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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.
Thank you so much dude, finally I can play my savage bois again (even though they are not the skull breakerz)
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.
Cool thanks, good thing I fixed the broken bits.
@4ydra
I have not checked to see if they are available on that map, but if they are then sure thing.
Good to know, I'll need to find all those random events then.
Don't worry about it, my mods should never be used to pressure anyone else into making their mods compatible with it.
I forgot to add the Required Items; We'z Speshul - Core listing, so make sure that you have that mod too if it is not working for you.
My apologies, this was always coming as it was my last faction mod to port from Warhammer 2.
But don't let this mod stop you doing your own thing, I do not have any ownership over the faction.