Dust Goblins

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Author: zerg93

Last revision: 23 Feb at 15:30 UTC

File size: 29.83 MB

On Steam Workshop

Description:

A direct port of my Dust Goblins mod from Warhammer 2 with a few graphical changes and some cavalry additions.
Dust Goblins were briefly mentioned in 2003’s Warhammer Chronicles which was a compilation of the best Warhammer articles from the pages of White Dwarf magazine.

>>*Considering that they were mentioned only that time back in 6th edition and then completely forgotten, their current canonicity is shaky at best*<<

For the ones who are not familiar with them: Dust Goblins are undead Goblins raised by the necromantic power of the Tomb Kings.
Unlike the vast majority of the other undead beings, Dust Goblins still retain a tiny part of their mischievous and unpleasant qualities from their previous malevolent lives.

This mod adds five new units for the Tomb Kings roster, respectively:
-Dust Goblin Archers
-Dust Goblins (Spears & Shields)
-Dust Goblins (Swords & Shields)
-Dire Wolf Riders
-Dire Wolf Rider Archers

You’ll find the infantry units tied to the Tomb Kings’ Infantry building chain and the cavalry units tied to the Cavalry building chain.
They are already integrated inside the Tomb Kings’ cap system.

*KNOWN ISSUES*
-Some clipping and texture stretching with the Dire Wolf mount’s legs zone while performing certain animations.
-As you may have noticed the Dire Wolves do no have their flashy undead eyes vfx effect.
That’s due to the fact that said effect is tied to the Dire Wolves animation set while these custom cavalry units are using the giant wolf mount animations.
I generally don’t think that it’s a big deal and personally I find that Dire Wolves without that vfx effect fit better the Tomb Kings’ aesthetic anyway.

*QA*
-"Do they have some undead animations?"
Nope. Stock Goblin animations, sorry.
-"If they are skeletons why not give them Realm of Souls?"
Because they are not full skeletons: they are half skeletons and half zombies.
Plus, Realm of Souls should be exclusive to true Nehekhara’s citizens not Goblinoid carcasses
-"Sooo….AI Is going to recruit them a lot isn’t It?"
That’s a given.
Despite the caps they are pretty cheap units so AI Is probably going to recruit them pretty often.
If the idea of AI Tomb Kings suddenly turning Greenskins-like disturbs you I completely understand, don’t worry.
-"What about their leader Morbid?"
Didn’t find any image of him online, but he would have been an officer or a Hero at best so nothing major lost there.
-"Lord’s Red line?Tech buffs?"
I gave them generic Skeleton infantry and cavalry unit sets, so they should get buffs related to those sets.
-"SFO/Radious ecc. ?"
As a matter of fact I’m officially retired from SFO/Overhaul related mods.
As always: If you already have previous experience in SFO submodding feel free to make an SFO version out of any of my mods that are currently missing one, I will link your submods if you provide me with a link.
-"Your mods are ugly and janky, why? just why?"
Here’s a friendly reminder: I’m just an amateur and nothing more.
If you want beautiful stuff with no jank then stick with CA and/or professional modders and avoid my mods, simple as that really.

And that’s all I guess!
Credits time!

Thanks to Phazer for RME editor!
Thanks to H3ro and his great tool!
Any of this would not have been possible without Frodo45127’s RPFM which is still updated to this very day, thank you!
I would also like to thank Sebidee and Caligula for their great modding guides!
And I would like to thank you!
Whatever you liked my mod or not thanks a bunch for giving it a try!