on Da Modding Den, which has been integral to me as I’ve learned about modding. Extra thanks are due to to Drazhir, PropJoe, Cataph, Calm, and Cryswar, all of whom have come to my aid when I’ve asked questions there. Cryswar has put some wonderful modding guides up on Steam and the aforementioned Discord is a great resource for modders and mod aficionados alike.
17 Comments
gongoozler 21 Jun @ 10:12pm 
Totally agree with you. The Things in the Woods look very destructive and chaotic in the first place.
Cadbuddy  [author] 24 Feb @ 5:31am 
@Axis2002 hello and thanks for your question! I have not tried running this and Lost and Found: Loreful Additions (Beastmen) together at the same time, so I can't say with 100% certainty, but my guess is that they would be 100% a-ok. That's because this mod creates a distinct unit called the Balewolves and gives them to Norsca, it doesn't impact how the original Things unit works (again with one caveat, which is that the RoR is renamed to the Woes of Dolganyeir, but that's the only thing). This means another mod altering stats for the original Things unit, OR adding a new Things-like unit, would likely exist wholly separate from this mod and the changes it makes, save for the RoR rename. I hope this info is useful!
Axios2002 22 Feb @ 11:23pm 
Will this conflict in any way with the Lost And Found Lorefull additions mod for the beastmen? It basically just adds the Things in the woods (+cockatrice) to Beastmen, Ever since I learned things in the woods were originally a Chaos thing I´ve wanted to have them added to apropiate Chaos Factions (and we all know Norsca needs all the love it can get)
Cadbuddy  [author] 18 Dec, 2024 @ 11:09am 
@KarlFooknTanner thanks very much for your kind words. I've had to slow down a little on modding recently, so I wouldn't want to promise anything, though I'd say Cathay and Norsca are my two main interests (not because I like the factions especially but simply because I think there's still room to give them more distinctive faction identities). It is possible future content releases will provide some handy material though, and ideally I'd like to touch up the mods I've already made public once I have time to.

@[]Herz[] Thank you very much! I would really strongly recommend checking out the Tribes of the North mod and the mods made by Salty Old Fisherman as these include really great takes on a "Skin Wolf Packlord". I really like the idea of Norsca getting more generic lord options, and while my own progress on an "Eminent Reaver" generic lord is pretty plodding, I would use Salty Old Fisherman's work as a goal to aspire toward and can vouch for its quality.
[]Herz[] 18 Dec, 2024 @ 10:02am 
Sehr schön! I would like to see a Skin Wolf Lord. Thanks for sharing!
KarlFooknTanner 14 Dec, 2024 @ 3:49pm 
Quite a few high quality, updated mods you made. Thank you for your hard work.

Will you attempt unit mods for other factions in the future?
Cadbuddy  [author] 2 Dec, 2024 @ 12:33pm 
@Deathbringer thank you so much! All the best to you too!
Deathbringer 2 Dec, 2024 @ 12:27pm 
@ Cadbuddy This explain very well and logically. Thanks for the insight and I value the work of your mod and time. I hope you have a splendid day Cadbuddy.
Cadbuddy  [author] 2 Dec, 2024 @ 12:18pm 
@Deathbringer hi there and thanks for asking--my logic w/ this mod is that Balewolves are northern monsters specifically borne of "dark energy" according to in-game info. Meanwhile the elemental incarnate of Beasts, despite looking similar to Ostankya's Things, is purely pulled from the magic of Beasts/Ghur (if I understand canon right?). Beasts magic for Norsca goes beyond the scope of this mod and my capabilities, but there are other mods out there that touch on this, especially Norsca expansion mods. I hope this info is useful to you!
Deathbringer 1 Dec, 2024 @ 11:54am 
@Cadbuddy can you add the elemental beast since now we got the little guy. Why not the big one?