Total War: WARHAMMER

Total War: WARHAMMER

Monstrous Arcanum - Playable Monsters
21 Comments
HACKERMAN  [author] 9 Apr, 2019 @ 5:20am 
Danke Stefan :)
stefan_kolbe 9 Apr, 2019 @ 2:52am 
Hallo Maximus. Deine Mod ist echt Klasse und funktioniert einwandfrei. Das mit den Goblins finde ich kein Problem - im Gegenteil. Da es sich ja um erjagde und somit unterworfene Kreaturen handelt, sehe ich die Goblins einfach als die nützlichen Sklaven dieser Spinneneinheit. So gesehen passt das gut - sowohl zu Throgg als auch zu Wulfrik. Beste Grüße. Stefan,:steamhappy:
Firefly 3 Jun, 2018 @ 1:09am 
Any chance of making this available for WHII campaign?
AcidRanger21 19 Apr, 2018 @ 9:26pm 
Nevermind. Started a new campaign and the mod is working fine. My apologies for the false red
flag.
AcidRanger21 17 Apr, 2018 @ 6:23pm 
I have one encampment (Aesling's Conclave) that has all of the military buildings fully upgraded. Global recruitment allows for all units
HACKERMAN  [author] 17 Apr, 2018 @ 5:06pm 
@AcidRanger21 did you build the buildings?
AcidRanger21 16 Apr, 2018 @ 8:35pm 
Am I missing something obvious? I can't seem to find them in the recruitment window(s) during my Wintertooth campaign
ozzylep 5 Apr, 2018 @ 5:32am 
plz wight king lords
franzferdinand 26 Jan, 2018 @ 1:18pm 
@maximus
please see http://www.consenz.de/totalwar_warhammer/
No, I'm not, still learning and making mistakes.
HACKERMAN  [author] 24 Jan, 2018 @ 11:44am 
@franzferdinand are you a pro modder because it's seems like you are?
franzferdinand 24 Jan, 2018 @ 9:26am 
@Maximus Take your time. The PackFileManager - that's the tool I use and probabely the most - needs an update after the tomb kings patch. There are many new tables, which schema_107 can't handle. Hope the profi modders react quickly.
HACKERMAN  [author] 24 Jan, 2018 @ 6:38am 
@franzferdinand thank yery much. I will do it as soon as I have time. :)
franzferdinand 23 Jan, 2018 @ 1:35am 
To remove the wooden construction on the spider you have to create a new unit. Most of the new unit is copy-past from the "normal spider" (can a giant spider be called normal??) and then it needs a new variantmeshes/varaintmeshdefinition which refers to a changed rigid_model_v2 file in variantmeshes/wh_varaintmodes. It's again copy-paste from the "normal spider" in variants_dds.pack, but in variantmeshes\wh_variantmodels\sp1\grn\grn_arachnorok\tex\ all wooden parts are made invisible i.e. with GIMP. The files to modify are grn_arachnorok_01_diffuse.dds, grn_arachnorok_01_gloss_map.dds, grn_arachnorok_01_normal.dds and grn_arachnorok_01_specular.dds. I.e. you call the modified files ..._04_.... Then you can change your rigid_model_v2 with a hex editor, to let it point to your modified dds-files. You can also let the goblin disapear. You simply create an invisble goblin - as discribed - and let him ride on the spider. FFF
pfhunktur3d . 21 Jan, 2018 @ 11:40pm 
Monstaz. Cool. 2snaps and a fap. :P
HACKERMAN  [author] 18 Jan, 2018 @ 6:37am 
@Davion Unfortunately this is not possible to trigger that what you have in mind. I also thought that this would be better...
Davion 18 Jan, 2018 @ 1:03am 
how come with a lvl 5 mammoth building i can recruit all the monsters even without defeating them from the arcanum?
HACKERMAN  [author] 18 Jan, 2018 @ 12:18am 
@Davion You can recruit the monsters normally in custom battles or in the campaign when you have the right buildings.
Davion 16 Jan, 2018 @ 6:25am 
Why cant I see all the the monsters in the regiment of renown recruitment menu??
HACKERMAN  [author] 13 Jan, 2018 @ 1:48am 
Thanks for the Idea, I'll take a look into it as soon as I have time
[PuB] Axlegolas 13 Jan, 2018 @ 12:58am 
maybe you can remove the meshes of the last gobbo to make him "invinsible"
Vahlen 3 Jan, 2018 @ 3:50am 
Definitely giving it a try, was looking for a mod like this for quite some time.