Total War: WARHAMMER III

Total War: WARHAMMER III

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We'z Speshul - Core
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File Size
Posted
Updated
372.621 MB
1 May, 2024 @ 1:04pm
8 Sep @ 2:22am
64 Change Notes ( view )

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We'z Speshul - Core

In 1 collection by Lost2Insanity
We'z Speshul - Total Waaagh Collection
6 items
Description
We'z Speshul - Core
This is a core mod for the Greenskins that includes Lords, Heroes, Units and other miscellaneous changes with the aim of staying true to the base game experience while also incorporating features from the army book and lore.

Supporting mods can be found it the collection above, if you're the type that just wants it all check out the All-In-One compilation.

Features
Legendary Lords
Raknik Spiderclaw - (Remodel Only)
Lords
Black Orc Warboss - War Boar, Boar Chariot, Wyvern
Orc Great Shaman (Lore of the Big Waaagh!) - War Boar, Boar Chariot, Wyvern
Savage Orc Warboss - War Boar, Wyvern
Goblin Warboss - Wolf, Spider, Wolf Chariot, Gigantic Spider
Night Goblin Great Shaman (Lore of the Little Waaagh!) - Cavern Troll
Forest Goblin Warboss - Spider, Gigantic Spider.
Snotling Warboss - Pump Wagon (Event Only)
Heroes
Orc Big Boss - War Boar, Boar Chariot
Savage Orc Big Boss - War Boar
Savage Orc Shaman (Lore of the Big Waaagh!) - War Boar
Goblin Shaman (Lore of the Little Waaagh!) - Wolf, Wolf Chariot
Forest Goblin Shaman (Lore of the Spider) - Spider
Extra Mounts
Orc Warboss - Boar Chariot
Goblin Shaman - Wolf Chariot
Goblin Big Boss - Wolf Chariot, Gigantic spider
Units
Savage Orcs (Spears)
Snotling Swarm
Night Goblins (Spears)
Night Goblins (Spears) + (Fanatics)
Forest Goblins
Forest Goblins (Spears)
Forest Goblin Archers
Night Goblin Squig Gobba
Regiments of Renown
Haarboth's Blackmountain Boyz (Orc Boyz)
Little Gork (Giant)
Miscellaneous
Additional Lord and Hero Skills.
Additional Textures and Models.
Savage Orc faction additions and improvements.

Compatibility
Any mods that interact with Greenskins skills or buildings may not be compatible with this mod.

Multiplayer
Custom Battle will work without any issues but campaigns may have issues arise with script functions breaking.

Embedded Mod Support
Tabletop Caps
Variant Selector

Sub-Mods
Green iz Best
Da Green Tide - Da Speshuls iz 'Ere
LEO's Formations Modded Units Submod
Ondrik's Savage Orcs

Localisation
We'z Speshul - On sommes spchial [FR]

Special Thanks & Credits
Games Workshop - Creating the Warhammer Fantasy setting.
Creative Assembly - Creating Total War, Supporting Mods.
Da Modding Den[discord.gg] - Essential Hub for Modding Total War.
Frodo - Rusted Pack File Manager (RPFM).
Phazer - Rigid Model Editor (RMEditor).
Ole - Asset Editor.
Blender
Mod User Support - Thanks for playing with my mods.

Urgat - Models, Textures.
Mixu - Scripting, UI.
Dead Baron - Models, Textures.
Valas - Scripting.
https://www.artstation.com/erenozel - Models, Textures.
Marthenil, Decomposed, Dungeon Master, Chaos Robie, Sythropo and The_Inquisitor for previous retired contributions and support.

Contact & Feedback
The best way to reach me is via the comment section below or joining Da Modding Den discord server listed above and use the #wez_speshul channel.
307 Comments
Lost2Insanity  [author] 25 Sep @ 2:22am 
I don't think the hotfix disrupted anything but it will get one soon as I'm done what I was doing with it.
ewobmrk 24 Sep @ 4:10pm 
does this need update after hotfix
Lost2Insanity  [author] 21 Sep @ 5:16am 
@XHAlpha
Hmm, I'll look into it.
Might be able to fix.

@kinciko
Only the All-In-One mod currently has that I think though it may work for this or could be modified by yourself to do so.
XHAlpha 20 Sep @ 10:12pm 
Found a compatibility issue Go Squig or go Home mod, the new squig buildings don't allow for the recruitment of Squig Gobbas to be recruited
crocodominator 11 Sep @ 11:37am 
Gotcha, well however you end up going about it I'll be very excited. I'm about 35 orcs deep into my first tabletop army, and I can't wait to use these guys in total war too
also, while it's less intentional than I presumed, the current building format works out great!
kinciko 11 Sep @ 9:55am 
Is there any double unit size mods for this all in one?
Lost2Insanity  [author] 11 Sep @ 2:04am 
The Majority of the building set up is no longer my doing, CA changed everything themselves in the Gorbad DLC Update. the Orc Big Boss being where they are is simply just me emulating what CA does by splitting melee heroes up.

As for the Big 'Uns with shield stats, I don't currently know what path I'd take on that one.
crocodominator 10 Sep @ 11:14pm 
Feel obliged to double post because I meandered. I understand and agree with your choice on arrer big'uns, and I think haarboth's boyz are an awesome addition. Love their look, wish it was a faction color scheme lol. If you added shield big'uns do you think they'd maintain any of their anti-large role? like BvL of 4? Just below chaos dwarf fireglaives. thanks again.
crocodominator 10 Sep @ 6:58pm 
I thought with how you've set up the buildings and heroes, stopping the infantry building at tier 2 and investing that income into orc cav chain and artillery chain is how you intended "normal orc" settlement investment->army structure to function.
I felt that was implied because the orc big bosses all share cap and the "normal orc" big boss cap comes from upgrading the artillery building.
So for me, I like Gorbad, his rule was he could have every unit upgrade to big'uns, so I avoid black orcs! I just don't want to use runty boyz for arrers or shields either lol. I want my big'uns!. fast armies that depend on mass missiles and crushing charges for ap is peak orcs to me.
a perfect force for raiding and sieging as they rove about. that's my 2 cents thanks for reading.
Lost2Insanity  [author] 10 Sep @ 6:24am 
I just forgot them.
I've not had a chance to properly go through all the new skills yet.
The extra units do not really have a place unless I change how all of the variants weapons are balanced. As an example, CA decided Big'uns are the Anti-Large boyz, if I make a Dual Wield Boyz and they stick to that formula then the spears are pointless, if I make them different then the vanilla consistency within the roster is lost.

I tried to work around this by making a Boyz RoR that is dual wield to fill the visual niche because they can be whatever they like. This is also why my Savage Orcs do not have shields, CA decided they are more aggressive infantry and depend on their ward save instead to reduce damage.

At best I could see a opening for Big 'Uns (Shields) but the jump from Boyz to Blorcs is like not a lot of turns, with this option your basic Boyz would be obsolete even sooner.