Total War: WARHAMMER III

Total War: WARHAMMER III

837 ratings
Chaos Visual Overhaul
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graphical
Tags: mod
File Size
Posted
Updated
688.241 MB
8 Apr, 2022 @ 6:26am
24 Jul @ 8:09am
53 Change Notes ( view )

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Chaos Visual Overhaul

Description
With the Champions of Chaos DLC CA finally updated the visuals of the Chaos units. But there is still room for improvement in my opinion.

This mod adjusts the visuals of many units in the Chaos roster. I've tried to make small and subtle changes to the units so they stay true to their original design, but giving them more unique looks fitting to their respective god.

I also fixed some vanilla issues like the undivided Chaos Warrior’s faces not having eyes or floating shoulder pad shields.

Reskinned Units:

Marked Marauders
  • New visuals matching the respective patron god
  • More variants

Undivided Marauders
  • New visuals and more helmet variants
  • Separate variants for Norscan marauders

Marauder Chieftains
  • Now has more armour so they stand out from the Marauder Champions

Marked Gors
  • More variety
  • Added head variants with beaks for Tzaangors

Undivided/Marked Warriors
  • More helmet variants, especially for Undivided
  • Chainmail neck armour for all Warriors
  • More armour variants for Undivided Warriors
  • Added a sword to the weapon loadout

Marked Chosen
  • New visuals matching the respective patron god
  • More helmet and armour variants

Undivided Chosen
  • One more helmet variant
  • More armour variants
  • More leg variants

Marked Elites
  • More variants inspired by the TT miniatures for the Skullreapers and Wrathmongers

Marked Knights
  • New visuals matching the respective patron god
  • More helmet variants
  • God-specific Chaos Steeds

Undivided Knights
  • One more helmet variant
  • More armour variants
  • More leg variants

Marked Chariots
  • New visuals matching the respective patron god
  • God-specific draft horses

Undivided/Marked Warshrines
  • New visuals for the Shrinemasters matching the respective patron god
  • Closer to the Shrinemaster TT miniature

Chaos Giants
  • Chaos Giant no longer uses reskinned greenskin accessoires
  • Chaos Giant RoR has a more Nurgle specific variant now

Marked Lords and Heroes
  • Added a bit more variety to some characters variants

Undivided Lords and Heroes
  • Added a new Chaos Lord variant, helmet based on TT miniature
  • Chainmail neck armour for all lords and heroes

Regiments of Renown
  • Brutes of the Hound
  • Knights of the Brazen Throne
  • The Severed Claw
  • Knights of Immolation
  • The Sibilant Slaughtercade
  • The Rotting Riders
  • The Slaughtergard
  • Bloodwake Berserkers

Possible Issues:
If some of the variants aren’t showing up for you, make sure your unit details are set to Ultra.

Compatibility:
Should be compatible with everything that doesn’t change the visuals of the same units.
Compatible with Details Matter Collection and Variant Selector.
Save-game compatible.

Submods:
SCM: Tribes of the North Compatibility Submod
Warhammer 1 Texture Update Project Compatibility Submod
Hooveric Reskin Compatibility Submod

My other Mods:
The Cult of Slaanesh
Lingling's Legendary Lizards

Credits:
Calm&NormalTime for his Slaanesh marauder helmets
Necrorise for some of his Nurgle assets
☸𝕵𝖔☸ for some of his Tzeentch assets
Phyrex for the undivided marauders fur pants
Urgat for letting me use parts of his Scorpion model

Please rate up and comment if you like the mod.
510 Comments
Lingling  [author] 6 hours ago 
The look comes first for me and I want each unit class like marauders for example to look consistent among the rosters. In vanilla armour value and look is also not always consistent

The double axes for chosen is by design as I want them to have a higher axe ratio with some swords mixed in
Vaxar Kun 6 hours ago 
also, minor report, undivided chosen seems to use chs_knights_axe_1h_set1 two times


<SLOT name="weapon_2" attach_point="be_prop_1" >
<VARIANT_MESH_REFERENCE definition="VariantMeshes/VariantMeshDefinitions/chs_knights_axe_1h_set1.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/VariantMeshDefinitions/chs_knights_axe_1h_set1.VariantMeshDefinition" />
<VARIANT_MESH_REFERENCE definition="VariantMeshes/VariantMeshDefinitions/chs_knights_sword_1h_set1.VariantMeshDefinition" />
Vaxar Kun 6 hours ago 
Not sure how much you follow "stat follows look" or the other way around, but marauders of khorne have 20 extra armor compared to other marauders, however that do not seem to be represented here, as they are as naked as the others. Again, might be by design.
Lingling  [author] 24 Jul @ 1:04am 
Yeah was reported already I forgot to add the new variant there, will be fixed in the next update
GoatScream 23 Jul @ 8:48pm 
Hello there, it seems like the new chaos sorcerer variant is not selectable if you use the variant selecto more. The 5th option isn't even there. However, the new chaos lord variant does appear when using that mod. Could you fix this, please?
Lingling  [author] 18 Jul @ 12:27am 
Thank you. That’s one of my main goals to keep the vanilla look but improve it. Ideally you wouldn’t be able to tell what is vanilla and what is added by the mod
Schmeeda 17 Jul @ 11:02am 
Love how it looks so natural for the units, too many reskins imo try too hard to add new assets that don't jell well. Great work!
Lingling  [author] 11 Jul @ 8:29am 
Weird maybe he uses vanilla marauder models in some way. In general I don’t recommend using reskins for races covered in my mod alongside it. So use them on your own discretion.
KarlFooknTanner 11 Jul @ 7:52am 
Correction, it's actually Storeslem's Khorne Reskin. It doesn't affect Khorne marauders of yours, but Chaos Marauders instead. So odd.
KarlFooknTanner 11 Jul @ 7:38am 
I am testing disabling mods few by few. It may appear I had been hasty blaming Ondrik's mod. It seems it may be some other mod. I will report back, if not for compatibility sake, but to give info which mod may be clashing with your reskin.