Total War: WARHAMMER III

Total War: WARHAMMER III

We'z Speshul (Vanilla+ Greenskins Mod)
265 Comments
Lost2Insanity  [author] 4 Jul @ 6:29am 
@Simauk
It's not really in the plans right now but I'll give it some consideration for the future.

You can make a local copy of the mod for yourself and delete the legendary_characters.lua file from the script folder or comment out the table.insert line with -- using RPFM to disable it.

@Kodiak86
Thank you, there will be more in the future.
Simauk 2 Jul @ 8:07pm 
Can we get a version without Borgut? I have installed another mod and it just conflicts with it
Kodiak86 29 Jun @ 6:42am 
Great work on this. Love the RoR units especially
Lost2Insanity  [author] 9 Jun @ 4:09am 
@Noximilien L'horloger
It's part of a future planned subculture related feature mostly but Night Goblins are the only ones by default who did not get separated after the big Greenskins Update, and after I started expanding Forest Goblins it seemed like the right thing to do.
It is not set in stone though yet and things could change moving forward.

@Sir Dingles
It's not going to be what you want to hear but I have no plans to split my mod into any smaller parts, it takes enough time as it is dealing with what I have already.

@crocodominator
I'll check that out, you're not agitating me. It's not easy checking everything so reports are welcome and I'm always happy to answer any questions if I can.
Noximilien L’horloger 7 Jun @ 7:46am 
does this mod split the goblins into different recruit buildings? if so, why
Sir Dingles 4 Jun @ 7:25pm 
Could you make black orc warbosses a standalone mod?
crocodominator 30 May @ 1:48pm 
Thanks a lot! I'll test that out today, I don't mean to bombard you, but I have also noted that savage orc(spears) do not get access to wurrzag's unique scrap upgrade idol of gork. I know this is a work in progress so if the current state of scrap upgrades is not your focus, I completely understand, let me know and I won't agitate you haha
Lost2Insanity  [author] 29 May @ 3:33pm 
@Crocodominator
The Wolf Chariot should now function properly, let me know if it does not.

@OHM
I do not know.
crocodominator 28 May @ 2:02pm 
I really appreciate you giving such insight, and for considering our old king of black crag. I didn't realize how much your work was intertwined with Mixu's I just assumed you had mutual respect for one another. I do wish to note for you a current issue I've experienced however, and I hope you will find this constructive.

Goblin Warboss(with a bow) currently unlocks his chariot at level 2 and then loses access to it entirely once he gains his wolf mount, his frenzy skill also only applies to wolves and not wolf chariots, I am uncertain if this is intentional
OHM 27 May @ 2:03pm 
Is there a Resize sub mod for this at all?
Lost2Insanity  [author] 22 May @ 10:05am 
@Crocodominator
I created Borgut Facebeater years ago, he was the first mod I ever created in fact, as for why he is for Grimgor because he is an Immortal he is Grimgor's special character from the Storm of Chaos.

I'd have to talk to Mixu before anything regarding Gorfang may occur if you have not noticed we work together quite often and they are the primary reason my scripts work in this mod. Morglum Necksnapper is on my list as are a lot of other things, everything slows down for summer usually but I have some immediate things i'm working on.

I'll be bringing another faction wide Legendary Hero into the pack before I look into any others though and don't want to give anything away as my plans constantly change.
crocodominator 22 May @ 9:49am 
Would you explain your thought process behind adding borgut facebeater to grimgor? there are many versions of him on the workshop, is there any intent to add loreful legendary heroes to other factions? Lords-wise I'll bring up gorfang once more to say, if not he, then possibly morglum necksnapper? If you're trying to avoid redundancy, I'd note that mixu's is very dated. I hope you'll sympathize with my attempt to adjust expectations. I'm ecstatic with the mod as is tbh, thanks.
Dragonforce Changed My Life 16 May @ 12:11pm 
I may have only been rank 14 before the maggot host dunked on me and the game was unrecoverable, I was just reading that it was supposed to happen at rank 10.
Lost2Insanity  [author] 12 May @ 12:27am 
As Grimgor? If that's the case it sounds like the script has broken for you
What should happen now that I've had a look at it again is that It should trigger a quest when the player reaches rank 15 (Not 10 as I said previously) and if the player is not playing Grimgor the AI will get them at turn 30.

If you want to force spawn them you can try using the console commands mod with the command; legend ws_borgut_facebeater.
Dragonforce Changed My Life 11 May @ 10:12pm 
Is the Borgut tied to # of turns? I've played til like level ~14-15 and never got a quest or anything for him.
Lost2Insanity  [author] 10 May @ 1:00pm 
@Bigeazze
You'll have to elaborate on that one as there are quite a few images in the mod.

@Crocodominator
They'll get a new Model at some point and a look over, Mixu's Legendary Lords has Gorfang covered if you would like to play them.
bigeazze 10 May @ 9:32am 
really good MOD, but the icon pics suck.
crocodominator 9 May @ 6:02am 
not sure what your plans are for Oglok, or possibly Gorfang I hope, but currently Oglok does not have the new skills boaring boyz, just trollin', biggest and meanest, ogre feeder, and goin' places.
Lost2Insanity  [author] 7 May @ 5:53am 
@Italiantemplar88
Quest will pop up at about Lv10.

@Giant Iron Skeleton
I'll take a look at those thanks.
Italiantemplar88 7 May @ 4:13am 
Alright maybe I’m missing something lol when I start with grimgor I can’t find how to get his legendary hero.
GIANT IRON SKELETON 30 Apr @ 9:56pm 
You forget to add the squig gobba and forest goblin archer into the unit set "grn_ranged_rank7" which resulted in one of Gorbad's skill not buffing them.
Lost2Insanity  [author] 17 Apr @ 5:29am 
Aye they will when I update that pack.
Samownis 16 Apr @ 6:49pm 
Will our spider git, Tinitt, get the lore of spiders as well?
Lost2Insanity  [author] 6 Apr @ 2:04pm 
@HuffingJenkem
It's not you it's me, I screwed something up in the update.
Will fix as soon as I am able.

@Txus
It was thought about and tried while being put together but I opted for the book accurate single entity version.
HuffingJenkem 6 Apr @ 1:55pm 
I don't know if it's a mod conflict or I'm missing some requirement to unlock them, but the Forest Goblin Shaman seems unobtainable in my game. What should the requirements to recruit them be?
txus.lafuente 3 Apr @ 6:27am 
Hi, first of all, thank you for your great job, i enjoy a lot your mod. I want to suggest something, not that you have to do it of course, i think that monstrous "artillery" of 8 entities or so would fit better to Squig Gobba than a single entity. The size of the Gobba is closer to Manglers than Colossal, so more entities would probably fit better, also that way it can be even more different from web flinger, and greenskins would have a monster artillery and monstrous artillery for different uses.
Autumnchain 29 Mar @ 1:14pm 
I hope a Goblin Great Shaman using the Lore of the Spider will be added in.
Lost2Insanity  [author] 28 Mar @ 8:53am 
Updated for 6.1, Previous version temporarily available in the Change Notes if your save is busted.
Jack Greedy 27 Mar @ 2:20pm 
Oh man, the best mod for greenskins and lore friendly and You are cooperating with true genius Dead Baron.
Lost2Insanity  [author] 15 Mar @ 4:48am 
Aye, the plan is to eventually have everything represented.
AlphaBlood16 14 Mar @ 10:55pm 
any plans to make a forest goblin shaman and great shaman
Lost2Insanity  [author] 11 Mar @ 3:16pm 
@ss7877
I don't actually have to remove them to accomplish that they can be locked and made unlockable the same way Skarsnik operates. This is currently an idea I'm toying with to bring back my old loreful tribe subculture idea.

Needs some trialling however because I'm trying to avoid excessive scripting where possible.
ss7877 9 Mar @ 4:23pm 
Hi. Thanks for a great mod. I have suggestion how to make Wurrzag more unique. Remove all usual ork and goblin units, heroes, lords and building from his faction (maybe exept artillery). This will give him unique style of gameplay.
SloppyJoppy 9 Mar @ 9:10am 
one man army, you doing gods work man.
too little hours in one day is way to relatable i just wanna game and watch stuff, not even doing stuff like modding or other and i barely have time because of work xD
looking forward to the forest big boss ;D
Lost2Insanity  [author] 9 Mar @ 7:37am 
@SloppyJoppy
The last remaining Generic characters will be coming I promise, although some people have contributed some parts to the mod I'm generally a one man show that never feels like there is enough hours in a day, send more.

I'm currently working on bringing all the skills for what I have up to par with the changes in the last Update.

@Jandrusel
I appreciate the comment thank you.
SloppyJoppy 9 Mar @ 6:15am 
oi!
where me big boss forest gobo at!
how am i zuposed to make ma big forest gobo flavor army without it now!
love ya mod ;D
Jonesa22 8 Mar @ 6:24pm 
@Lost2Insanity
:Hercules:
Jandrusel 8 Mar @ 3:04am 
Just commenting to say this mod has brought me countless hours of joy and fun. Thank you very much. :steamhappy:
Lost2Insanity  [author] 7 Mar @ 5:05am 
No.
Altey 6 Mar @ 2:38am 
Do squig gobbla projectiles spawn units?
Lost2Insanity  [author] 28 Feb @ 9:20am 
@Jonesa22
I had permission to use them from Calm but I'm not really invested in the idea of feral units.
Jonesa22 28 Feb @ 8:10am 
Is it true the Spiders from the Spiders for Ostankya mod are being added to this for forest goblins?
Mental Motel 27 Feb @ 6:41am 
No worries dude, every bit of improvement towards the savage orcs is a huuuge plus in my books.
I have already written so much about how I miss the Skulltakerz mod from the first (or second I always forget) Total War Warhammer, so I am not gonna ask for anything again.

Just know that your work is very much appreciated :)
Lost2Insanity  [author] 27 Feb @ 5:39am 
It's some adjustments to the Savage Orc specific factions to give them a few stuff as they're very limited the way they are set up, I need to fix the campaign start lords again though. I disabled it thinking they were all going to be replaced with Shamans in the last DLC but only the Faction leaders got that treatment.
Mental Motel 27 Feb @ 5:20am 
Am I reading "Savage Orc Faction additions and improvements" correctly??

YESSSS finally some love for my bois, thank you so much for your work! @Lost2Insanity
Lost2Insanity  [author] 27 Feb @ 4:49am 
@Colithiel
Thanks for dropping by.

[News]
Snotling Horde Events will now trigger upon Waaagh! activation, you can accept them, deny them or permanently disable the event all together if you do not like it.
Colithiel 26 Feb @ 7:04pm 
Hey, just wanted to give a shout and say your mod is awesome, thank you for all you do.
Ar_An 3 Feb @ 5:16pm 
@Lost2Insanity sorry man, I'm glad I was wrong.
Lost2Insanity  [author] 3 Feb @ 4:55pm 
https://drive.google.com/file/d/1JlXPAXRvnHzjl0mwqlQYXcXwvt89tD7N/view
Here is a version from 28 Days ago shared on the discord, if it's the correct one to fix the old campaign crash I do not know.
Lost2Insanity  [author] 3 Feb @ 4:55pm 
So quick to judge me as a villain, I have my reasons for not keeping backups just like I assume you have yours for not making your own backups for your own mod list stability.

Sometimes things have to get broken, normally I would time something like this with a major patch but there isn't one.