Total War: WARHAMMER III

Total War: WARHAMMER III

Rakarth's Bestial Enhancements
47 Comments
Goldberg 28 Jun @ 6:32am 
Thanks for the mod mate. It is cool !
VoRt-lol  [author] 14 Dec, 2024 @ 8:41pm 
@ Moldy_Lunchbox321 , no problem. There is another small update I have planned for this mod in the not too distant future though (Soon™), since 6.0 added some new tags/tools I can make use of.
Moldy_Lunchbox321 14 Dec, 2024 @ 8:08pm 
oops yeah I thought you were the same author, appreciate the response!
VoRt-lol  [author] 14 Dec, 2024 @ 8:06pm 
@ Moldy_Lunchbox321 , I don't add units to the monster pens through this mod. But if the expanded monster pen mod has added them then I'll update the compatibility mod for it as soon as I can get around to it.
Moldy_Lunchbox321 14 Dec, 2024 @ 8:04pm 
any chance we'll get the new squigs from 6.0 incorporated? this mod and the expanded monster pen quickly made Rakarth one of my favorite lords
VoRt-lol  [author] 30 Jun, 2024 @ 4:09am 
@ Alpha , :steamthumbsup: appreciated.
Alpha 29 Jun, 2024 @ 3:06pm 
Thanks for your hard work!
VoRt-lol  [author] 14 May, 2024 @ 1:34am 
@ Destroyosaur , Thanks for letting me know, I'll take a look when I get a chance. If it's been updated then I'll probably just make this mod compatible or a compatibility version for the non-Druchii beast buffs within this mod rather than making my own.
Destroyosaur 11 May, 2024 @ 3:24pm 
Rakarths expanded pens actually just got updated, so you might want to look at that one as the most popular expansion.
VoRt-lol  [author] 13 Mar, 2024 @ 9:46pm 
@ Krakenous , I'm aware there were a few versions of mods that expanded the beast pens previously. I never kept up with them but I'm assuming that they either no longer work, or just aren't getting updates? While it was certainly never my intention to add units within this mod, I can take a look at those mods and possibly fashion a side-mod to the Bestial Enhancements which adds additional creatures to the pens.

As for giving these things a go yourself, definitely read the tw-modding website or join the modding discord. Google "Total War Modding", and you can either read through guides there or ask for assistance on the discord which should be linked on the home page. A lot of modding is reverse engineering, so it's usually not that difficult (albeit time consuming at times).
Krakenous 13 Mar, 2024 @ 7:36am 
Probably outside the scope of this mod or your intentions but... I'd love to see a revival of the "expanded beast pen" mods for Rakarth, even seeing added compatibility with some of the many cool mods that add new beasts. I'd love to give it a go myself, just sure where to start haha.
VoRt-lol  [author] 15 Feb, 2024 @ 8:24pm 
Just posting here to let the 6 people who use this mod that right before, or immediately after 4.2 is released, I'll upload the UI version of this mod over this one. I will be keeping the technology version as the compatibility version linked on this page for anyone who wants to use that instead.

The UI version is using the Mortuary Cult system and adds some equipment and followers in addition to some small changes across the buffs it provides, and the costs associated with them.
VoRt-lol  [author] 12 Dec, 2023 @ 8:03pm 
@ Moldy_Lunchbox321 , both Hellebron and Malus are (let's be real here) almost identical in their faction mechanics. Press button every X turns. IIRC there is a mod which fixes the whispers mechanic for Malus not firing correctly, so I would start there for him considering there are a bunch of unique ancillaries that you're likely never going to see due to it being bugged.

As far as Hellebron is concerned, I have no idea what I would do to add something flavorful to her, as for Rakarth it was fairly easy to just buff monsters similarly to how Ikit buffs weapons teams. I have no current plans for Hellebron, though maybe after I actually finish the standalone version of this mod I may look into what could be done for her.
Moldy_Lunchbox321 12 Dec, 2023 @ 10:37am 
Absolutely love this mod, any plans to tackle Hellebron or Malus? I often find myself just playing through as Rakarth or Malekith now
ShadDoUrden 3 Oct, 2023 @ 11:00pm 
Thx
VoRt-lol  [author] 3 Oct, 2023 @ 10:46pm 
@ ShadDoUrden , very cool :steamthumbsup:, added to the description.
Pyrodysseus 30 Aug, 2023 @ 10:52am 
awesome thanks, appreciate you taking time to check it out and explain how I can do it myself!
VoRt-lol  [author] 29 Aug, 2023 @ 11:19pm 
@pyromaniac7777, just took a look at what you're asking. It just involves changing every value in the "Tier" column of the "technology_nodes_tables" section by +5. Except for the one at value 0, that one is only modified because CA (for some reason) set Rakarth's faction to not have the initial tech researched on game start when all the other Druchii do. My mod drops the research time on that tech from 4 to 1.

I'd suggest doing that yourself with RPFM (if you can't wait for my fix) and saving a custom version in your WH3 data folder. Changing the tiers causes the tech tree to have an entire screen of nothingness in the tech tree while scrolling to the tech nodes from this mod. I don't want to do that as baseline since it looks weird.

As for making a compatible version as unlisted but linked from this main page, "yes" I will do that, but I'll want to wait for 4.0 since there's 2 definite (and possible compatibility changes in 4.0) additions that will be made when that's released.
Pyrodysseus 29 Aug, 2023 @ 6:50pm 
Any chance you could make this compatible with Decky's Dark Elves Tech Tree?
I checked the packfiles and it's almost compatible as-is, just overlaps a bit
Pyrodysseus 29 Aug, 2023 @ 5:08am 
great mod btw it's always good to see a fellow Druchii lover! time for a long-awaited Rakarth campaign
VoRt-lol  [author] 29 Aug, 2023 @ 12:51am 
@glospey, it is exactly as pyromaniac7777 stated. The type of factionwide bonuses applied here have taken inspiration from Clan Skryre's Forbidden Workshop, applying to garrison units in addition to mounted lord and hero units as opposed to individual units uniquely. Thematically the Flesh Lab is more in line (buffing monsters), but effect-wise is where it's more similar to the Forbidden Workshop.

The delivery system for these effects/bonuses is through the tech tree instead of its own UI due to it being significantly easier to implement (and less conflicts with other mods), while also allowing for the foundation to be set for when I do throw all of the effects into its own system outside of the tech tree. Its own UI is coming, but that's going to be Soon™, so there's no actual date I can give for that.

@Destroyosaur, :steamthumbsup:
Pyrodysseus 28 Aug, 2023 @ 3:33pm 
he didn't choose either of those faction mechanics, he implemented his changes using technologies and the actual effects themselves are what were inspired by the Forbidden Workshop. Clan Moulder's mechanic is on a per unit basis so that doesn't really have anything to do with this
glospey 28 Aug, 2023 @ 1:36pm 
Curious why you chose Ikit Claw's Forbidden Workshop instead of Clan Moulder's Flesh Lab? Seems like that would be closer to what you're looking for?

Regardless, glad to see someone trying to make Rakarth playable! SO disappointing vanilla.
Destroyosaur 28 Aug, 2023 @ 5:07am 
Always happy to see new content for this mod. I honestly can't play Rakarth without it anymore.
VoRt-lol  [author] 13 Jun, 2023 @ 1:40am 
@House of Cory, you shouldn't need to wait. The launcher might say out of date, but everything should be 100% functional. As far as I am aware, 3.1 didn't change anything core from 3.0 in the tables that would have some effect on the mod, so it should work perfectly fine. I sorta take the stance of "if it isn't broken, don't fix it" in regards to the mods on here.
nrfb 12 Jun, 2023 @ 9:40am 
Would love to give a Rakarth campaign a try, will wait for this to update!
richardpearce3 28 Mar, 2023 @ 11:54am 
I've been greatly disappointed by the lack of effort put into the Dark Elf faction mechanics, especially by comparison to the Skaven legendary lords (who are quite clearly CA's favourites). I always thought it was a missed opportunity that the Rakarth FLC didn't include any mechanics based around upgrading/selective breeding of the beasts he can muster. So yeah, this mod is exactly what I wanted. Thank you very much.
benzar7 6 Jan, 2023 @ 2:27pm 
Hey @ VoRt-lol,

:cozybethesda:

Thank you for letting me know! I really appreciate your work. Rakarth is my favorite LL and you make him even better. I hope you've had a wonderful holiday season!
VoRt-lol  [author] 10 Dec, 2022 @ 4:51am 
@ benzar7 , The mod still functions fine with 2.3. The mod may say 'Out of Date' in the launcher, but there has been no necessary changes since the patch so I haven't updated it. I don't know when the next update will be for the mod (would like to make sure some of the abilities work as intended), but it currently has no issues with the latest WH3 patch.
benzar7 9 Dec, 2022 @ 7:10pm 
Will you update this mod to the newest version?
Privateer 12 Nov, 2022 @ 2:43am 
This sounds really interesting. I'll be using it in my current Rakarth campaign, which does include the "Expanded Monster Pen" mod. I'll let you know how it goes.
Varukaii 25 Oct, 2022 @ 7:52am 
Glad to see you already have the same idea in mind. Personally, i like the slaves in 3 more than in 2 since for one you could easily exploit it to the point you make infinite money and as noob player i always strugled with public order in 2 when playing DE, but in 3 i am barely feeling it. The change in slave system is what made me pick up DE's back again leading me to play Rakarth and finding this lovely mod.
VoRt-lol  [author] 25 Oct, 2022 @ 3:11am 
@ Varukaii , I think it's just because the last time it was updated was prior to 2.2. Should still function correctly as the patch shouldn't have made any changes to the modified sections.

On Rampage. I don't necessarily hate the fact that some units still have it so I have no plans to change it at this stage. It was already a godsend that it was removed from Cold One Knights (though their recruitment tier is still on the high side).

For raiding and increased chances at acquiring monsters. The increased chance is something I am currently tinkering with (I just don't want to get too aggressive on the values), but the -income from raiding is not something I particularly want to touch.

As for other unique uses for slaves. Oh boy... though this is likely not the mod I would address this in, I have been looking at other possible uses for slaves as a resource. I really can't stress how much I loathe the Warhammer 3 slave system (and 2.2 only made it even less engaging).
Varukaii 25 Oct, 2022 @ 1:36am 
@Vot-lol , haven't really did any researches yet, but the totalwar launcher shows the mod as outdated, so i figured i'd ask.
The tech from what i saw are really a game changer to keep the non DE monsters still relevant. Would really love maybe something that could remove rampage on them or maybe something that would increase chances of monster acquisition maybe? Or maybe a tech that would allow you to raid your own regions without losing money? maybe you could add something like orge kingdom mechanics where you can select to feed slaves to your monsters before the battle to empower them?
VoRt-lol  [author] 25 Oct, 2022 @ 12:08am 
@ Varukaii , Is it not working? Last I checked the mod still works just fine with 2.2. If you meant that it needs update for more technologies, there should be a couple of extra tweaks and additions incoming in about a week or two.
Varukaii 24 Oct, 2022 @ 6:36am 
needs update?
VoRt-lol  [author] 19 Oct, 2022 @ 12:17am 
@ Azureliger , I won't be adding these technologies to any faction other than The Thousand Maws. If somebody else wants to make these technologies available to other Druchii factions, they are free to do so. It should only need the Faction Key in the technology nodes tables to be changed to either the desired faction (such as Hag Graef / Cult of Pleasure), or left blank for all Druchii factions to gain the techs.
Azureliger 18 Oct, 2022 @ 11:58pm 
Could the new technologies be added to Malus as well? It's a shame to have his Rite of the Warmaster add a bunch of beasts to his armies and feeling like they're so inferior ro Rakarth
VoRt-lol  [author] 29 Sep, 2022 @ 10:06pm 
@ The Dark Ranger , any addition to the monster pen recruitment options would be through an optional mod separate from this one. As far as which extra beasts to add, I doubt I could make everyone happy in this regard (as there is evidence to suggest Rakarth would break Rat Ogres in some of the diplomacy dialogue when interacting with Skaven), so I'd prefer to not touch it and just keep this mod as is, only making changes to technologies/compatibility.

On the slaves from raiding thing, I do believe there is a mod on the workshop for that already. Although the new system is fundamentally (awful) just making sure the number before you hit end turn = 150+.
The Dark Ranger 29 Sep, 2022 @ 1:57pm 
Every monster pen mod on here is absurd with what it gives Rakarth, including humanoids like trolls and skaven units, can we get a less insane version of that expansion? Like sticking to actual normal animals and not mutated nonsense or patchwork shit from the skaven labs?

Also can you adjust the existing raiding stance to give slaves? Maybe 10% of whatever the gold income is could be added to the raiding income in the form of slave numbers, not getting slaves when raiding is absolutely ludicrous.
VoRt-lol  [author] 22 Sep, 2022 @ 1:57am 
@ Destroyosaur , The 3 recent technologies providing boosts to the non Dark Elf monsters recruited through the pens are simply assigned a unit set. If there are modded monsters through other mods, it would simply be a case of attaching that unit to the unit set in the tables. It's quite easy.
Destroyosaur 21 Sep, 2022 @ 5:45pm 
Im curious. Does the modifaction you use to add bonuses to the non-dark elf monsters from the pens apply to all of them as a template or did you have to modify them manually? I ask because if its a template then that would apply to other non-dark elf monsters added through other mods which would be great cohension
Ganon Cannon 21 Sep, 2022 @ 11:31am 
Amazing hes my favorite de hope you add more cool shit for him.
VoRt-lol  [author] 8 Sep, 2022 @ 10:16pm 
@ Destroyosaur , appreciate it. :steamthumbsup:
Destroyosaur 8 Sep, 2022 @ 4:44pm 
Severely underrated mod. I know Rakarth is unique but honestly having this little bits that make his monsters that much more special really hit home
Pyrodysseus 5 Sep, 2022 @ 1:17pm 
I love more technology mods, and this gives me more reason to dust off the ol Dark Elves shelf. When I try it I'll give you some more feedback