Total War: WARHAMMER III

Total War: WARHAMMER III

Green Iz Best!
54 Comments
Gejnor  [author] 7 hours ago 
I'm glad you like it. Ive loathed Boar Boyz since Warhammer 1 when they rearcharged Quarellers and lost the ensuing melee battle. Such a fun cav unit.. Not.
JuggernautTyson 12 Jul @ 3:57pm 
I want to say as a Greenskin main, after playing with this mod for several hrs, This is one of the best mods for Greenskins that makes them good again, especially after that terrible rework they've gotten. Thanks again for this amazing mod and love the skill that buffs boar boyz which is a long overdue & they finally get something that ain't just charge and speed buffs. Now all they need is their anti infantry then they will be amazing.
Jonatonse 24 Jun @ 6:00pm 
thx the fix made my day
OHM 24 Jun @ 5:45pm 
Thanks bud
Gejnor  [author] 24 Jun @ 5:01pm 
Its most likely the fact that CA removed the "enables death magic" effect from the Crown of Sorcery item but it was still in this mod.

Shooould be fixed now, updated again.
Soeren 24 Jun @ 3:36pm 
I 2nd Ohm's scenario.
OHM 24 Jun @ 11:24am 
Has there been an update? My game is suddenly crashing saying invalid record:
"wh_main_anc_enchanted_item_the_crown_of_scorcerywh_main_effect_ancillary_crown_of_scorcery"

I was just playing last night now it comes up with this crash when I load the game.
BeatzCrusader 7 Jun @ 11:09am 
I would like to make a suggestion for Grimgore. I think he should give +5 melee atk and +5 melee def to all black orcs, I don't know if this should be a faction buff or a lord buff but I do think he should have it.
Gejnor  [author] 31 May @ 2:12pm 
Skarsnik, Night Goblin Warbosses and Goblin Big Boss Heroes can now unlock the "Opportunist Murderer" passive ability from the "Nasty Skulker" Skill, which has been given back to Skarsnik and the Nigh Goblin Warboss after having been removed from their skill trees. This is the same passive that the infantry unit Nasty Skulkers has.

Night Goblin Warbosses can now unlock Stalk stance for their army if they fill their unique mini-tree, which unlocks at level 14.
Gejnor  [author] 31 May @ 2:12pm 
Update today.


Azhag received some buffs:

He now starts with all basic Lore of Death spells unlocked without needing the Crown of Sorcrery.
His unque skill tree has been tweaked to provide better bonuses.
His Army Waagh Ability now also adds the "Discouraged" contact effect to all units during its duration.
His Aura Ability "Get on wiv it!" has been buffed, it now also confers a -1% per second vigour loss benefit.
His set item bonus gives some more benefits.
His mount, Skullmuncha, hits a bit harder (from 480 total damage to 500 total damage before modifiers) and has a +20 Bonus vs Large modifier.
BeatzCrusader 2 Mar @ 7:41pm 
May I make a suggestion for this mod?
BeatzCrusader 23 Feb @ 12:55pm 
Is this Mod still supported, up to date, and usable?
Gejnor  [author] 4 Jan @ 5:29am 
There is atleast one addition, yes. Orc Lords (all kinds) get a skill called "Boar Lord" unlocked later that gives Boars (the cav and chariot units and the mount for characters) an ability called "Hogwild".

This is the same ability called Murderous Charge, just renamed and re-skinned.

Details:
Mass: +50%
Charge Bonus: +40%
Charge Speed: +30%
Acceleration: +20%

Duration
25 seconds
Cooldown
30 seconds

Enabled if: Unit is charging
Recharges if: Engaged in melee

Having playtested in 6.0 i can attest it makes them actually lethal when on the charge.
that no good jimmy brown 3 Jan @ 7:45pm 
Boar Boyz have always been underwhelming for me so some buffs for them would be much appreciated.
Gejnor  [author] 22 Dec, 2024 @ 9:20pm 
I am sorry, i do not.

There are hundreds if not thousands of mods out there, there will be conflicts.

Once again, i am sorry.

Merry Christmas (soon)!
dabat 21 Dec, 2024 @ 7:49pm 
Hi, sorry to ask, but do you do mod compatibility ? When combining with maffer's Hero skill trees, the shaman loses his foot of Gork. I completely understand if you don't.
Gejnor  [author] 18 Dec, 2024 @ 11:16am 
Another small but significant update; Wurrzag Da Great Green Prophet's unique skill "Mumbo Jumbo Chant" has been replaced with "Da Great Green", the same skill that Orc Shaman Heroes and Savage Orc Shaman Lords get.

I have set an unlock of level 14 (up from level 7) for this skill, it is roughly the same level you need to unlock the hero/generic lord skill of the same name.

Additions:
-10% Winds of Magic Costs for Big Waagh Spells
+5 Winds of Power Reserves
The "Mumbo Jumbo Chant" Ability.
HunterIII 18 Dec, 2024 @ 7:04am 
Nice <3
Gejnor  [author] 18 Dec, 2024 @ 6:41am 
Another update today, and its got some nice bits for Grimgor and Skarsnik.

Skarsnik's faction, Crooked Moon, regains the factionwide "Masterful Ambush" stance which is the upgraded normal ambush stance with lower movement required and lower detection rate, they've got schemes within schemes i tells ya!

Grimgor's unique skill "Black Orc Wrecking ball" now disables the Black Orc Stance abilities "Unstoppable Choppas" and "Immovable Bulwark" for the Black Orcs within his army.

Instead, upgraded versions of these stances are added in by the skill for all Black Orcs within Grimgor's army, which have the same benefits as the previous ones with only half the negatives.

"Grimgor's Unstoppable Choppas"
+50% Weapon Strength
-12 Melee Defence (Down from -24 Melee Defence)

"Grimgor's Immovable Bulwark"
+24 Melee Defence
-12 Melee Attack (Down from -24 Melee Attack)
Gejnor  [author] 14 Dec, 2024 @ 5:19am 
Should be fixed on both counts now, i hope.

The Black Orc now gets the "Deadly Onslaught" skill instead of Heroic Killing Blow in his tree so that it doesn't double up when he gets his mutually exclusive skills.

The spiders i added are now more closer to what the patch changed buildings levels and the like. I may tweak this however!
HunterIII 14 Dec, 2024 @ 12:50am 
FYI everything seems to be fine for my 7 hrs. of playtime and Grimgor is finally DA BEST! but Black Orc Hero skill tree has 2 'Heroic Killing Blow' in the skill tree and there is a 'placeholder' building appears in the recruitment building option. I'm not sure if it is because of this mod or not, just to let you know in case.
Gejnor  [author] 13 Dec, 2024 @ 4:21am 
So uh.. i mean.. maybe? In the first iteration of this mod back in Warhammer 1 and 2 i think i just gave Boar Boyz +10 melee attack to try and make them more viable, i may look into something like that again given that CA really think they are fine when they are being outstaged by Squigs as the primary cavalry for the greenskins.

I'll.. think about it.
Gejnor  [author] 13 Dec, 2024 @ 4:21am 
Boar Boyz are the bane of my existance..

If they had been introduced in WH3 they'd have been amazing, but since they came in Warhammer 1 i have loathed them. That first time back in Warhammer 1 when i rearcharged Quarrellers and then watched in horror as the dwarfs got up on their feet, grabbed the boar boyz by the hand and said "nah mate, you're trapped here with us" and then murdered them IN MELEE, A GODSDAMNED RANGED UNIT MURDERED THEM SO EASY.

"Just cycle charge" they told me back then, but i knew in my hearts of hearts that they were a shite unit and i was correct in that assessement.

I've wanted CA to remake them for ages but they always consider them "just good enough" with the approval of the benighted Multiplayer Community because "they're cheap and good enough!". Fools. FOOLS!

I hate them.. I hate them all!! *slams table, insane look on his face*


Oh the Savage Orc Boar Boyz are fine actually.
Fiona Danger 13 Dec, 2024 @ 3:57am 
You mention theres a lot of changes and many unmentioned, do they include buffs for boar boyz? I find them so underwhelming and it would be nice if they were at LEAST buffed to have equal WS to regular boyz.
HunterIII 12 Dec, 2024 @ 8:17pm 
That was fast! Thank for the update!
Gejnor  [author] 12 Dec, 2024 @ 12:59pm 
I've updated the mod so that it works with 6.0.

There will no doubt be issues that are lingering still however, so call them out when and if you see them and i shall look into them in a timely manner (hopefully).

Start a new game for the least amount of issues as always!

Some mild changes to skills, removal of old effects, i will add stuff back or add new things as we go along.

One of the new things i intend to look at: Grimgors unique skill that gives AP damage to Black Orcs will also upgrade the new Black Orc "Stance" abilities to make them have less negative modifiers while in his army. Grimgor has da best black orcs dat way ya see?
Gejnor  [author] 8 Dec, 2024 @ 1:01pm 
I will update eventually, i will tone things down in accordance with the new changes and then find a new "balance" over time as i usually do.
HunterIII 6 Dec, 2024 @ 10:42am 
thank you so much! I just watched new Greenskin update for patch 6.0 and Grimgor basically got nothing changed. I looked around for mod buffing him and this is the best mod I found

PS. I hope you're still updating the mod because it probably gonna broken after the patch >.<
sigmars_disciple 8 Jun, 2024 @ 7:12am 
I read smth about compat with We'z Speshul.... Somebody is trying to make the new "modular" We'z Speshul fully compatible with this. If I may so noobihly ask: If I want da Greenskinz' AIs to be a tad bit strong,er mit this mod here accomplish that?

But without a compat patch, I should activate the We'z Speshul mods together with this here, or will it absolutely playable? I would have assumed the with the clean structure of We'z Speshul which seems to very compatible all around, activating this mod should be fine.... But my judgement might be terribly bad HAHAHA

Thx for any pointers <3
Hoo the fool 13 May, 2024 @ 7:21am 
Thank your for creating this great mod. Could I suggest several things? First, it seems that the newly designed skill trees that enhance Orc units doesn't effect a few ROR units added by Regiments of Renown - Greenskins Mod, especially Archery Orc unit (I just checked Grimgor's unique skill tree). Second, is it possible to add the effect of Azhag's unique scrap upgrade into ranged attack (Missile Weapon damage) as well? Lastly, I'd like to see an unique passive or active ability at 1st level for Azhag, because he doesn't actually have anything unique at 1st level.
Rusty 11 May, 2024 @ 12:54pm 
Hope that compatibility mod for We'z Speshul works out!
I like a lot of these changes - especially the blue line ones. The first four skills in that tree are just awful in vanilla. The Skarsnik changes are really nice as well. That said, man does this mod make Grimgor ridiculously strong.
Gejnor  [author] 6 May, 2024 @ 9:16am 
Sure, just link back to the mods you used in your own mod!
Alphaine 5 May, 2024 @ 12:47pm 
Hey! I wanted to ask for permission to make a submod for the three skill reworks you have done into the We'z Speeshul and Dark Land Orcs new lords. I really liked the changes you made and wanted to not leave the other orc lords feel worse for wear.
Gejnor  [author] 1 May, 2024 @ 10:54am 
Nothing really changed, but updated for 5.0
Hot Single In Your Area 1 May, 2024 @ 10:31am 
waaagh
Gejnor  [author] 26 Nov, 2023 @ 7:40am 
Hello @ghosd.

I will say this:

The first one is both hard to fix since movement in this game is very hardcoded and hidden from the datatable in my experience but also because i feel its a fair trade off. You are essentially adding another army, two armies per square so to speak and that is absurdly strong. So what if you're a little bit hindered speed wise? You can counter most of the slowness, and last time i played with it i didn't even notice a real speed bump (which was yesterday). For these reasons i'll leave it as is.

The second point is a bit more interesting, as the basic Lava Riders and Armoured Squigs (i'll probably not add soopa-squigs this way though) aren't insanely op or anything, tying them to a single landmark building each could very well work yeah.
I'd just have to figure out which one, preferably have them spread out as well.
ghosd 26 Nov, 2023 @ 3:51am 
Hey! Thanks very much for this mod, as GS are my favourite race for the game!

If could I suggest areas for further improvements (unfortunattely am not modder myself but maybeone day we'll seee) - armies that contain Waagh units suffer from movement penalty. Basing on what CA did back in WH2 maybe that was caused by lack of lords in Waagh army, but not sure.

Another thing to consider could be a way to recruit units that remain with you after succesful Waagh - Lava arachnarok might be excessive, just to good but armored squigs or lava spider riders could be somehow added (maybe not buildings, or just a landmark somewhere) or by events that include those (like blessed spawnings for lizardmen).
大能牛逼闪亮亮 3 Nov, 2023 @ 1:25am 
Waaaaaaaaaaaaaaaaaaargh!
Iva BigPickle 11 Sep, 2023 @ 1:57pm 
What a legend! Waaaaaaaaargh!
Gejnor  [author] 3 Sep, 2023 @ 12:37pm 
Another update today which mostly focuses on Goblin Big Bosses:

I've added a small mini tree for Goblin Big Bosses with mutually exclusive choices that should help with their main goal of killing single lords and heroes.

Their Giant Spider mount now confers mostly AP damage when mounted, as such it has had its level requirement raised from 8 to 12.

Some of the skills in the Goblin Big Bosses tree has been touched up or changed to make them better!

I also did some extra additions:
Orc Shaman heroes gained a full melee tree instead of a mini tree.

Skarsnik has had his final unique skill changed:
It now gives him "Smoke Bombs" as well as Devastating Flanker for his whole army when he ambushes.

His Lord trait has gained a +20% ambush chance, since the previous effect on his final unique skill was removed.
Gejnor  [author] 31 Aug, 2023 @ 1:16pm 
Should work now! Remember to refresh your launcher/mods!
lemonhead8602 31 Aug, 2023 @ 12:53pm 
Thanks!
Gejnor  [author] 31 Aug, 2023 @ 12:48pm 
I've not played 4.0 yet, i will look into it!
lemonhead8602 31 Aug, 2023 @ 12:44pm 
Enjoyed the mod very much so far. Thank you for the hard work. SInce the WH3 4.0 update, this mod crashes my game when I attempt to start it. Are you able to update the mod to be compatible with 4.0?
Gejnor  [author] 8 May, 2023 @ 1:06pm 
Hello, a small update today doing two things:

Reigning back a bit on some of Grimgors skills and Gitsnik.

I nerfed the healing cap increase from 50 to 25% in "Vitamin-Shrooms", and also decreased the maximum healing per second from 0.4% to 0.3% if Grimgor kills 150+ units from the ability with the same name.

I removed the bonus vs large in "From the front"

I lowered Gitsnik's damage a bit, from +150 AP damage to +120 AP damage. It did get a bit more BVL though, from 12 to 15.


The second thing is this:
I added another spider building so now you can get Giant Spiders at tier 3 instead of having them share a building with Arachnaroks at tier 4
True Narrative 1 May, 2023 @ 9:17pm 
Could you make a submod just for grimgors skills?
Gejnor  [author] 20 Apr, 2023 @ 2:15am 
Yeah, that sounds like a mod conflict.

I'm sorry to say its just not possible for me to try and keep this functional with every mod in the workshop.
True Narrative 19 Apr, 2023 @ 6:31pm 
Heya, with this mod, Cpecific's Skill Queue (+win64) seems to stop working entirely for the greenskins, any ideas?
Leon'Ardog 16 Apr, 2023 @ 3:18pm 
Da bestest