Total War: WARHAMMER III

Total War: WARHAMMER III

Chaos Visual Overhaul
530 Comments
Octavia Goetia 4 Sep @ 5:52am 
yes
Thancred Lux 4 Sep @ 5:33am 
does this eliminate ugly bald models?
Lingling  [author] 2 Sep @ 12:24am 
I’ll look into it though just to make sure
Lingling  [author] 2 Sep @ 12:17am 
I’ve tweaked the colour of the Khorne warriors armour a lot of times until I settled for the current look. The problem is that the tones of red are very inconsistent in vanilla too. The shield for example has a much brighter red tone than the vanilla armour. So I think the current version is fine as is
Omnplayer 1 Sep @ 11:50pm 
The khorne chaos warriors are really red. The armor doesn't look worn enough compared to the marauders, chosen or even the chaos warriors' helmets. Maybe you could reuse the old texture but keep the new model?
Lingling  [author] 30 Aug @ 7:48am 
Yeah I’ll redo all of the screenshots when the mod is done. Too much has changed and I’m still not done. So I’ll take screenshots when I’ve reached the final form of the mod
Omnplayer 29 Aug @ 12:41pm 
Would you consider updating the knight screenshots? I noticed the same as 叫我胖哥 and thought it was a bug since there's no screenshots of the change. Love the mod btw!
Lingling  [author] 27 Aug @ 1:51am 
If you mean they use the chaos Warriors armor, then yes that’s intended. The undivided version has unique helmets and another torso variant mixed in though. The marked knights will also get that new torso variant eventually.

The reason behind this is that there are knights and chosen knights in lore. I decided to make the chosen knights the ones using the god specific mounts like juggernauts and the Swords of Chaos RoR for undivided. I also tried to match the Tabletop chaos knights models.
叫我胖哥 26 Aug @ 7:20pm 
Hello, I noticed that the model of my Chaos Knight resembles the original Chaos Warrior quite closely (lacking any decorative elements). This remains the case whether I resubscribe or activate only this mod. Could you clarify if this is the intended design or if there might be an issue on my end?
(This was translated by me using translation software, so there may be inaccuracies in the translation. Sorry)
Lingling  [author] 24 Aug @ 12:57am 
I haven’t touched the tzeentch warriors in the last updates and they worked fine the last time I checked.
Try redownloading the mod and test with only this reskin enabled to confirm there’s no mod conflict
Bowielicius 23 Aug @ 5:44pm 
Only the tzeentch variant it seems.
Bowielicius 23 Aug @ 5:03pm 
Not sure if is due to the update, but the chaos warrios have messed up LoD, they turn black from a far.
Lingling  [author] 5 Aug @ 10:58am 
The marauder auxiliaries have a visual bug but I’ll fix it. No gameplay issues
hämis 3 Aug @ 11:03pm 
What's the incompatibility with Kraka Drak? I've been using it with this mod and i haven't gotten any errors yet. I guess I haven't fought them though.
lucky_one 🍀 30 Jul @ 2:22pm 
:er_heart:
Lingling  [author] 30 Jul @ 1:30pm 
You’re welcome glad you like the mod
lucky_one 🍀 29 Jul @ 9:32am 
This is the only mod doing justice to Chaos, thanks for your work boss
Lingling  [author] 28 Jul @ 11:24am 
Don’t hold your breath tho
Fenerium 26 Jul @ 4:48am 
@Lingling thaank u man <3 u are the best :D
Lingling  [author] 26 Jul @ 1:10am 
Hey, maybe some day in the future but no promises. I have so much new stuff to work on and already a few submods to maintain
Fenerium 25 Jul @ 1:15pm 
hey hey :) can u make a submod for the Chaos Warrior, that they have no Leather Boots? <3
Lingling  [author] 25 Jul @ 1:12am 
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 25 Jul @ 1:06am 
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 25 Jul @ 12:57am 
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.
Lingling  [author] 10 Jul @ 11:30pm 
Have you tested if the issue persists without any other mods? It can very well be that he overwrites some models that I also use
KarlFooknTanner 10 Jul @ 4:03pm 
I seem to have an issue at a distance (medium and further) with Chaos Marauders (and great weapon variants of theirs). Their torsos turn from their natural colour to some kind of red/textured buggy visual from further distance.

I assume this is probably incompatibility with Ondrik's Norsca Reskin, tho I have no idea why that would be. His mod modifies Norsca Faction visual, yours modifies Chaos (I disabled the unit variant meshes of your mod which modify Norsca for compatibility reasons) yet the visual bug remains, I tried moving both mods in various positions either up or down, top/bottom etc. but nothing helps.
Lingling  [author] 6 Jul @ 2:42pm 
Yeah I forgot to add it. I don’t use that mod myself so didn’t notice
Octavia Goetia 6 Jul @ 1:23pm 
the new chaos sorcerer variant doesn't seem to like the varaint selector mod... any fix?
Lingling  [author] 4 Jul @ 8:55am 
Finally finished my current campaign and was able to turn off offline mode. But I've been busy in the meantime: biggest new stuff is a Undivided Chosen rework and a new Chaos Sorcerer variant
Lingling  [author] 2 Jul @ 3:23pm 
Yes that’s intended as the TT minis for Chaos Warriors wear leather boots. The leather colour is the same as the belt and other leather pieces on the armour respectively
Veoler 2 Jul @ 8:28am 
Hi, is it the norm that all Undivided/Marked Warriors have regular leather boots instead of armor? It's just that in the same Tzeentch wars, it looks generally strange when brown leather boots are on the background of shining armor from below. And yes, I'm sure it's the influence of this particular mod, I tested it separately.
Lingling  [author] 25 Jun @ 7:26am 
They look exactly as they should in the screenshot. The black scorpion parts are supposed to be there. That’s one of the Skullreaper variants from the TT minis
Drop 25 Jun @ 4:02am 
The skullreapers are still bugged. Screenshot # 17 out of 53 in your screenshot list for this mod also shows how some of their textures are bugged and missing on their faces and heads, and how some of the units have bizarre scorpion tails.

I currently get these issues too and disabling just this mod fixes it.
Lingling  [author] 18 Jun @ 1:13pm 
I’ll take a look
OHM 18 Jun @ 10:00am 
@Octavia Goetia - a razor?
Octavia Goetia 18 Jun @ 8:40am 
one of the torso variants for slaanesh spawns has broken transparency on the crotch hair, any fix?
Lingling  [author] 13 Jun @ 6:31am 
Yes I’ll try to find another way to do the animation replacement when I have time
tww2alldlc_pro 13 Jun @ 2:54am 
Love your but but i have a question , could you do somehing about chaos warrios and chosen units with halberds , i m using sfo and this mod nearly from the moment you uploaded it , love your work so if you could take a look at it .
Lingling  [author] 10 Jun @ 1:14pm 
Thank you for your kind words. I’ll try to take a look when I can
OHM 9 Jun @ 11:45pm 
@Ling - First of all thank you for your awesomeness. Love your work

Having tested just your mod and Cataph's Kraka Drak: the Norse Dwarfs, it causes both missing textures and double textures on the Marauder models, namely the Keorling Warriors and the Bondsmen.

If you have a spare moment in your precious time, it would be great if you can have a look into it and perhaps make a compatibility patch/submod? Apologies if its a cheeky ask, but, pretty please?
The good 6 Jun @ 8:14am 
Yes, without SFO, the characteristics do not deteriorate. But if you run SFO without your mod, then there are no problems with the characteristics.
The good 6 Jun @ 8:07am 
I've been playing with both your mod and SFO for a long time. Changing the order did not help. Apparently, the reason is animation. Because the other units were not affected. But only warriors with halberds. All.