Total War: WARHAMMER III

Total War: WARHAMMER III

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Portholes Redone III
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84.826 MB
14 maj, 2024 @ 17:05
17 jun @ 10:20
25 ändringsnotis ( visa )

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Portholes Redone III

Beskrivning
Ever wished Creative Assembly put more care and attention into the 2D Unit Portholes? For almost ten years; every 2D unit porthole has looked like it has been rendered in low quality texture settings - not anymore - back by popular demand and with the original mod creator's permission (Marcovinchi): Portholes Redone III revamps every single 2D unit porthole for all 24 factions in Total War Warhammer 3. [Update - CA have since updated the 2D portholes]

Credits

Marcovinchi - portholes for all factions present in Total War Warhammer 1 & 2 (excluding the The Prophet & the Warlock, The Shadow & the Blade and The Twisted & the Twilight DLCS).

drew_west - portholes for all factions in Total War Warhammer 3, all TWW3 DLCs (including the missing ones from Total War Warhammer 2) and layer masks for all 24 factions (so unit portholes display the correct faction colours).

Gigiauz - Marco used The Uniforms & Heraldry Mods Collection for the Beastmen, Bretonnia, the Dwarfs, the Empire, the Greenskins and the Vampire Counts. This is less apparent as layer masks have been added to display faction colours.

Whats Next?

Hi all, a quick note from me (drew_west). I will be continuing support for this mod going forward, this will include updates for any future DLC and additional submod support.

Updates

Dwarf & Greenskin faction colour layer masks [Released 16th May]
Empire & Vampire Counts faction colour layer masks [Released 20th May]
Wood Elf & Bretonnia faction colour layer masks [Released 22nd May]
Chaos, Norscan & Beastmen faction colour layer masks [Released 23rd May]
High Elf & Dark Elf faction colour layer masks [Released 30th May]
Lizardmen & Skaven faction colour layer masks [Released 7th June]
Tomb Kings & Vampire Coast faction colour layer masks [Released 14th June]
Kislev & Cathay faction colour layer masks [Released 22nd June]
Chaos Dwarfs and Ogre Kingdom faction colour layer masks [Released 26th June]
Omens of Destruction portholes and layer masks [Released 12th December]

Planned Updates

- Additional submod support (to be announced)

Submods

The following submods offer support for various mods on the workshop that visually change or add units (this list will grow over time)

- Barnak's Enhanced and Restored Assets

Known Issues

- Creative Assembly's layer mask implementation is not the greatest, so results may vary.

- Black and Grey Faction colours do not pair all that well with CA's layer mask system.

- Lizardmen use three faction colours as opposed to two, this makes it impossible to accurately represent palette swaps for this faction as seen in the vanilla game. Therefore all Lizardmen will have blue scales in the unit portholes. If you want some added parity between the in game models and 2D portholes - subscribe to: Blue Lizardmen

- Similarly Beastmen skin tone doesnt change colour in the 2D portholes (because it lessens the quality substantially) If you want added parity between the in game models and 2D portholes - subscribe to my other mod: Brown Beastmen

Please Favourite and Subscribe

Happy gaming!
94 kommentarer
Flying Fox 15 aug @ 2:00 
I noticed a small issue with compatibility. Since you named the packfile to be high in the load order, if a mod reskins a unit and changes the porthole to match, your mod will override it. Which is the opposite of what you'd want to happen.
DTAPPS NZ 2 aug @ 20:49 
Bug: Cockatrice is missing
drew_west  [skapare] 2 aug @ 5:44 
Hey it shouldnt conflict, I havnt heard of any cases of that happening so far. This mod literally just replaces what CA has done with our own. Nothing complicated enough to cause conflicts on our end atleast :)
Scorppion 22 jul @ 23:57 
Hi, does this mod conflict with the custom units 2d portholes from the new modded factions like cataph marienburg and mixu LL's? or are these new units simply don't have 2D portholes ? great mod btw and waaay better than CA's 2D portholes!
TeamWork 17 jun @ 19:45 
Thanks for continuing to support it. Its still way superior to vanilla
drew_west  [skapare] 17 jun @ 10:27 
Update regarding this mod: I will be keeping it alive, CA have as of 6.2 updated the portholes, which is nice. However I intend to keep this mod going for anyone that prefers this mods portholes. I have also just released an update to add portholes for the new units.
drew_west  [skapare] 17 jun @ 9:10 
@1FreshBanana1 ...me too XD
Stephince 17 jun @ 9:01 
Better late than never!
1FreshBanana1 17 jun @ 7:14 
can't believe ca actually changed this stuff now
Kil11ler 30 maj @ 2:33 
same problem and still havnt configured how to fix it