Total War: WARHAMMER III

Total War: WARHAMMER III

215 ratings
We'z Speshul - Blue Vipers
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Tags: mod
File Size
Posted
58.252 MB
12 Oct @ 4:56am
1 Change Note ( view )

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We'z Speshul - Blue Vipers

In 1 collection by Lost2Insanity
We'z Speshul - Total Waaagh Collection
7 items
Description
We'z Speshul - Blue Vipers
This is a campaign expansion mod for the Greenskins that includes the Blue Vipers faction and Legendary Lord Grak Beastbasha based on my original interpretation of a minor named Lustrian Savage Orc.

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
  • Playable Blue Vipers in Realms of Chaos & Immortal Empires. (Requires: Mixer)
  • Playable Blue Vipers in Immortal Empires Expanded. (Requires: Mixer & IEE)
  • Victory Conditions for all of the above campaigns.
  • Four Rituals dedicated to the Greenskin Gods.
  • (Legendary Lord) Grak Beastbasha.
  • (Mount) Stompa.
  • (Unit) Savage Maneaters.
  • (Unit) Savage Maneaters (Ironfists).
  • (Unit) Savage Maneaters (Dual Maces).
  • (Waaagh! Unit) Sasquatches.
  • Access to Savage Orcs, Savage Ogres, Forest Goblins and Monsters.
  • Access to special recruitment locations for Orcs & Goblins and Night Goblins.

Special Thanks & Credits
Creative Assembly - Supporting and enabling mod creation.
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.
Mixu - Scripting.

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.
30 Comments
Telperion 18 hours ago 
Thank you for your dedication. Cheers!
Lost2Insanity  [author] 20 hours ago 
@Telperion
As I already posted on the other page, I believe that I have robbed Wurrzag of a uniqueness and will rectify this in a future update I'm currently working on.

@Keroido
Yes and I'll check that out thanks.

And thanks to all those with the kind words.
Telperion 24 Oct @ 8:55pm 
Hi man, in response to making it mandatory to get the core mod, can we have a customization where savage orc buildings can only be built by non-savage orc factions in specific regions? Being able to build savage orc buildings can break the immersion a bit and also invade upon the uniqueness of the truly savage orc factions. Hope you consider this in spite of everything. Thanks!
Keroido 24 Oct @ 11:20am 
Beautiful Mod. <3 Can you maybe make the provincial capitals 8 slots big? Oh and I think that one building chain that normally gives +1 hero to the orcish garrisons doesn't give that hero.
Mental Motel 18 Oct @ 7:43am 
Nah you actually did it! A Savage Orc faction :D
Thank you so much dude, finally I can play my savage bois again (even though they are not the skull breakerz)
Marmo 17 Oct @ 7:35am 
YOU GORK?!
Lost2Insanity  [author] 16 Oct @ 2:11pm 
@Johnny 5
No, the modular nature of this pack I'm building was getting too spaghetti-like to manage so the Core mod exists as the glue to stick everything else together. What I can do is try and offer as much customisation as I possibly can if I know what kind of bits people would like to remove.

Naturally not everything can be its own mod though, the monster has just gotten too large.
A sub-mod could be created for Expanded Roster but there is only a few units I don't already have included at this point.
Johnny 5 16 Oct @ 12:45pm 
Just realised MTC has an option for extended roster to deactivate his units . no problem
Johnny 5 16 Oct @ 12:26pm 
Any way to not have this use the core mod? I use The expanded roster mod and find the core crosses over too much with that one
Aghoric Visions 16 Oct @ 11:08am 
UNGA BUNGA