Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Lizardmen Names
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File Size
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160.725 KB
27 Sep, 2022 @ 5:21pm
21 May, 2023 @ 8:08am
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Better Lizardmen Names

In 1 collection by Captain Freakout
Captain Freakout's submods & mods
4 items
Description
About the mod
You know how names in Warhammer are often silly? A simultaneously daft and deft approach to European languages gives us names like Lucrezzia Belladonna (ha, ha!) and Lamont Dahl (Norsca is so metal), but it treats other languages like pure gibberish, particularly the Nahuatl/Maya that inspires Lizardmen naming. At best, this gives us stupid and slightly funny names like Tiktaq’to. At worst, it gives us Dutch puns. This mod is an attempt at fixing this Eurocentric problem (wink wink), so that we can have fun as well.

Better Lizardmen Names revamps the whole Lizardmen naming scheme (yes, each and every name), getting rid of all the gibberish and adding actual, but often slightly silly, names sourced from Nahuatl and Mayan. Given that Lizardmen sort of cover the whole “ancient American civs” theme, I have also added a third language into the mix, the Quechua that was one of the main langauges once used by the Incas, now one of the main indigenous languages in South America. Not only does this mean more name variety, it also means more ways to say “dense lizard”.

In total, this mod revamps 320 names from the base game. If you use Beans’ More Character Names mod, it revamps an additional 265 names, for a grand total of 585. Among fun names like Xoloitzcuintli (a furless dog) and Achac’es (achaques – the Spanish-speaking gang will get it) you will find more serious ones like Tezcatlipoca and Atahuallpa. You do get your Viviennes and Siegfrieds and Felixes relatively often, after all – not everything is Ruttschels and Nylunds in the Warhammer world.

It does not touch any of the official, core names, like Legendary Lords and the occasional Lord Xlep (or whatever) from the White Dwarf lore. Which leads me to the following: technically, this mod is not lore friendly, because most Lizardmen lore names are just random strings of letters that might make someone think of Native American cultures, but that in fact do not even follow the most basic phonetic rules of the languages they mimic. Please keep that in mind if you’re strict when it comes to the lore.


Compatibility
This mod is compatible with Beans’ More Character Names, which it also overrides. I highly recommend using it for ultimate name variety. My mod should always be loaded before Beans’. Also, I would not advise adding this to a current save, but if you’re feeling adventurous please let me know if it works.

Apart from that, it should be compatible with everything, since this only modifies the name locs.


Bottom line
“Captain Freakout”, you might say, “Have you single-handedly decolonized Warhammer?”. The answer is no – we’re still talking about pool-spawning armed dinosaurs whose books describe their language as a “primeval reptilian tongue” unpronounceable for everyone. Worse yet, I am mixing names from three entirely different, completely historically distinct cultures and languages as if they were one (sorry).

So, more than an “overhaul”, this mod is meant as a “corrective” that puts Lizardmen names on the same playing field as everyone else’s, or at least the European ones. It is, in essence, an exercise in fun that also has the advantage of turning these names into ones that actually make sense for the people who live in the contexts these languages are from: it is definitely meant to be humorous to us in the same way those stupid Dutch puns might be humorous to English and German speakers.

In short: have fun, I hope you get Oxxo or Inka-Kola in your first run.

A million thanks to Beans, without whose guidance this mod would not exist. Give Beans’ mods some Fav&Suscribe love, please. Also, thanks to the people at Da Modding Den – been lurking long enough to get some really good tips and get a slight, still strongly inadequate grip of this modding business.

Popular Discussions View All (1)
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27 Sep, 2022 @ 6:05pm
PINNED: TYPOS & SUGGESTIONS / ERRORES & SUGERENCIAS
Captain Freakout
29 Comments
KaiDaiJai 28 May @ 7:54am 
@Captain Freakout Thank you very much !!! Appreciated :steamthumbsup:
Captain Freakout  [author] 5 May @ 11:13am 
Mod is still working, in case anyone's wondering!
Krasus 12 Sep, 2023 @ 12:07pm 
I have an Assembly Kit but it doesn't change anything. Tough luck, it happens ;)
Captain Freakout  [author] 11 Sep, 2023 @ 1:01pm 
Have you installed the Assembly Kit? It's better to have it installed just in case, even if you don't use it.
Krasus 11 Sep, 2023 @ 12:39pm 
@Captain Freakout Ok now I get it. Unfortunately in text folder I only have localisation__.loc file. No more folders or files. I'll try to work something out. Anyway, big thanks for your help!
Captain Freakout  [author] 11 Sep, 2023 @ 11:50am 
Again, this is all in RPFM, don't open this in any other program.
Captain Freakout  [author] 11 Sep, 2023 @ 11:49am 
After generating the dependencies, in RPFM the bottom left section (titled "Dependencies") should have a folder called "Game Files". Open that folder, it should give you a bunch of other folders, of which you want to go to "text", if you open it you'll see the "db" folder, and then you'll see a bunch of .loc files. The one you want is just called "names".
Krasus 11 Sep, 2023 @ 11:24am 
@Captain Freakout I don't quite understand if I should look for the file in the WH3 game folder -> data file -> text file or in the data.pack -> text
In any case I can't find anything in those locations.
I did generate the dependencies but it didn't change anything.
Captain Freakout  [author] 10 Sep, 2023 @ 6:17pm 
That's weird, did you generate the dependencies correctly in RPFM?
Krasus 9 Sep, 2023 @ 12:12pm 
@Captain Freakout I don't know if I'm looking right but in the data->text I only have credits, credits_dlc and default_keys all in XML format