Total War: WARHAMMER III

Total War: WARHAMMER III

523 ratings
We'z Speshul - Core
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File Size
Posted
Updated
224.870 MB
1 May, 2024 @ 1:04pm
17 Oct @ 7:12pm
70 Change Notes ( view )

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We'z Speshul - Core

In 1 collection by Lost2Insanity
We'z Speshul - Total Waaagh Collection
7 items
Description
We'z Speshul - Core
This is a core mod for the Greenskins that includes Lords, Heroes, Units and other miscellaneous changes with the aim of staying true to the base game experience while also incorporating features from the army book and lore.

Supporting mods can be found it the collection above, if you're the type that just wants it all check out the All-In-One compilation.

Features
Legendary Lords
Raknik Spiderclaw - (Remodel Only)
Lords
Black Orc Warboss - War Boar, Boar Chariot, Wyvern
Orc Great Shaman (Lore of the Big Waaagh!) - War Boar, Boar Chariot, Wyvern
Savage Orc Warboss - War Boar, Wyvern
Goblin Warboss - Wolf, Spider, Wolf Chariot, Gigantic Spider
Night Goblin Great Shaman (Lore of the Little Waaagh!) - Cavern Troll
Forest Goblin Warboss - Spider, Gigantic Spider.
Snotling Warboss - Pump Wagon (Event Only)
Heroes
Orc Big Boss - War Boar, Boar Chariot
Savage Orc Big Boss - War Boar
Savage Orc Shaman (Lore of the Big Waaagh!) - War Boar
Goblin Shaman (Lore of the Little Waaagh!) - Wolf, Wolf Chariot
Forest Goblin Shaman (Lore of the Spider) - Spider
Extra Mounts
Orc Warboss - Boar Chariot
Goblin Shaman - Wolf Chariot
Goblin Big Boss - Wolf Chariot, Gigantic spider
Units
Savage Orcs (Spears)
Snotling Swarm
Night Goblins (Spears)
Night Goblins (Spears) + (Fanatics)
Forest Goblins
Forest Goblins (Spears)
Forest Goblin Archers
Night Goblin Squig Gobba
Regiments of Renown
Haarboth's Blackmountain Boyz (Orc Boyz)
Little Gork (Giant)
Miscellaneous
Additional Lord and Hero Skills.
Additional Textures and Models.
Savage Orc faction additions and improvements.

Compatibility
Any mods that interact with Greenskins skills or buildings may not be compatible with this mod.

Multiplayer
Custom Battle will work without any issues but campaigns may have issues arise with script functions breaking.

Embedded Mod Support
Tabletop Caps
Variant Selector

Sub-Mods
We'z X Expanded Roster
Green iz Best
Da Green Tide - Da Speshuls iz 'Ere
LEO's Formations Modded Units Submod
Ondrik's Savage Orcs

Localisation
We'z Speshul - On sommes spchial [FR]

Special Thanks & Credits
Games Workshop - Creating the Warhammer Fantasy setting.
Creative Assembly - Creating Total War, Supporting Mods.
Da Modding Den[discord.gg] - Essential Hub for Modding Total War.
Frodo - Rusted Pack File Manager (RPFM).
Phazer - Rigid Model Editor (RMEditor).
Ole - Asset Editor.
Blender
Mod User Support - Thanks for playing with my mods.

Urgat - Models, Textures.
Mixu - Scripting, UI.
Dead Baron - Models, Textures.
Valas - Scripting.
https://www.artstation.com/erenozel - Models, Textures.
Marthenil, Decomposed, Dungeon Master, Chaos Robie, Sythropo and The_Inquisitor for previous retired contributions and support.

Contact & Feedback
The best way to reach me is via the comment section below or joining Da Modding Den discord server listed above and use the #wez_speshul channel.
322 Comments
Telperion 26 Oct @ 9:11am 
Thank you for your hard work. This mod is a legend for greenskin enjoyers.
Lost2Insanity  [author] 25 Oct @ 3:42am 
@Telperion
In essence I agree with you, I think that I have done Wurrzag a disservice and am looking to change this in future.

@CheesyRamen
Wurrzag already gets extra buffs for all the Savage Boyz but I'm sure there is something we can do for him.
Telperion 24 Oct @ 11:15pm 
I was also thinking if you can also allow customization or limit unit recruitment on some faction e.g. forest goblin lords can only be hired by Tinnit or you can only hire them in forest settlements. Or something similar to that WH2 mod, "We'z ALL Speshul In Our Own Way". Having so much unit available for recruitment at turn 1 kinda triggers decision paralysis.
Also when AI orc factions have a mixture of these units, it kinda breaks the immersion though I don't know how Waaghs work lore-wise. If you can also consider this, that would be appreciated.
Telperion 24 Oct @ 8:59pm 
Hi man, I posed this message also in the Blue Vipers mod. In response to making it mandatory to get the core mod, can we have a customization where savage orc buildings can only be built by non-savage orc factions in specific regions? Being able to build savage orc buildings can break the immersion a bit and also invade upon the uniqueness of the truly savage orc factions (like Blue Vipers and Wurrzag). Hope you consider this in spite of everything. Thanks!
CheesyRamen 23 Oct @ 8:10am 
Maybe something for Wurrzag akin to Grimgor's Ardboyz where there's a malus for some or all non-savage units?
Lost2Insanity  [author] 23 Oct @ 6:29am 
Already have one in Da Howlerz currently but who knows, maybe.
I'm not working on any new factions at this moment in time.
gahnfaust142 23 Oct @ 2:41am 
@Lost2Insanity do you have any plans on making a greenskin Horde faction? I think a savage orc Horde would fit quite well
Lost2Insanity  [author] 22 Oct @ 6:37pm 
Greenskins don't follow the normal rules of the game when it comes to Anti-Large units and I'm not sure i'm comfortable with changing that at the moment, I may put the Shields in but without changing the Dual Weapon variant I see no reason for their spear variant to exist.
CheesyRamen 22 Oct @ 4:36pm 
Have you considered orc big 'uns variants like with shields or anti-infantry instead of just anti-large?
Lost2Insanity  [author] 20 Oct @ 5:49am 
Campaign agent actions are a bane, I would like it greatly if they ceased to exist.