Total War: WARHAMMER III

Total War: WARHAMMER III

We'z Speshul - Grimgor's Ardboyz
39 Comments
bambimanuel 16 Oct @ 4:59am 
That's great to hear! I use the all-in-one package. As soon as you update, I'll make a new campaign with all the landmark mods! Best of luck!
Lost2Insanity  [author] 16 Oct @ 4:08am 
You know, I actually forgot that WH3 does that automatically.
Then I'm going to have to make it not a landmark I think.
bambimanuel 16 Oct @ 3:34am 
Ooohh. Finally, this is exactly the mod I was looking for. But could you please remove the landmark sign for the Effigy of Gork in each provincial capital? It's incredibly annoying. It's a building that's always there, not a landmark... And every time I have to check if there's a real landmark there, especially if you're playing with the Legend or Eternity landmark, it wastes a lot of time.
Lost2Insanity  [author] 12 Oct @ 7:56am 
They are supposed to after X amount of turns yes.
Autumnchain 12 Oct @ 7:46am 
Will Borgut Facebeater still spawn when under the control of the AI, and therefore, an orc faction that confederates Grimgor would get Borgut as well?
Lost2Insanity  [author] 4 Oct @ 2:44am 
No because it is getting very complicated for me to maintain the mod in parts and also as an All-In-One and I'd rather not stress myself further than necessary.

If there are things you do not like or are looking to disable in terms of features then do let me know over on the Core mod page, I'm breaking it down as much as I possibly can bit by bit and trying to offer as much customisation as possible.
ymh7474 3 Oct @ 8:00pm 
Are you considering making it usable on its own without requiring the core module?
Lost2Insanity  [author] 21 Sep @ 4:55pm 
@Lemonz
The Core mod should already be adding Expendable to the Goblin units that do not have it. Theoretically Goblin siege engines have Orc Bullies attached to them in a Grimgor stack as per the book rules which would remove that.
Lemonz 21 Sep @ 2:00pm 
Would it be OP to add expendable to all goblin units?
RomiRo 21 Sep @ 11:12am 
That's would be nice, and who let anyone add him with other mods
Lost2Insanity  [author] 21 Sep @ 3:28am 
Ooof that stings this mod compilation is already a big ol' mess.
I've no plans to pursue that at this time but it is possible however it would have to be as a standalone mod and not compatible with We'z Speshul for my own benefit.
RomiRo 17 Sep @ 2:49pm 
Is it possible to have a standalone mod that only adds Borgut Facebeater and Oglok ? I try to do it myself but I don't have any experience so I stuggle a lot
Lost2Insanity  [author] 12 Sep @ 4:36pm 
It was called Fightiness actually just watch some older Greenskin footage its the same bar and at low bar you took attrition damage. It used to be an in game way to represent the animosity rule from the book.
Kriega1 12 Sep @ 4:14pm 
Could also take inspiration from the "Fightiness" mechanic that SFO adds to Grimgor
Kriega1 12 Sep @ 4:10pm 
I am curious what the animosity bar was about though cause I never saw that
Kriega1 12 Sep @ 4:09pm 
@Lost2Insanity, Doesen't have to be loyalty related, can just be stuff like leadership/public order penalty, lower casualty replenishment etc.. if you haven't fought battles recently. Maybe have some kind of UI bar and the stronger enemies you fight, the easier it is to fill up the bar.
Lost2Insanity  [author] 12 Sep @ 3:59pm 
@SettraRules
I'll check that out, it shouldn't do that.

@Kriega1
In other words you sort of want the old animosity bar back then, Hrm, I don't know I have always thought Greenskins should of had loyalty personally bu the negative mechanics were unpopular.
SettraRules 12 Sep @ 3:30pm 
FYI for anyone using "Go Squig or Go Home!" mod as well with this mod, I was experiencing an incompatibility with both this or the one in all. For me in campaign only, Gorgut Facebeater was spawning in with the wrong model. In quick battle he was fine. I tried changing the load order but it didnt solve the issue. Only not using "Go Squig or Go Home!" did he have the correct model.
Kriega1 11 Sep @ 3:24pm 
Any chance Grimgor could get a bloodletting esque mechanic?
JohnWarhammer 10 Sep @ 4:40am 
yep, he starts near dead center of the map, just east of ungrim
Lost2Insanity  [author] 10 Sep @ 3:21am 
Oh right, is Grimgor on the map in that campaign?
The quest is only set up to work on Immortal Empires and Expanded.
JohnWarhammer 9 Sep @ 6:06pm 
it turns out that the culprit was the old world campaign. idk if its because of the different map or different/more settlements, or settlements in different places, but disabiling the old world makes it fire every time.
JohnWarhammer 9 Sep @ 6:40am 
ill have to wait until this evening to go through my mod list to look for the compatibility issue, but for now i tried the console command and the context viewer in a fresh campaign and had no luck. i will put up another comment when i have a chance to go through my list.
Lost2Insanity  [author] 9 Sep @ 5:43am 
If it is a conflict and you figure out with what do please let me know then I can see if there is anything I can do about it.
JohnWarhammer 9 Sep @ 5:19am 
it was a fresh campaign, but i use quite a few mods. ill try out your advice later on and get back to you. it may just be a mod conflict though if its working for you. thank you for getting back to me.
Lost2Insanity  [author] 9 Sep @ 4:24am 
I just ran a test and it fires okay for me, if you want to run tests yourself get the console commands mod and load up a fresh campaign, target Grimgor and put add xp 100000 in the console command line (Button Top Left looks like a Flag) then end your turn, it should trigger the Quest after the Item Quests named Borgut Facebeater.

If this is not a new campaign then there is a chance the listener did not load, the other option is a script break. If you turn on the context viewer in the settings menu it will throw a big red X on your screen if you have one.

My mod setup is pretty light though.
JohnWarhammer 8 Sep @ 6:02pm 
using the all in one mod, borguts quest hasnt triggered for me, and grimgor is lvl 18. is it a known issue, or just me?
Lost2Insanity  [author] 8 Sep @ 2:13am 
Maybe... but right now you have the option to make any of your Black Orc units Da Immortulz with their banner, 2handers, shielders or Krimson Killerz, if I make them a unit you're stuck with whatever type I pick and the banner effect baked in.
DeadRanger 7 Sep @ 7:40pm 
no thought to making the immortulz into their own unit for this mod?
Lost2Insanity  [author] 7 Sep @ 3:03am 
Yes or it will not work.
Crispy_Smoothie 6 Sep @ 8:45pm 
Is it must need core mod?
Lost2Insanity  [author] 6 Sep @ 7:49am 
Not a bad idea, I'll give that some thought.
Homicidalnutloaf 6 Sep @ 7:40am 
Love it! I think adding ogre and hob goblin units to Grimgor's waaaagh to be on theme with how he united them and all other greenskins for the beast waaaagh in the end times
Lost2Insanity  [author] 6 Sep @ 5:14am 
@405 †Shadow†
Depends if I find something worth doing, Skarsnik will probably get one at least.

More variants seems a bit overkill? Aside from visually adding a bit more variety it's not going to offer much Gameplay wise because they'd all be Armour-Piercing anyway.

If they didn't have mounts I would of given them weapon swaps like I used to have in older versions of the mod before the official Big Boss existed but this isn't as feasible with mounts.
405 †Shadow† 6 Sep @ 5:03am 
Can you make a mod so that you can hire black orc heroes with heavy weapons, shields, and dual weapons? and make them look cool like the new black orc lord?
405 †Shadow† 6 Sep @ 5:01am 
You will do the same for the other green-skinned lords?
Barkahan 6 Sep @ 12:01am 
we'z speshul always COOL thank you sir
Lost2Insanity  [author] 5 Sep @ 7:56am 
I disabled Borgut Facebeater in the last patch on the core pack, he'll only be available here and the All-in-One from now on.
XHAlpha 5 Sep @ 7:49am 
You've done it again, very cool! Now, how does this work with the main mod that adds Borgut, has he just been moved to this mod?