Total War: WARHAMMER III

Total War: WARHAMMER III

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Guv's Beastmen Overhaul Mod (Updated Patch 6.0 / 2024-12-14)
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913.248 KB
26 Dec, 2022 @ 4:52pm
14 Dec, 2024 @ 7:22am
25 Change Notes ( view )

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Guv's Beastmen Overhaul Mod (Updated Patch 6.0 / 2024-12-14)

Description
Disclaimer: I DON'T make my mods with SFO, Radious or other overhauls in mind!!

Give the Beasts a chance dammit!
Where do I even begin with the beastmen?
I will admit it, I really do love the changes they did to the beastmen. It gave them flavour to distinguish themselves from the rest of the factions and a very unique way to settle the razed regions and even blocking others from entering their territory. I love the idea.
But heres the thing. When designing complex mechanics, you have to be sure the AI can utilize it correctly. Because as far as I know, the beastmen are still a terrible race in the game.
The beastmen AI are just so pointless. They are so terrible you'd rather just kill them as any other race for free exp.

What does this Mod do?
  • Beastmen have recieved a variety of changes that largely favours the AI, but many changes that affect the players experience as well.
  • Minor beastmen can now settle and occupy herdstones. They can also recruit units. (Imagine, they couldn't before!)
  • A large tweak to the technology tree to spice up their aggressive playstyle even further, along with new faction specific technologies to spice up the faction's identity.

Some Info

Attention:
This mod datacores 1 table. "factionwide_recruitment_unit_exclusions_units_sets_junctions_tables"

This mod edits two CA scripts:
"wh2_dlc17_bst_ruination_progression.lua", "wh2_dlc17_beastmen_tech.lua"

wh2_dlc17_bst_ruination_progression.lua = To reduce Beastmen Dread spending cooldowns and frequency

wh2_dlc17_beastmen_tech.lua = To fix beastmen AI not researching technologies

There is a lot more to cover, you'll have to read it in the change notes down below.

Known Issues
I've been investigating Beastmen Herdstone effect bundles (such as plagues, siege debuffs) not being removed correctly. I think it is a vanilla bug, since beastmen AI were never meant to conquer.


Optional & Recommended Mods
Guv and Soul's Better Horde Reemergence Mod
Mixu's Unlocker - MIXER (I've found that the minor beastmen AI seem a bit more clever and much more reliably occupies due to Mixu's changes to minor AI. But careful, as I believe it stops hordes from respawning. But it's not confirmed by Mixu.)
Beastmen Miscellaneous Fix (Fixes various db errors)
Persistent Hordes (Makes hordes not lose their horde buildings when defeated. Good when they have immotal lords. WARNING, Stops beastmen or respawnable hordes from respawning.)
Hecleas AI Overhaul (Changes the AI in various ways to make them smarter and more aggressive. Good if you really want the Beastmen to go really aggressive.)
Lost & Found Beastmen: Loreful Additions (Using it myself, works fine!)


Compatibility
I DON'T make my mods with SFO, Radious or other overhauls in mind!!
A new campaign highly recommended.
Be careful when using Mixer, as I believe it stops hordes from respawning. But it's not confirmed by Mixu.

Mods that edit these scripts will conflict:
wh2_dlc17_bst_ruination_progression.lua
wh2_dlc17_beastmen_tech.lua

Careful when using AI mods. Put this on top of the load order.

Afterword
New here? Want to find more of my units and mods? Simply type Guv or Guvenoren in the searchbar at the Workshop or you can press here to go to my workshop right the way!

Please concider joining my Steam Group for complaints and requests!

Please do post a comment here if you find any errors!
*Rate and Favorite if you fancy this!*
Popular Discussions View All (2)
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7 Jan, 2023 @ 7:42am
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Mod Details
Guvenoren
532 Comments
Guvenoren  [author] 11 Jan @ 5:13am 
@Papashoulz
Not this mod
Guvenoren  [author] 11 Jan @ 5:12am 
Ye, I have removed all xp gaining bonuses that they have from this mod. I am not sure how they are able to burst that much levels. But idk, horde factions kinda have aggression as their only option
mario if he piss 10 Jan @ 8:38pm 
I'm not sure if it's this mod or another, but I'm seeing Beastmen LLs at or around level 30+ by turn 10. Pretty consistent, TOW campaign.
Papashoulz 5 Jan @ 10:55am 
Hi Guvenoren, wondering if its your mod who add some naratives events for beastmens factions ?(using it with Khazrak), thank you
Guvenoren  [author] 4 Jan @ 9:19am 
Oh, that is unintended.
I will go around fixing that once I am able :)
LuffLyder 4 Jan @ 8:33am 
I am currently doing a Gor focused campaign and wanted to ask: is it intentional that the technology "Roar of Chaos" does not affect Khorngors?
Guvenoren  [author] 21 Dec, 2024 @ 9:33am 
you're welcome!
LuffLyder 21 Dec, 2024 @ 4:55am 
BEastmen is one of my favorite factions and this mod just makes them more fun - just finished a campaign and wanted to say thank you!
Guvenoren  [author] 14 Dec, 2024 @ 7:23am 
Hello! Mod finally updated.
Quite a lot to cover. Check change notes for more details.
Guvenoren  [author] 13 Dec, 2024 @ 4:35am 
Another heads up, I am planni f bigger changes for this mod during this patch. Some things will change, mostly internally in the most itself that you won't notice. There are things I am unhappy with, and likely you as well