Total War: WARHAMMER III

Total War: WARHAMMER III

1,088 ratings
Animals for Wood Elves
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Tags: mod
File Size
Posted
Updated
574.077 MB
16 Feb, 2023 @ 7:28am
8 Oct @ 3:28pm
19 Change Notes ( view )

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Animals for Wood Elves

Description
The first mod I made back for WH2, now updated for WH3 with big help from HvnterVMLV and Rhox

Features
Adds a number of wild animal units to the Wood Elf roster.



Campaign Recruitment

Constructing the animal building will unlock Wild Spirit recruitment in that forest. Much like warriors of chaos recruitment, animals can be recruited instantly and will replenish over time. Useful in a pinch, calling on the inhabitants of your forest to help defend.
Higher tiers of the building will unlock more animals, increase their caps, and replenishment chance.

Note: The animal building replaces the wood elf flying chain. Hawk Riders have been moved to the cavalry building.

Upgrade System

This mod has an upgrade system for animals. It's fully compatible with Warband Upgrade Ultimate. Elves and Animals have separate tabs you can click between.
The higher tier animals in this mod can only be obtained via upgrading their low tier equivalent. This limitation is intended for balance purposes the high tier animals are quite powerful.


Tech & Skills
Who benefits from what
  • All units count as Drycha's monsters (if you're Drycha)
  • All four legged units count as: wildriders, stag knights, general cavalry
  • hawks are hawk riders, lake dragons are dragons, griffons are eagles

Compatibility & Submods
If and when someone makes submods, I'll link them here.

Please don't spam with requests for SFO. I don't use it and you're better off making requests like that in the SFO discord.

Compatibility with Gifts of Athel Loren, couresy of Immane
https://steamproxy.com/sharedfiles/filedetails/?id=2971623137

Credits
This mod wouldn't be possible without the support of the modding den. Special thanks to:

Streamlined, for extensive playtesting and balancing the stats of the animals
Rhox, for the amazing script and db work on the recruitment and upgrade system.
HvnterVMLV, for the huge help in updating this mod from WH2, playtesting and squashing bugs.

If you enjoyed this mod you may consider making a donation to the International Fund for Animal Welfare. They do worthwhile work across the globe and even a small contribution would make a great difference.

Link: International Fund for Animal Welfare [www.ifaw.org]

386 Comments
Shockonator 2 minutes ago 
I hope this mod gets an update, one of my favorites <3
cjones 21 hours ago 
I am not able to recruit these units
Nixxo 23 hours ago 
If there ever was a "essential" mod for the wood elves, this is it! Never give up on this mod!
AngelPhoenix 24 Nov @ 8:25pm 
Hey there! Just realized that this prevents me from globally recruiting Forest Dragons. Only way to get them now is local recruitment in a magical forest with your specialized building at max level. Any workaround?
Azurak Ravena 25 Oct @ 5:51am 
Bug Report:
It appears that this mod is using (or is configured similarly to) the Vampire Counts’ Raise Dead mechanic. After a battle, a battle site marker appears similar to the Vampire Counts’ bone piles indicating that animals can be raised. However, the recruitment menu is empty when accessed.

Additionally, when ending a turn with a lord positioned in that region, the game experiences a desync in multiplayer at the start of each turn. The desync reoccurs until the affected lord leaves the region.
Sophie 8 Oct @ 8:47pm 
this is probably the issue here lol
Sophie 8 Oct @ 8:47pm 
i mean i do have alot of mods on
DiViNe NeKO 8 Oct @ 4:51pm 
The PLACEHOLDER bug is really common in lots of other unit mods, sometimes the game just does not want to load the information on mod units and this happens or maybe when there are just too many new unit mods loaded up at same time this is the end result
Sophie 8 Oct @ 3:37pm 
its fine tho, its not really a problem for me
Sophie 8 Oct @ 3:37pm 
saddly still shows as placeholder , but idk. ive only got a wood elf reskin mod so i dont know what kind of interaction this could even have or what other mod could cause this cause thats probably about my least modded faction in the whole game save for the lizardmens