Total War: WARHAMMER III

Total War: WARHAMMER III

Da Green Tide - Time for a Propa WAAAGH
46 Comments
Fifa 31 May @ 3:40pm 
i thought so, but wasnt sure that its enough to just use those 3 mods
RagnaroK  [author] 30 May @ 1:37pm 
I kinda labelled it wrong calling the section submods, as - Da Green Tide - Da Boyz iz 'Ere is the version with only vanilla units you ask for. :lunar2019piginablanket:
Fifa 30 May @ 1:17pm 
it would be great if you had the option to use this mod with just vanilla units :), i really like it but, i had to go many saves before waagh when i realized my units dont exist(are invisible and so on). it would also make it possible to play it with Overhauls
opuntia 18 Apr @ 10:11am 
Thank You for the update.
:steamthumbsup:
Ligma Bababooey 1 Apr @ 12:22am 
does it still works with the lastest patch ?
蛇皮怪 22 Mar @ 10:24pm 
need a new game ?
Bone daddy. Ainz Ooal Gown 13 Mar @ 5:38am 
Could you add units from the new Hobgobla Khanate mod?
RagnaroK  [author] 31 Jan @ 1:56pm 
It is most likely units added by a mod you are not subbed too, that I did not know would happen at the time I merged the mods into this one.

I tried several attempts at a workaround fix without luck, so might have to revert to adding more variants for people who does not wish to have all the integrated mods enabled.
PJGG 31 Jan @ 10:28am 
@Soush That should be the unit from the Dark Land Orcs mod.I also encountered it, obviously it's a bug
Soush 30 Jan @ 6:39pm 
I've noticed that some units in WAAGH armies are entirely invisible with no name or abilities, and strange stats. Like I noticed a unit with 160 model size, anti-large and armour piercing? No idea what could even begin to cause this, but it's only in WAAGH armies, and there's always one or two units like that. The only other mod I have that affects greenskins is the Dark Lands Orcs mod. I'm wondering if it's caused by me not owning the chaos dwarf dlc and it being weird with the hobgoblins?
RagnaroK  [author] 15 Jan @ 4:16am 
I have Waaagh above anything and core above breakaz, not sure it matters much.

Your constellation seems fine to me.
ZeButcher888 15 Jan @ 3:37am 
hello again, should the We'z Speshul mods be above Propa Waaagh or below? .... and i'm assuming that We'z Speshul Core should be below We'z Speshul - Da Cage Breakers?

using wh3 mod manager of course.
RagnaroK  [author] 8 Jan @ 12:58pm 
Thanks and no problem, it should be good now.

If it does not update, just force a resub and you should be good to go. :steamthumbsup:
Whiztale 8 Jan @ 12:52pm 
Thank you so much for the quick response! Great work btw!
RagnaroK  [author] 8 Jan @ 12:43pm 
It is a broken mct script, I'll delete it, give me 1min.
Whiztale 8 Jan @ 12:41pm 
Hello. I am constantly getting this: "DaGreenTideWAAAGH" has been disabled due to an error while loading it. Report this issue to the mod author.
Filepath is script/mct/settings/custom_waaagh_unit_options.lua

Error: [string "script\mct\settings\custom_waaagh_unit_options.lua"]:16: attempt to index global 'ws_inf_orc_slaves' (a nil value)
RagnaroK  [author] 7 Jan @ 7:37am 
:steamthis:Update:steamthis:

:sealdeal: I had indeed forgot about Gorbad in my last update and only added all the new units. Gorbad is now added and his main boosts are orc boyz/archers, big 'uns and a max boost to cav boyz and cav big uns, as he is smart enough to use flankers etc. ;)

:sealdeal: The vanilla script has no 'listeners' so I could not attach any custom units that way. I tried for a long time to add mct options, to see if that could be a workaround for blank/placeholder units, when people don't have all the custom mods enabled. Unfortunately the mct script won't load and I simply don't know why.

I'll return to this issue at some point, when I have new ideas to approach and try to solve this issue.
sigmars_disciple 6 Jan @ 3:33pm 
On IEE, I'm sure Rag would like to know WHICH half or your armies on IEE it's working with then - you have to figure out some kind of pattern for it to be helpful for Rag (e.g. Lords from mods don't work, vanilla lords work - am I already close? HAHAHA). In any case, it'll be an issue with other mods you run, 99% likely <3

@Assclown Not even sure I can guess correctly what you're saying but why would placeholder units displayed by ANOTHER mod be an issue related to this mod brother? You mean 3D models in battles? Bro... :)
sigmars_disciple 6 Jan @ 3:33pm 
@Soldier Boy It's updated for 6.0 so should work for Gorbad.

Old World is a much more special case. Any mod you run *might* not work as expected so make sure you're just running the ESSENTIAL mods (like 10 in total) before you make statements like that.
_Soldier-Boy_ 5 Jan @ 4:23pm 
Is this mod working with Gorbad,or not yet?Because i played on Old World and Imortall Empires,for first not working completely,and for second one working only for half of my armies.
A$$clOwn 3 Jan @ 8:57pm 
and mixus
A$$clOwn 3 Jan @ 8:56pm 
same issure with place holder units with no models playing with dark land orcs
RagnaroK  [author] 1 Jan @ 6:50am 
Ah yeah, that might actually work, great idea, cheers! :WH3_clasp:
Jolc3r 1 Jan @ 6:48am 
Maybe you can edit the listener that calls for spawning the waagh spawns and add the mct / check if mod exists. Never looked at the wagh spawn script though so not sure how it works.
RagnaroK  [author] 1 Jan @ 6:09am 
That is very unfortunate, but I am grateful for that feedback.

I will propably have to remove the integrated ones and reintroduce the singular variants, as I highly doubt anything can be done to prevent this.

I could try MCT option for the units, but MCT often shows the units but greys them out. Worth a try though, as placeholders sounds annoying to me. :WH3_greasus_rofl:
Jolc3r 1 Jan @ 3:50am 
Yup looks like that is it, I enabled those 2 mods and now they show up. I suspect this is happening for all the integrated mods, as I have other wagh armies with placeholder units.
Jolc3r 1 Jan @ 3:41am 
No I dont have either mod enabled. I do have mixus unlocker but I have never even subbed to the units
RagnaroK  [author] 31 Dec, 2024 @ 2:03pm 
Did you have those 2 mods enabled?

I wonder if it tried to spawn Them despite those mods not being enabled
Jolc3r 31 Dec, 2024 @ 8:14am 
Had a really weird bug, two units spawned in for the wagh with basic gobbos but they have no models. Looks like they are supposed to be the archer and the other gobbo variant, but somehow they have no description or models.

From context viewer it seems like it tried to spawn in frb_dark_land_orc_boyz_big_uns and gnob_inf_rustbuckets, but something got real screwed up.
Nukular Power 30 Dec, 2024 @ 2:02pm 
Loving this mod, thank you for making it!!
RagnaroK  [author] 27 Dec, 2024 @ 11:07am 
Thank you for the kind words. :healthvial:
To infinity and beyond 27 Dec, 2024 @ 10:42am 
This awesome mod deserves way more recognition. Thanks a lot for your work!
RagnaroK  [author] 16 Dec, 2024 @ 10:19am 
Alright, now all the new Greenskin & Ogre units are properly added for a chance to spawn in the waaagh armies. :attackfoe:
RagnaroK  [author] 16 Dec, 2024 @ 4:49am 
:steamthis:Update:steamthis:

:sealdeal: Fixed changed custom units and new vanilla units, being able to get any of these in your waaagh armies now. :steamthumbsup:

:sealdeal: Did QoL function, meaning this mod support the 4 custom Greenskin mods, but you only need to subscribe to those you wish. Example, you wish to get Darklands orcs in your waaagh but not we'z speshul slaves, simply just sub to Darklands only etc.
MazingerZero 16 Dec, 2024 @ 2:50am 
This mod keeps crashing on me even after subbing and resubbing multiple times. invalid database record
grn_faction_boost_pool_province__the_plain_of_bonesws_inf_black_orcs_axe
in table transported_military_force_unit_pool_entries_tables and pack file !!!!!DaGreeonTideWAAAGH.pack
Mental Motel 10 Nov, 2024 @ 12:27am 
@RagnaroK thats already cool but yeah I was referring the "Skullsmasherz" mod from I think Total War Warhammer 1 or 2, it was a whole faction mod for the savage orcs, I miss it a lot.
RagnaroK  [author] 9 Nov, 2024 @ 4:03pm 
I maxed out the boost of getting savage orc units for Wurzag in the 'Boyz iz 'Ere' variant and put the boost chance to 0 for any other unit for him.

It is kind of a funky system, since you can't tailor the waaagh to my knowledge, only change the boost (chance to get) numbers.

Or are you referring to some kind of savage ord mod I haven't taken notice of?
Mental Motel 9 Nov, 2024 @ 3:52pm 
Any chance you work on a Savage Orcs mod? I have been pestering people about this for quite some time, so I don't wanna be annoying but I reallyyy miss a good mod that scratches that itch!
Big Sneeze 16 Oct, 2024 @ 5:02pm 
In mod manager, Propa WAAAGH does not flag We's Speshul (Vanilla + Greenskins) as a required mod, so it's possible to launch without enabling the latter, leading to a CTD. You may wanna' fix that to avoid CTD reports from players.
Leon'Ardog 29 Sep, 2024 @ 2:31am 
WE'Z JUST WARMIN' UP
ZeButcher888 24 Sep, 2024 @ 7:17am 
great! thanks
RagnaroK  [author] 24 Sep, 2024 @ 7:03am 
@888Umer, thank you for the kind words and right, you do not need any of them as they are all included, you do need the mods listed under required however, otherwise it will CTD. :steamthumbsup:
ZeButcher888 24 Sep, 2024 @ 7:01am 
hey man.. i love these mods of yours.

just for clarity... if i use this mod, i don't need any mods from the "Main & Submods" section right?
RagnaroK  [author] 24 Sep, 2024 @ 5:35am 
Great idea, I love Decomposed's mods. :darkangel:
EDMdeathmachine 24 Sep, 2024 @ 5:10am 
so sweeeeeet !!! thx a lot

and I wonder if there are any plans to make awesome waaaagh mod related to the expanded roster of decomposed.
ChopChop 24 Sep, 2024 @ 4:49am 
Yummers :WH3_skragHapp: