Total War: WARHAMMER III

Total War: WARHAMMER III

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Dark Land Warboss
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Tags: mod
File Size
Posted
Updated
28.089 MB
8 Sep, 2022 @ 7:34am
14 May @ 8:00am
15 Change Notes ( view )

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Dark Land Warboss

Description
Updated for 5.1

DESCRIPTION
I am quite happy to show to you my most complex mod so far in form of a custom generic lord – the ’Dark Land Warboss’. The vanilla warboss sometimes feels a bit squishy, so I wanted to implement my own version. Besides, it felt weird that Grimgor was the only warboss fighting on his own feet. Also, modding is about progress and I wanted to see if I am capable of creating a working lord mod.

The ‘Dark Land Warboss’ is a pure foot lord and a strong duellist. He is exceptionally tanky but limited regarding his movement. In the campaign he can buff his whole army with his custom skills.

This mod is already included in the Dark Land Orcs mod but will remain as a blueprint for custom lords.





FEATURES
  • completely new lord with 5 variants
  • 2 custom skill lines with all in all 10 new skills



This is my first custom lord and balancing is always a bit tough. Feel free to give your impressions and to leave constructive criticism.



WHY NOT A ‘BLACK ORC WARBOSS’?
While these Greenskins are of course Black Orcs, the ‘Black Orc Warboss’ was first introduced by Lost2Insanity and his We’z Speshul mod and I did not intend to take his spot. Also, I heavily expect CA to introduce the ‘Black Orc Warboss’ themselves in the future and it would make no sense to have two same named lord types ingame. So, instead I decided to make my own version of it with a special connection to the Dark Lands, the place where the Black Orcs originated.



COMPATIBILITY
There should be no compatibility issues.

The start of a new campaign is recommended. You can also activate the mod mid-playthrough. In that case you will see a Greenskin named ‘Grimfang’ in the recruitment pool in the next turn. Recruit him and the game will afterwards generate more lords of this type. The game won’t generate additional lords until you recruited ‘Grimfang’ when activating the mod mid-playthrough. But like with any other unit-adding mod you can’t deactivate it during a playthrough. If there is any army on the map including a mod-unit and you deactivate the mod the created ‘empty space’ will result in a CTD.

Of course, also the AI will also recruit them but a bit more seldom compared to the vanilla lords.

My mod is compatible with the Variant Selector.

Radious submod
SFO submod

Chinese translation
Spanish translation
Korean translation



CREDITS



OTHER MODS
You like my work? Feel free to check out my other mods.

I started modding because I wanted to implement my own ideas. But modding for Total War Warhammer is not very user-friendly and takes a lot of time. So, if you should decide that you enjoy one of my mods so much that you want to give something back I am always happy about a donation!
[www.paypal.com]
193 Comments
Izanagi 26 Jun @ 5:53pm 
Thanks for the mods :steamthumbsup: best mods for tw 3 and best race
Merci pour le mods la meilleure faction du jeu sincérement :steamthumbsup:
Fröb  [author] 14 May @ 11:15pm 
If someone should still run into an error message regarding the mentor skill, it means Steam did not download the updated version - try un- and resubscribing to the mod.
MR.F 14 May @ 12:38pm 
thank you!
Fröb  [author] 14 May @ 8:02am 
Updated! - No actual changes but patch 5.0.3 made changes to the 'Mentor' skill which needed adjustments in the DB.
Fröb  [author] 30 Apr @ 9:01am 
Updated! - No actual changes, just updated some tables.
Fröb  [author] 28 Feb @ 8:40am 
Updated! – Only small changes regarding two skills, namely ‘wh3_dlc24_skill_node_all_mentor’ and ‘wh3_main_agent_action_scaling’, which affect the ‘Mentor’ skill and the agent success chance with increasing levels.
Fröb  [author] 4 Oct, 2023 @ 8:03am 
@Poacher886: There is a SFO submod for the complete Dark Land Orcs mod.
Poacher886 4 Oct, 2023 @ 8:01am 
Any chance of an SFO version please?
Fröb  [author] 2 Sep, 2023 @ 12:57pm 
@ModestEgo: That information was shared on Da Modding Den discord server. The latest patch introduced the new character_skill_node_set_items_tables and took a column from character_skill_nodes_tables and placed it in the former. So, every mod that includes skills needs to add the former one and needs to update the latter one. If you need a deeper explanation, you should maybe consider checking this issue in the stated discord server. ;)
ModestEgo 2 Sep, 2023 @ 12:52pm 
Can you explain what you did to fix this? I use a couple of other skill mods and they are not updated. I can try to make a submod to fix them until they get updated, but not sure what to do. I understand how to use PFM, but just need to know what to do with the files