Total War: WARHAMMER III

Total War: WARHAMMER III

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Guv's Beastmen Overhaul Mod (Updated Patch 6.0 / 2024-12-14)
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26 Dec, 2022 @ 4:52pm
14 Dec, 2024 @ 7:22am
25 Change Notes ( view )

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Guv's Beastmen Overhaul Mod (Updated Patch 6.0 / 2024-12-14)

Description
Disclaimer: I DON'T make my mods with SFO, Radious or other overhauls in mind!!

Give the Beasts a chance dammit!
Where do I even begin with the beastmen?
I will admit it, I really do love the changes they did to the beastmen. It gave them flavour to distinguish themselves from the rest of the factions and a very unique way to settle the razed regions and even blocking others from entering their territory. I love the idea.
But heres the thing. When designing complex mechanics, you have to be sure the AI can utilize it correctly. Because as far as I know, the beastmen are still a terrible race in the game.
The beastmen AI are just so pointless. They are so terrible you'd rather just kill them as any other race for free exp.

What does this Mod do?
  • Beastmen have recieved a variety of changes that largely favours the AI, but many changes that affect the players experience as well.
  • Minor beastmen can now settle and occupy herdstones. They can also recruit units. (Imagine, they couldn't before!)
  • A large tweak to the technology tree to spice up their aggressive playstyle even further, along with new faction specific technologies to spice up the faction's identity.

Some Info

Attention:
This mod datacores 1 table. "factionwide_recruitment_unit_exclusions_units_sets_junctions_tables"

This mod edits two CA scripts:
"wh2_dlc17_bst_ruination_progression.lua", "wh2_dlc17_beastmen_tech.lua"

wh2_dlc17_bst_ruination_progression.lua = To reduce Beastmen Dread spending cooldowns and frequency

wh2_dlc17_beastmen_tech.lua = To fix beastmen AI not researching technologies

There is a lot more to cover, you'll have to read it in the change notes down below.

Known Issues
I've been investigating Beastmen Herdstone effect bundles (such as plagues, siege debuffs) not being removed correctly. I think it is a vanilla bug, since beastmen AI were never meant to conquer.


Optional & Recommended Mods
Guv and Soul's Better Horde Reemergence Mod
Mixu's Unlocker - MIXER (I've found that the minor beastmen AI seem a bit more clever and much more reliably occupies due to Mixu's changes to minor AI. But careful, as I believe it stops hordes from respawning. But it's not confirmed by Mixu.)
Beastmen Miscellaneous Fix (Fixes various db errors)
Persistent Hordes (Makes hordes not lose their horde buildings when defeated. Good when they have immotal lords. WARNING, Stops beastmen or respawnable hordes from respawning.)
Hecleas AI Overhaul (Changes the AI in various ways to make them smarter and more aggressive. Good if you really want the Beastmen to go really aggressive.)
Lost & Found Beastmen: Loreful Additions (Using it myself, works fine!)


Compatibility
I DON'T make my mods with SFO, Radious or other overhauls in mind!!
A new campaign highly recommended.
Be careful when using Mixer, as I believe it stops hordes from respawning. But it's not confirmed by Mixu.

Mods that edit these scripts will conflict:
wh2_dlc17_bst_ruination_progression.lua
wh2_dlc17_beastmen_tech.lua

Careful when using AI mods. Put this on top of the load order.

Afterword
New here? Want to find more of my units and mods? Simply type Guv or Guvenoren in the searchbar at the Workshop or you can press here to go to my workshop right the way!

Please concider joining my Steam Group for complaints and requests!

Please do post a comment here if you find any errors!
*Rate and Favorite if you fancy this!*
Popular Discussions View All (2)
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7 Jan, 2023 @ 7:42am
Wishlist for the Mod
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17 Jan, 2023 @ 2:15pm
Mod Details
Guvenoren
578 Comments
122Devil 26 Oct @ 2:29am 
ye that fixed it, appreciate for the help
Guvenoren  [author] 26 Oct @ 1:26am 
I know, i recommend checking out lost and found mod I linked in description.

After tot, this mod will be updated and a new mod will be released
122Devil 25 Oct @ 11:10pm 
real quick, just wanted to tell that if you have the shadows of change tzeench and kislev dlcs, the added unit cap selections of Cockatrice and the Incarnate Elemental of Beasts, plus the other units, make it so that with this mod with the khorne minotaurs the ghorgons are pushed out of that menu, making it so that you cant increase their caps
Guvenoren  [author] 25 Oct @ 11:41am 
I will return to modding after TOT release.
Guvenoren  [author] 22 Oct @ 11:40pm 
@bailax40
Strange, tried to disable other mods to check for conflicts?
bailax40 22 Oct @ 6:40pm 
Hello, this mod doesn't seem to apply or show the new faction effects and army traits anymore.
Dod 21 Oct @ 2:41am 
@Guv

Good sir, is this mod usable on current version 6.3.3?
Guvenoren  [author] 20 Oct @ 12:25am 
I kinda hope changeling gets a full rework.
Guvenoren  [author] 19 Oct @ 11:40pm 
Let's hope! :D
I Have No Enemies Brother 19 Oct @ 11:29pm 
@Guvenoren

CA said Beastmen, Chaos Dwarves, Changeling and GolF+g are being treated for recruitment issues next hotfix before DLC of Tides of Torment.