Total War: WARHAMMER III

Total War: WARHAMMER III

Lost & Found Beastmen: Blessed Gor Weapon Variants
35 Comments
cunningham.walker 54 minutes ago 
Any chance you or anyone you know would be able to make a mod that makes dechalas faction mechanics and unique skill line buff all mortal units instead of just marauders? she's super fun otherwise but it's kind of lame to have all these buffs to such crappy infantry.
Wauthan 13 hours ago 
Well for adding minotaurs there's already the excellent mod Chaosbulls by Xoudad, but adding centigors in a future project would be awesome. :)
[L9] Rhinopotamus 17 hours ago 
Possible for Tzaangors (Bows)? I loved Tzeentch when it was a ranged faction, and they've kinda lost that feel with CoC and SoC.
greenphoenix23  [author] 17 hours ago 
I think there is room for centigors and minotaurs for all the gods. :)
Though, that would be in a future project, not here.
chat noir 17 hours ago 
Fair enough. Thank you for this explanation. You mod is still awesome ether way and as a huge lover of the beastman this mod makes me really happy.

Though I am curious do you think slaanesh should have a centigor variant and nurgle a bull variant. To go with the bulls or khorn and cents of tzeench?
greenphoenix23  [author] Dec 6 @ 7:14am 
Quick update: Added the missing bullet points for the Slaanesh version of the Slaangors.
I also upped their cost a little and bumped some of their stats up (armour, leadership, and hp) to be more in line with vanilla Slaangors.
mikeybaka Dec 6 @ 7:05am 
Alright! We all appreciate these mods, keep up the good work :D
greenphoenix23  [author] Dec 6 @ 6:40am 
@Frog
Thanks for the feedback! I'll take a look at it.

@mikeybaka
Thanks for pointing out the missing bullet points! I'll get those in!

As for the warband thing, I was trying to do that originally, but getting them to cooperate with the warband recruitment system and shoe uo with corruption was getting me deep in scripting territory that I wasn't able to solve.
I think I would want them in the Warband either way though to match other weapon variants for WoC.

It might work with a compatibility submod that just moves where I put them though. Those tables are very easy to edit.
mikeybaka Dec 6 @ 5:03am 
Also do you think it could be possible to do a version that only adds the variants in and doesnt do the warband upgrade system? That part conflicts with the marauder expansion mod I use :c
mikeybaka Dec 6 @ 4:54am 
The Slaangors with Javelins for slaanesh dont have green bullet points
frog Dec 6 @ 4:28am 
love the slaangors with javelins but I'd say maybe they need a higher upkeep cost since theyre ranged. they seem a fair bit underpriced compared to regular slaangors
miasmakoala Dec 5 @ 11:43pm 
So confusing that they (assumedly Games Workshop) wanted to give Slaangors dual swords. The unit itself is good, but they could've put two variants of Slaangors into the DLC pack instead of double Devotees..
chat noir Dec 5 @ 7:19pm 
this is one of the best mods ever thank you. this will make things much more intresting.

now all we need is an upgreade mechanic for the beastmen XP
greenphoenix23  [author] Dec 5 @ 1:55pm 
Thanks!
Haven't actually played any yet, but I have enjoyed all the new toys to play with!
Going to set some time aside this weekend to actually play some, though!
KneeDeep Dec 5 @ 1:53pm 
Thanks for the mod green! terrific timing too man hope your enjoying the new dlc!
greenphoenix23  [author] Dec 5 @ 1:25pm 
Quick update:
Fixed the recruitment scripts for the Pestigors when playing as Monogod Nurgle factions. The patch changed how mercenary pools work so the same thing that got me is affecting a lot of other mods.
greenphoenix23  [author] Dec 5 @ 12:48pm 
I'm glad everyone is enjoying! Thanks for the comments!

@Shane
I don't have plans to make more aligned gor weapon variants at this time, sorry. I will return to the Beastmen again, though with other stuff! Though I have some current projects in the works that will happen before then.
Fauxsteel Dec 5 @ 8:09am 
This is some heavy lifting modwork if I've ever seen it.
✠Tommy✠ Dec 5 @ 7:16am 
Good thing we have the talented modding community to support the poor overworked indie studio called Creative Assembly who couldn't achieve such technological marvels as slaangors with javelins
Shane Dec 5 @ 3:06am 
any chance for khorngors with greataxes? was pretty disappointed they gave them polearms
Wauthan Dec 5 @ 2:16am 
Loving the new Tzaangors! Many thanks for sharing this mod.
DraXus Dec 5 @ 2:10am 
Nice, throwing tech unlocked!
Kabalite Dec 5 @ 1:52am 
Yo thanks! Now I can throw sticks as The Dark Prince intended.
Menumorut Dec 5 @ 1:30am 
@Uroboros it's GW's ♥♥♥♥♥♥♥ fault.
Uroboros Dec 4 @ 11:11pm 
Modders as always fixing dumb decisions from CA. Litterally no reasons to not have javelins slaangors
Absolutely based
I LIVE AGAIN Dec 4 @ 10:27pm 
CA Unit Choice Manager:
Is it possible to learn this power?
Stale Memes Dec 4 @ 8:34pm 
Oh, hell yeah. Another Lost & Found banger.
Hope to see Centigors of Tzeentch with throwing axes eventually, always struck me as odd that we only got the melee variant.
greenphoenix23  [author] Dec 4 @ 6:36pm 
I have plans for marked Minotaurs and other marked beasty friends! But those are still a ways out.
✯Lunion✯ Dec 4 @ 6:13pm 
Magnifique, do you plan to add minotaurs ?
benzar7 Dec 4 @ 5:11pm 
Exactly what I wanted!!! Thank you so much!
CheesyRamen Dec 4 @ 4:56pm 
Can you do make marked minotaurs for Tzeentch, Nurgle, and Slaanesh?
greenphoenix23  [author] Dec 4 @ 4:38pm 
That is because I accidently left out them belonging to those two armies!
Just pushed an update to fix that!
Mousu Dec 4 @ 4:15pm 
odd question but for both Beastmen and slaanesh I am not seeing the javelin units for recruitment
Woizer Dec 4 @ 2:43pm 
finally some dual axe khornegors, sweet