Beastmen Winds of Magic Reskin
Reskin that makes Beastmen resemble their Winds of Magic expansion appearance, seen in Vermintide 2.
READ TO THE VERY END FOR IMPORTANT LINK TO TAUROX MINOTAUR FIX IF YOU HAVE AN ISSUE
Many thanks to Xoudad, without his initial work with me this would not be possible, and without his later stages of help the Beastmen LLs would not have delightful eye glows, so thanks dude! And also to C&C Modding Discord, the advice I found was sage and sound, especially that of Belisarian and Skorne!
This mod makes HUGE use of Dryrain’s outstanding work on the Beastmen, his textures are either used again here or were used as the base for new textures, same goes for his VMD’s, so big thanks to that magnificent man as well.
WHAT CHANGED:
-Legendary Lords, Lords, Heroes and Troops have been given orange-yellow eyes, along with paint daubs/tattoos in line with their look in Vermintide 2.
-Manticore also has new eyes, please be aware this only applies to Manticores from the Bray Shaman spell, it probably will not carry across to any mod that adds them to a roster.
-Black horns are now present on a few Beastmen varieties.
-Bestigors are darker across the board, mirroring their Vermintide 2 look.
-Ungor Raiders are now all black with white paint streaks, as per their Vermintide 2 appearance.
-Cygor is black with white paint streaks. Cygor RoR is not, but his colors are more muted than vanilla, he is no longer cheese moon yellow.
-Throwing Axe Centigors are now all black with white paint streaks.
-New Gor variants with reddish hued skin and pale skin, per Vermintide 2.
-Hounds and Spawn have had their color tones desaturated to no longer be as intensely orange as in vanilla.
-Khazrak has black tribal paint stripes across his obliques and one arm, Malagor has redder cloth around his waist and scepter reflecting his official Games Workshop paint job as well as scarrification on his shoulder that spells KILL MAN in Dark Tongue, Morghur has new twisted flesh textures across his body – he is a walking tumor, not a tribal warrior.
ALT MOD: This version of the mod carries all the glowing eyes to all the troops and Lords, but leaves off my texture changes to Legendary Lords.
https://drive.google.com/file/d/1M_6TuosLASA3BrnpXq1P0KX24OLAK869/view?usp=sharing
SUB-MOD: Put this into your data folder and it will give Cygors a glowing blue eye, reflecting that they peer directly into the Winds of Magic (many thanks to [HN] on Discord for voicing this idea, genius!). Make sure it loads before the main mod.
https://drive.google.com/file/d/1o_bpSn5neNihyqXReQViTeW56pJbHmIr/view?usp=sharing
FUTURE PLANS:
-Ungor RoR unique variants, will probably get tribal paint daubs since they’re the only Ungors worth a damn.
COMPATIBILITY: I’m sure there will be compatibility and display issues for any mod that touches Beastmen appearance (Dryrain, SFO, etc.), I don’t know what they are and probably won’t try to fix them.
KNOWN ISSUES (that I can’t fix):
-Decapitated corpses will still have a ghostly eye glow on the ground.
-All minotaurs have slightly off-color heads to their torsos, and this changes among Beastmen factions, this would be very involved to fix and I don’t anticipate a solution soon.
-Heroes in Morghur’s faction have BLEACHED textures, Gorebull in particular has jacked up head. If I fixed it, it would affect how the Gorebull is displayed in main Beastmen faction.
-Taurox’s faction had some SERIOUS ♥♥♥♥ going on when it came to Minotaur colors, in particular the Gorebull. In this provided link, the Gorebull will be a more uniform color and his regular minotaurs will be more uniform than not. ONLY ACTIVATE THIS MOD WHILE PLAYING TAUROX OR IT WILL JACK UP THE MINOTAURS IN OTHER BEASTMEN FACTIONS: https://drive.google.com/file/d/15uA-IuZ22IgnbQdlN9XbP-bvlmzl67Se/view?usp=sharing
Drag this pack into your ‘data’ folder, make sure it loads first before this mod in KMM, SHOULD WORK.