Total War: WARHAMMER III

Total War: WARHAMMER III

War for Eight Peaks - Dynamic Start Positions
66 Comments
Omnplayer 2 Jul @ 11:58pm 
Would you consider making a compatibility patch/sub mod for cataph's southern realms? One of his lords starts where Belegar starts
< blank > 10 May @ 11:04am 
IEE/old world supported?
Porkenstein  [author] 21 Apr @ 1:17pm 
@Gleen Cross, I'm planning on doing that for my old world mod. I do like the idea of just having a simple dynamic start position for eltharion, but honestly I like the idea that Grom is closer to Ulthuan than you think and isn't just another one of a million orc lords in the southern world's edge mountains
Porkenstein  [author] 21 Apr @ 1:15pm 
@Sir Koda, no, the necksnappers are a normal faction now. Unless you mean you cannot trade with them, in which case it is a bug
Porkenstein  [author] 21 Apr @ 1:14pm 
@Løfvenius, yeah I'm a glutton for punishment so the campaigns this sets up are perfect for me but there's definitely a reason why CA didn't make it like this in the first place... it's damned hard
Løfvenius 6 Apr @ 2:01am 
I love the idea of this mod, especially that the three factions are locked at war, and have also played with it as Belegar for a fun campaign, but trying it out as Queek I wonder if the start will punish you too greatly at the benefit of the Dwarfs, mainly by opening up all the mountains to the north for the Dwarfs to rule (Ungrim and Thorgrim)
Guts 13 Mar @ 12:09pm 
it is renamed by new settlement, who dis
Guts 13 Mar @ 12:03pm 
If using with southern realms, simply download console commands mod. "gr" is the give region command to take back migdol (named Soqotra) and "kill" can get rid of gashnag.
Sir Koda 26 Feb @ 3:59am 
As Scarsnik you can trade with Necksnappers, is that a bug?
Gleen Cross 2 Feb @ 1:43am 
Can you make a similar script to Eltharion and Grom? If playing as Eltharion, Grom is moved to the Rib Peaks, that would be a pretty cool campaign.

I don't know if this concept would work for Grom tho... if playing as Grom, he starts on the old Warhammer "2" position in the south world's edge mountains? His vanilla start is boring because Massif Orcal is too close to Tor Yvresse, not much of a challenge to get there
Porkenstein  [author] 16 Dec, 2024 @ 11:17am 
Just a quick FYI, Gorbad's campaign is extremely fun with this mod plus my gelt mod linked in the description. That is all.
Villfaren 13 Dec, 2024 @ 2:48pm 
Thank you for updating this! It is a gamechanger for any Eight Peaks run
Porkenstein  [author] 12 Dec, 2024 @ 10:58pm 
Updated! Wurrzag is no longer moved, and I shuffled the Red Fangs around so they fit in the landscape now without Black Crag.
Porkenstein  [author] 12 Dec, 2024 @ 3:57pm 
Working on an update
Solmyr 11 Dec, 2024 @ 7:41am 
This will need a slight update as Wurrzag is being moved to the Southlands in 6.0.
Amriel 30 Aug, 2024 @ 7:01pm 
if you ever find yourself not in control at the start of Gronti Migdol (because it was named Soqotra by some mod i am not aware of) which prevents you from attacking the Ironclaw settlements, just take over Soqotra(Gronti Migdol) and it solves the problem.
Lemonz 24 Aug, 2024 @ 6:33pm 
Nevermind apparently Clan Angrund doesn't start with caravans in that mod
Lemonz 24 Aug, 2024 @ 6:12pm 
It seems to break the mod which gives caravans to Belegar
OwL_PaRTy 5 Jun, 2024 @ 9:10am 
Whilst I did have unnatural selection installed, it was disabled for the aforementioned factions. Pretty sure Feastmasters used a generic lord too. Can't check anymore atm tho, that savefile went bust.
Porkenstein  [author] 4 Jun, 2024 @ 3:42pm 
I've seen all three of them capture eight peaks in game with this mod but never feastmasters
Porkenstein  [author] 4 Jun, 2024 @ 3:41pm 
@OwL_PaRTy, lmao that's great, I love weird random AI happenstance like that. Do you have any mods that change faction potential?
Porkenstein  [author] 4 Jun, 2024 @ 3:40pm 
@MORGRIMS WRATH, good question, yes it is! I specifically check to make sure it's compatible
MORGRIMS WRATH! 2 Jun, 2024 @ 9:45am 
is this mod compatible with your kemmler relocate mod?
OwL_PaRTy 23 May, 2024 @ 9:01pm 
For some reason the feastmasters just took out Skarsnik and K8P lmao. What will Belegar/Queek do now? Vanilla behaviour? Or do they still aggressively want K8P?
OwL_PaRTy 23 May, 2024 @ 8:26pm 
Although, because of his current focus on K8P he seems to be ignoring Ekrund which he's still at war with. Then again, K8P should be his focus so yeah I guess its fine as it is, maybe. Interestingly he isn't at war with Wurrzag
OwL_PaRTy 23 May, 2024 @ 8:24pm 
@Porkenstein I'm not too sure what to recommend tbh. My current game is turn 38, Angrund only has Dragonhorn Mines, but hes got a fullstack moving to K8P. I think it's fine as it is from looking at this. I'm also playing with LC103 which adds other Dawi LLs, and I think he has made some friends so he should be fine. Not too sure how well the badllands fare without other Dawi LLs.
Porkenstein  [author] 20 May, 2024 @ 5:59am 
@Kyle Draconicus, it's compatible with multiplayer.

"Skarsnik starts at Eight Peaks if he is not a player. If Skarsnik is a player, Queek starts at Eight Peaks. If Skarsnik and Queek are players, Belegar starts at Eight Peaks. If all three are players, the Necksnappers hold Eight Peaks."
Kyle Draconicus 19 May, 2024 @ 5:53am 
It is compatible to multiplayer?

What happens if one the two players have a LL looking for Eight Peaks?
Porkenstein  [author] 18 May, 2024 @ 3:40pm 
@OwL_PaRTy, @Solmyr, would you prefer I take Gronti Mingol away from Gashnag, or give Ekrund to AI Belegar?
OwL_PaRTy 18 May, 2024 @ 8:44am 
Yep, noticed that too. Well he starts off with a powerful army, and a relatively weak greenskin foe. Ig its a 50/50 whether he survives the early game lol
Solmyr 18 May, 2024 @ 4:52am 
Poor Belegar unfortunately gets even more screwed when using this together with Cataph's Southern Realms, because that mod gives Gronti Mingol to Gashnag... xD
Porkenstein  [author] 30 Apr, 2024 @ 10:45am 
@Speculumundi, I got rid of Karak Izor and leave the Spine of Sotek Dwarfs alone now in this mod for compatibility with my Epiedemius in Lustria mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3236172467
Porkenstein  [author] 4 Mar, 2024 @ 8:49am 
@KrusherJr, it's split between the local skaven and nurgle daemons
KrusherJr 4 Mar, 2024 @ 1:29am 
Out of curiosity, who took over the Spine of Sotek?
Porkenstein  [author] 24 Nov, 2023 @ 12:58pm 
@Speculumundi,

The biggest problem is compatibility issues when making startpos changes. If I made a startpos change, for instance, it would become incompatible with anything that required Mixu's unlocker. Poor Sven, he'll need to give up on his quest and go retire in Karak Izor...
Speculumundi 24 Nov, 2023 @ 5:45am 
That's totally understandable. I read that changing startpos is an absolute pain (hence they're supposedly also called "asspos"). Alas, poor Sven shall perish in the deep jungles of Lustria, not because of its dangers, but because a dwarf can never trust a tree, until the day comes that Karak Izor rises him again - on turn 5 or so.
Porkenstein  [author] 23 Nov, 2023 @ 7:50pm 
@Speculumundi,

> would you consider bringing them back and adding Karak Izor by itself instead

I actually can't add Karak Izor by itself since adding new factions requires startpos changes. So I'd either need to reskin some dwarf faction, leave the vaults vacant of dwarves, or give karak izor to harak hirn or karak norn. I decided on reskinning the spine of sotek dwarfs ¯\_(ツ)_/¯
Speculumundi 23 Nov, 2023 @ 1:15pm 
That said, I stumbled upon an interesting thing: With the Dwarf Legendary Character mod you get some amazing models for a lot of dwarf characters. Among others, it implements Sven Hasselfriesian as leader of the Spine of Sotek Dwarfs. Since your mod reskins these to Karak Izor (bringing those back in itself is great), poor Sven just stands around alone deep in far away Lustria. I know the Spine of Sotek Dwarfs aren't canon, but lore being a difficult topic anyway as said before, would you consider bringing them back and adding Karak Izor by itself instead? GW, through CA's lisence, kind of accepted them? And the dwarf structures are in Lustria now anyway too, so this wouldn't "just" be a fix to my individual problem, although others that like both mods will necessarily have that too. That way, this "hole" in Spine of Sotek would be closed again.
Speculumundi 23 Nov, 2023 @ 1:14pm 
Great idea for a mod! In Vanilla it seems Belegar's AI does shit about Karag Eight Peaks, which is very unfortunate because as far as I understand the lore, that's basically the ONLY thing Belegar could ever think about and where he was eventually (and very dramatically) killed by Queek during the end times (as controversial as they may be). But lore is a difficult subject anway in TW WH, since it's more of a Super Smash Bros. of Warhammer Fantasy.
Porkenstein  [author] 21 Nov, 2023 @ 10:14am 
Should work without an update but I'll push up a version bump soon
Porkenstein  [author] 30 Sep, 2023 @ 1:25am 
@radbill453, not without some compatibility problems I think. I figure that if you really want to you can send an army to the vaults and attack them.
radbill453 29 Sep, 2023 @ 3:09pm 
Hey I noticed unlike skarbrand in his move it seems like Belegor still has missions against factions back in his original territory, could these be changed or disabled?
Lightshroomz 2 Sep, 2023 @ 2:02pm 
ty, ill give em a try!
Porkenstein  [author] 2 Sep, 2023 @ 2:01pm 
@Lightshroomz, yep they are
Lightshroomz 2 Sep, 2023 @ 2:00pm 
Are your mods compatible with mixer?
Gaizaz 27 Jul, 2023 @ 4:32pm 
This is amazing. all is left is move grimgor. id swich him and skarbrand. I have been missing terrebly my old dwarf vs greenskin megabattle from wh2
warriorandtoaster 16 Jul, 2023 @ 1:59pm 
Looking at the map, there's really not much room for Wurrzag to move further south without getting too close to Skarbrand, and in any case it's a wash because the moment he beats the Top Knotz boss, they get confederated anyway.

Maybe have Belegar start without a settlement and in range of Ekrund? Failing that, I pretty much think he's better off at Stonemine Tower for pacing, as Wurrzag will inevitably wardec towards the north due to his bias against Order factions like the Border Princes and whatnot.
Porkenstein  [author] 16 Jul, 2023 @ 1:08pm 
@BloodWolf, correction - they both touch Deff Gorge, but I put in logic to account for that. They're compatible.
Porkenstein  [author] 16 Jul, 2023 @ 12:49pm 
@warriorandtoaster, I was a little worried about that myself, but since Belegar is supposed to be conquering his way towards eight peaks and his starting location isn't meant to be permanent, the main point of that move was to get Wurrzag out of the way. In play testing (vs AI at least) I found that they weren't too much of a problem for each other.

I was trying to find a middle ground that didn't place Wurrzag too close to Khemri or Belegar too close to Thorgrim - I was actually going to originally put Belegar in stonemine tower but his campaign ended up being too similar to Thorgrim's. Would you prefer if I moved Wurrzag slightly further south?
Porkenstein  [author] 16 Jul, 2023 @ 12:43pm 
@Gleen Cross, Ah yeah, TEB changes things a ton in the border princes so I'm not surprised that it resulted in an ogre bonanza