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Anyway, I would like to reiterate what I said a few comments below: *"It should also be noted that getting the "right look" for custom Maneaters can be really tricky at times."*
Messing too much or not messing enough with their look can quickly turn out in meh/bad looking custom Maneaters and getting just the right balance can be a lot challenging.
I like the idea of Norscan Maneaters, but I'm not sure when/if i'm going to cover them at all, since I don't feel confident enough in getting the "Norscan look" right.
The point of this mod is to give thematic Maneaters to the Empire and that's pretty much it.
I kinda agree that it would somewhat also make sense to have them included with Ogre factions but I think that that goes beyond the scope and point of this mod.
It would be better to make a dedicated submod, but again, I'm not really interested in giving these units to Ogre factions and I can't see any submodder doing a submod like that in the near future.
It should also be noted that having multiple identical (at least for stats and ui) Maneater units would create confusion and bloat inside the Ogre factions' roster.
It should also be noted that getting the "right look" for custom Maneaters can be really tricky at times.
You really need to get just the right balance with assets because otherwise you end up with silly looking Ogres trying to cosplay, in a bad way, as their faction rather than looking as believable thematic Maneaters.
The sheer amount of tedious stuff I need to do to achieve "decent" (and most of my mods look like trash anyway) looking custom units between custom asset making, unit cards and portholes, database stuff, testing and screenshots, usually take me 3 to 4 days at best and IF I'm fast, otherwise it usually takes a week or even more.
It's definitely something that you should start not because you are bored but because you got an idea and you are ready to fully commit on said idea which in turn means that you either go in with the right mindset or don't go at all.
Personally I don't dislike the idea of Cathayan Ogres since Maneaters can serve under any faction but I don't feel particularly inspired by it either.
It's probably because of all of these things that I stopped at the Imperial Ogres and never made anything similar or went for a full "Thematic Maneaters" mod.
https://images.beastsofwar.com/2022/08/90387681-IMG_1196.jpg
Pretty sure that someone already made an imperial giant at some point, keep searching and it should pop up eventually.
Don't know if he was using a mace and if he was a unit or a hero, though.
first_invalid_database_record:wh3_default_land_ranged_infantry_main_heavy_short_rangezerg_emp_imperial_ogr_leadbelchers
first_invalid_database_table:cdir_military_generator_unit_qualities_tables
first_invalid_packfile:zerg_whiii_emp_imperial_ogres.pack
BadMods
zerg_whiii_emp_imperial_ogres.pack
hope it helps
On top of that I'm pretty much unfit to teach anything to anyone: if you want to learn something join Da Modding Den discord so that you can have all the info and help you'll ever need to accomplish any of your projects and get the answers to any of your inquiries.
Good luck with that coop project of yours, multiplayer mods can be tricky stuff to make.
I have 2 inquiries regarding modding and may also be interested in talking about my current coop project.
I am one of the German Warhammer modders and wanted to exchange ideas with You, too.
I sent You a request on Steam, but since I can read, I also contacted You here with the general request. :)
Assuming that these units are currently getting all of the correct buffs from tech and lord's red lines regarding generic infantry and Empire state troops (assigning unit sets to the custom units should be enough but every now and then I do get people saying that X custom unit is not getting Y buff) and assuming that those are custom Tyrants with a dedicated skill set for each faction that "mimic" or use vanilla skill sets, then said buffs "should" work.
If those custom Tyrants are using stock vanilla Tyrants skill sets or completely custom ones, then the buffs will most likely NOT work.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2792936342
Would be great to have an entire ogre force like the ogre mercs from wh2.
What you are describing is usually known as a "reskin".
To achieve such a thing you should take the "assets" of this mod and then make a new separate mod and apply said assets over vanilla assets, overwriting them in the process.
If you want to start modding you should consider joining Da Modding Den https://discord.com/invite/moddingden and read some guides about that.
I don't use Sigmar's Heirs nor I'm interested in making any type of content for it.
No, there is no other way possible.
Personally, while Sylvania is currently located within the borders of Stirland making it technically a part of the Empire, I just can't treat it like a core Empire nation.
I do know that VC can also use "living armies" every now and then (ex. Sylvanian Peasant Levies and mercs) but for me it's just one of the undead factions, period.
I might make a separate submod in future but I generally dislike the idea of sharing units between the Empire and VC, even if we are technically talking about Ogre mercs.
To be fair though, VC Ogre mercs would probably look like Imperial Ogre mercs.
I guess that it would be better to have the dlc anyway to avoid any possible problem though.
I have already found a replacement, but since I still need to know the shipment data and because of other shenanigans going on, I can't give you an exact ETA on when I'll be back.
You have my full permission to take and update any of my mods, but keep in my mind that I'll be back eventually and I'm going to update the OG ones.
Now I know that some of you might want to leave a comment to cheer me up or ask me some questions but please DO NOT do that and keep the comment section clean so that people can read this comment and understand why I'm not updating my stuff.
Thanks for all the support and see you again when my new rig arrives.
Linked in description.
A submod that can overwrite the building_units_allowed values should be theoretically possible but I'm not 100% sure.
Might I suggest Ogres get recruited from Taverns and Dwarves get recruited from Forges?
I didn't touch the Ogre pistol models so they are currently using vanilla Ogre pistols.
Anyway, as I have said a few comments below to jtoetoe11: "I kinda do have a Chaos Ogres mod from Warhammer 2 that I should port but since Lingling made a good Chaos Ogres mod for Warhammer 3 already, I just feel like porting that mod in its current state would feel redundant at best.
Ideally I would like to rework that mod to include chaos variants from the big 4 instead of having just undivided Chaos Ogres."