Total War: WARHAMMER

Total War: WARHAMMER

Faction Unlocker Submod - Greenskins
178 Comments
Andrzej 5 Jan, 2022 @ 3:10am 
Thanks, unlock all playable orginal fraction xD
Batman 7 Jan, 2021 @ 2:10pm 
they aren`t appearing in the faction roster
MrUnstoppable 30 Mar, 2020 @ 10:56am 
Savage orc tribes need to be adressed with public order buildings. Both here and in Warhammer 2. Can you tell me if that ever will happen for any of the 2 games?
GosuSmoker 14 Dec, 2017 @ 3:45am 
Thank you for making this great MOD! I am addicted to play all the minors now ;)
One glitch though: I found my lord, Morglum (Teef Snatchaz)'s skill tree has 2 no-text buttons on the upper screen, which seems to be mounting boar/wyvern. But upon spending skill point on these doesn't do anything, just broken.
ScumTzu 12 Oct, 2017 @ 9:05pm 
That makes a lot of sense, thank you though, and I wish you luck in your endeavors!
Crynsos  [author] 12 Oct, 2017 @ 6:56am 
I still hope to improve upon them, but with Warhammer 2 keeping me busy and the Mortal Empires campaign upcoming, I have no idea when I might be able to squeeze that in.
ScumTzu 12 Oct, 2017 @ 6:54am 
This question is mostly is due to curiosity, but what are you plans for the Skull-takerz. I noticed that they're now playable but massively hampered as far as their gameplay goes. Thank you and keep up the good work!
crono90 16 Aug, 2017 @ 10:54pm 
play as skulltakerz for 4 turns & suddenly my game stopped working( computer hang)
Crynsos  [author] 16 Aug, 2017 @ 4:34am 
That doesn't really tell me much... but at the moment, don't expect things to work as expected, as the core Unlocker is not yet updated.
crono90 15 Aug, 2017 @ 8:45pm 
Skulltakerz faction error after play for 4 turn
Crynsos  [author] 21 Jul, 2017 @ 4:53am 
Yeah it will work fine.
Johnny 20 Jul, 2017 @ 2:25pm 
Will this mod work with Faction Unlocker Basic?
I don't want all of the features of Faction Unlocke+
supersexygranpa 22 Jun, 2017 @ 9:35am 
I see, well Ill look into it and perhaps something fruitful will grow out of it :)
Crynsos  [author] 22 Jun, 2017 @ 9:27am 
I already made a partial Norsca overhaul myself which is now mostly integrated in my Unlocker, the problem with Savage Orcs is that there are much fewer resources to work with, both ingame assets and background info and variety.

I don't mind if you or someone else wants to make an overhaul to deal with this issue, but I will probably not just directly include most of it into my mod.
supersexygranpa 22 Jun, 2017 @ 9:21am 
Yeah, I just started a skull takerz campaign and saw right away the huge lack of a lot of features a functioning faction would need. I personally enjoyed Mixus Norsca overhaul a lot, perhaps he/she can share the experience on working on an overhaul as you mentioned. I could put some free time into that from next week on, what do you think? Is that something feasable or is it more of a full time job?
Crynsos  [author] 22 Jun, 2017 @ 9:15am 
Fully fleshing out the Savage Orcs will clearly take quite a bit of time as they are lacking to a similar degree that Norsca is, with really few buildings, units, no tech tree and so on, so that is by no means an easy project to do. I still want to do it, but also have to say that overhauls aren't usually the kind of mods I do.
supersexygranpa 22 Jun, 2017 @ 9:09am 
Skull takerz would be a very interesting faction to play if it had victory conditions and a working tech tree, perhaps a bit more units, working hero recruitment, would definitely love to see that happen. Hell, Id be willing to help under your guidance to make it reality if that is any good.
Crynsos  [author] 17 Jun, 2017 @ 10:57am 
That is the default setup as per vanilla.
I didn't change anything about the Savage Orc building trees, but I certainly intend to improve them and other bits about their subculture when I get around to it.
mkmcclure93 17 Jun, 2017 @ 10:40am 
Mate, whats with the no public order buildings in the Skull-takerz settlements if you dont mind me asking?
Crynsos  [author] 4 Jun, 2017 @ 2:47am 
Then I recommend reporting that in his mod, as I don't modify anything about it.
Sindrii 3 Jun, 2017 @ 10:45am 
Ok if ya wanna know 'twas caused by Better AI by Minos.
Sindrii 1 Jun, 2017 @ 2:44pm 
Don't know yet, I use great amount of mods so it will be hard to identify.
Crynsos  [author] 1 Jun, 2017 @ 2:34pm 
No I mean which mod caused the issue for you?
Sindrii 1 Jun, 2017 @ 2:31pm 
Crynsos' Faction Unlocker+ und this submod.
Crynsos  [author] 1 Jun, 2017 @ 1:46pm 
Which one was it exactly?
Sindrii 1 Jun, 2017 @ 1:45pm 
I tried quick campaing with only yar unlockers and it's indeed caused by other mod, so sorry for being annoying. Seems like I will need to irritate someone else.

Btw. Yar mods are awesome.
Crynsos  [author] 1 Jun, 2017 @ 12:14pm 
Well I never modified anything about Karaz-a-Karak, so you should look at other mods you are using.
Sindrii 1 Jun, 2017 @ 11:59am 
Sorry to bother ya, but I have bug where I can't upgrade the main building chain of Karaz-a-Karak (occupied Karaz-a-Karak) while playing as Azhag's Waaagh! When I move cursor on it the structure upgrade panel won't show up und it is missing in buildings browser.
DakotaDad214 21 May, 2017 @ 11:44pm 
Custom battles work fine, so I've narrowed it down to just campaign loading. Something with the campaign map is causing the mod to crash.
DakotaDad214 21 May, 2017 @ 9:54pm 
Just checked. Seems like all of the factions are now effected for me.
DakotaDad214 21 May, 2017 @ 9:01pm 
I'm getting a crash at the campaign loading screen when I try to use greenskins. Not sure why. I have all the unlocker cores. I am using radious, radious officers, table top lords and resized lords. Never had any issues until recently. Beastmen, chaos and norsca works fine. I haven't checked dwarves or empire yet.

Was there an update? Any ideas on why greenskins specifically is crashing now?

Thanks! Love your work.
Crynsos  [author] 1 Apr, 2017 @ 3:56am 
That is coming out shortly, I'm just going through the final bits of testing.
Bo 1 Apr, 2017 @ 3:44am 
Is there a mod without all that boss and ambassador things? I just want to play minor factions without all of the decorations. "Vanilla" Version minor faction unlock?
Crynsos  [author] 23 Mar, 2017 @ 6:22pm 
IMPORTANT!

I changed the structure of my Faction Unlockers, which means that this is not a standalone mod anymore but instead a Faction Pack submod to be used together with the new core unlocker linked at the top of the description.

Please subscribe to that one to continue playing these factions.

If you want to read into the details on why this was changed, these are also linked above.
swiff 22 Mar, 2017 @ 9:54pm 
@javisebas The lord is intentional. It's a "diplomat," as it's labeled for most other factions. But a "Diplomat" title wouldn't make sense for greenskins, so Boss (note, not WARboss) gets used instead.

They're intentional, as a means of fixing the diplomacy window, and are detailed a few posts below yours.
Crynsos  [author] 22 Mar, 2017 @ 4:31pm 
I'm not getting any crashes nor could I think of how any would happen in relation to what I changed, so that is most likely caused by a different mod.

That lord is not meant to be used for moving outside of the capital as you can see in his bonuses.
JovenTroll 22 Mar, 2017 @ 4:00pm 
skullsmasher is wrong, u star with a legendary warboss wich cant move and it crashes always after a settlement battle
Crynsos  [author] 22 Mar, 2017 @ 3:43pm 
Yeah, that is a good point.
I should probably see about giving them a permanent fightiness bonus to keep them at 0.
swiff 22 Mar, 2017 @ 3:19pm 
Ahhhh. Alright, that makes sense. In that case the only issue I can see coming is a quirk unique to the greenskins, namely the fact that by virtue of sitting in a base all day long, their fightiness is going to be lacking. Still, since they're parked in a settlement, presumably any losses that result from it will be mitigated fairly well by replenishment, so no biggie.

Thanks for the clarification!
Crynsos  [author] 22 Mar, 2017 @ 3:08pm 
Well, I guess I should have been slightly more exact.
They CAN leave the settlements, but can't go far beyond the physical border of the settlement. You can of course also still reassign them to a different settlements should they be defeated in battle, but not remove them once placed as they are counted as Legendary Lords that can't be disbanded for some weird reason.

So these issues are not really present and almost all factions get a bit better capital defense out of this to prevent their overly early demise.
swiff 22 Mar, 2017 @ 1:43pm 
The workaround is certainly clever! But I'm worried about how it's going to influence settlement defense. Furthermore, it precludes the development of "city management" lords to man the garrisons, as well as any attempts to double back with a more combat-oriented lord (or Legendary Lord) to mount a defense in the event of an incoming seige, since only one lord can be garrisoned in a settlement at a time.
Faceroller 22 Mar, 2017 @ 8:40am 
all hail Crynsos.
Crynsos  [author] 22 Mar, 2017 @ 8:13am 
Update!
The diplomacy screen bugs have been resolved via a workaround, which now assigns new "Diplomat" lords to the screen instead of the real faction leaders, which look identical to these lords.
These have been assigned to all factions that did not already have a unique character as faction leader and will effectively act as immortal capital guards, although they cannot be moved outside of the settlements they are assigned to, cost no upkeep and cannot recruit any units.
This fix will require a new campaign start to work.

I tried various other methods on how to do this as well, but this is the only way that really worked and was rather balanced, so until CA fixes this issue properly these will have to stick around.

Victory Conditions should be up tomorrow, hopefully soon also the compatibility restoration for older saves, as I didn't get around to push quite everything that I wanted into this update yet.

More details about this update soon within the patch notes!
Crynsos  [author] 17 Mar, 2017 @ 11:04am 
It's a known issue that only CA can really fix, but I'm currently working on a workaround.
Faceroller 17 Mar, 2017 @ 10:25am 
@Crynsos hi there, love your mods yet I have a minor bug and wanted to ask if there's a solution for it: in the diplomacy map, NPCs banners and portraits appears as a white flag. I'm using the mod "Better Faction Names and Banners", but it doesn't seems to be issue as I get the same results after removing it.
Crynsos  [author] 11 Mar, 2017 @ 10:17am 
Adding a record simply means creating a new line and filling it out. Keys are just like IDs, unique identifiers for the game engine to differentiate between entries, except with letters instead of just numbers.

Localized Titles are just that, titles that by default are used across all languages or can be individually localized for different game languages.

Not all of the tutorial is still up-to-date and some of it is plain unnecessary, so I'll see about making an improved and updated version of it somewhen soon.
Puggly the Grey 11 Mar, 2017 @ 9:44am 
Ah yes, someone already linked me to that tutorial, in which case, could you explain a few things to me please, if it's not too much trouble?
I'm just confused as to what "Add Record" and "set your key" mean.
Also "set your localized title" sounds straight forward but I'm not 100% sure what that means either.
If that tutorial had screen shots showing what the code should look like, then it would be much easier for me to follow. I've always been a visual learner,I need to see it or I don't understand what's being said.
Oh, by the way, thanks for replying so dang quickly man, it's like you're speedy gonzales up in here. xD
Crynsos  [author] 11 Mar, 2017 @ 9:31am 
Puggly the Grey 11 Mar, 2017 @ 9:26am 
Hey Crynsos, I want to make a mod of my own that unlocks the skull takers (and nothing else), but I have no idea how to do so. Do you think you would be willing to upload a tutorial on how to make faction unlocker mods at some point?
Crynsos  [author] 11 Mar, 2017 @ 3:53am 
@Machyl
I just answered that below your comment.