Total War: WARHAMMER III

Total War: WARHAMMER III

375 ratings
We'z Speshul (Vanilla+ Greenskins Mod)
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File Size
Posted
Updated
236.312 MB
1 May, 2024 @ 1:04pm
5 Jan @ 10:02pm
40 Change Notes ( view )

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We'z Speshul (Vanilla+ Greenskins Mod)

In 1 collection by Lost2Insanity
We'z Speshul - Total Waaagh Collection
4 items
Description
We'z Speshul
This is an expansion 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.

This is a work in progress and will receive continuous updates throughout and beyond the life of Total War: Warhammer 3.

Features
Legendary Heroes
Borgut Facebeater - (Grimgor Ironhide Only)
Lords
Black Orc Warboss - War Boar
Orc Great Shaman - War Boar, Boar Chariot, Wyvern
Savage Orc Warboss - War Boar, Wyvern
Goblin Warboss - Wolf, Spider, Wolf Chariot, Gigantic Spider
Night Goblin Great Shaman
Heroes
Orc Big Boss - War Boar, Boar Chariot
Savage Orc Big Boss - War Boar
Savage Orc Shaman - War Boar
Goblin Shaman - Wolf, 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)
Forest Goblins
Forest Goblins (Spears) + (Fanatics)
Forest Goblin Archers
Night Goblin Squig Gobba
Regiments of Renown
Little Gork (Giant)
Miscellaneous
Additional Lord and Hero Skills.
Additional Textures and Models.
Savage Orc faction additions and improvements.

Embedded Mod Support
Tabletop Caps
Variant Selector

Sub-Mods
Green iz Best
Da Green Tide - Da Speshuls iz 'Ere
LEO's Formations Modded Units Submod

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.
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.
188 Comments
Lost2Insanity  [author] 3 Jan @ 6:01pm 
@Folian
Maybe, it's a bit in contention with something else I want to do but I've not fully explored that option yet.

@彩蝶Saiya
Thank you, i'll keep your ideas in mind for future additions.

@Barkahan
This is the lighter version for now as I put the factions in their own standalone mods, it's not time efficient for me to make any other versions so if you just want units and stuff I'd suggest using Expanded Roster instead. Decomposed already has my permission to use whatever they want if necessary.
Folian 2 Jan @ 7:04am 
Is it possible to add support for the mod configuration tool? I would have liked to pick and choose which lords and heroes I want in my campaign since there would be some overlap with other mods
彩蝶saiya 2 Jan @ 5:16am 
Yes, I like your mod very much, it would be even better if you could make each recruiting building more distinctive, more cost-effective, it was used when Warhammer 2 was used, and there was that end of Spartacus, I think the characteristics are not obvious enough, the simple slave army may not be clear enough, not enough This is all advice, I wish your work more recognition, send you a small blanket, winter is no longer cold
Barkahan 2 Jan @ 12:47am 
I remember there was a lite version in the past, can you make it? Units, Heroes, and Regiments of Known were added.
your mod is always GREAT
Lost2Insanity  [author] 1 Jan @ 7:09am 
I understand, the basic idea is to make it a choice for thematic army builds based on the subculture types so that Night Goblin Tribes can be pushed to make Night Goblin Armies for example because the AI isn't smart enough to do that by itself without being forced to, it's supposed to be somewhat inconvenient so you cannot have everything in one settlement.

Having some flavourful bonus added to the buildings to promote a playstyle isn't a bad shout though, I will consider this.
彩蝶saiya 1 Jan @ 6:32am 
Sorry for the inconvenience
彩蝶saiya 1 Jan @ 6:32am 
You may not understand what I mean, because I'm using machine translation, I mean, if you try to separate the recruitment of these units, can you make these buildings more effective, otherwise they are not cost-effective, for example, the forest goblin recruit building, you may try to make him increase some local action points or let the night goblin recruit building increase the local ambush probability, and the value of these effects should be very high, otherwise they really don't need to build, Because a town can only be built with three slots
Lost2Insanity  [author] 1 Jan @ 6:16am 
@彩蝶Saiya
It's part of my plans for the subcultures which may or may not change, I understand where you are coming from though. The new building system CA implemented has reduced 80% of the issues I had with this back in Warhammer 2 (Some people will remember me playing with it multiple times) so I'm probably gonna take a stab at it again and see what happens.

Granted there is a couple of ways I can do this however my current thinking is that boars, wolves, squigs and spiders all have their own buildings so why shouldn't forest goblins, goblins, night goblins, orcs and savage orcs.

@DK
Isn't one, yet but stay tuned.

@Feldwebelsteiner
I started it by getting sick, so here is to hoping it gets better.
彩蝶saiya 1 Jan @ 3:20am 
First of all, I think your mod is doing a great job, I've been using it for two years, but I'm very confused about separating the goblin buildings in the recent update, which will only make the three buildings more unproductive, or do you have other plans for updates?
DK 31 Dec, 2024 @ 5:10pm 
I don't see forst goblin skuker :(