Total War: WARHAMMER III

Total War: WARHAMMER III

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[6.2] Grandolph's Simple Dynamic Settlements Reborn
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Tags: mod
File Size
Posted
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1.938 MB
28 May, 2024 @ 5:43am
17 Jun @ 10:33am
15 Change Notes ( view )

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[6.2] Grandolph's Simple Dynamic Settlements Reborn

Description
Grandolph's Simple Dynamic Settlements mod is Reborn!

This is a simple mod that will change settlement buildings to those of the race that controls them. Some locations shouldn't change outside of the vanilla changes either because of importance (Black Pyramid of Nagash) or for technical reasons (Barak Varr).

- superforest games [superforest.org]

FYI: The mod will initialise upon your first load after you click on the prompt. After clicking the prompt the game may appear to freeze, just wait! There are a lot of settlements to be changed out. This is much faster now.

If you find a bug or have an issue post in the discussions!

Mod's Story

Originally, Simple Dynamic Settlements was developed by Grandolph, but since Grandolph has seemingly stopped supporting the mod we at superforest games have brought it here to keep it updated, as we know how important it is for us. So consider it REBORN!

We have already made some updates, and plan to continue support moving forward. First, a thank you to Grandolph and his programming, which has made transferring this mod very easy! We will try to keep to the spirit of his work, but of course will add in some of my own ideas moving forward.

We are just getting our bearings, but this current build should work for 5.0! We have been using it and not too many issues so far outside of the legacy bugs listed here.

If you have any feedback, please use the appropriate discussion. This helps us keep feedback organised.

If Grandolph ever does return than we will give over this mod to him, or delist it, or whatever else he'd like to have happen. It is largely built off his code after all!

New changes to the mod:
  • Capture flags return for monogod factions (flags around captured settlements) - these add extra flavour for monogod factions, but are not present for all other factions
  • Lahmia now correctly changes to Tomb King settlement when captured by Tomb Kings
  • Cleaned up some issues around Wood Elves in the database
  • Chaos Dwarves' minor settlements now correctly display tier III settlements
  • Black Pyramid of Nagash is now static for all factions
  • A few settlements will never change due to an ongoing issue with base game to avoid the settlement sinking issue: Karak Vrag, Sabre Mountain, Challenge Stone, Karak Vrag, and Pigbarter

Planned features (in no particular order):
  • MCT functionality
  • investigate sinking cities around the map (please post in the forum if you see them!)
  • catch up on known bugs from previous uploads. There is a long list! But please post in the discussions if you find more!
  • Make certain settlements more dynamic for specific factions, such as Black Pyramid of Nagash.

Possible future features (no promises)
  • Enabling player faction changing only (perhaps as sub-mod or in MCT)
  • Change Skaven ruins to add hints of warpstone and other signs of rat activity. Yes-yes.

Compatibility

Most mods should be compatible as long as they don't add new factions or change buildings for Chaos, Wood Elves, or Ogre Kingdoms. We have saved a mod list for all tested mods: here.

FAQ:

Q: Will battle maps reflect the settlement types?
A: No, and currently there is no plan for this as it would take a lot of further work. If others join the project, who knows. But for now remains out of scope for this mod.

Q: Does this work with co-op?
A: It should, but as with all things multiplayer, issues may pop up. Post in forum if so.

Q: Is this save game compatible?
A: A new game is recommended, but technically yes. The main loop starts on a new campaign start to check all settlements against owners and change skins accordingly, after initialisation it only checks when a region changes faction owner. So if you load into an existing campaign, it wont have done that first check.

Q: Is this mod compatible with custom factions?
A: No, but it can work for some settlements. Factions like ogres, chaos, and Wood Elves will not work.

Troubleshoot

If the mod is not appearing in vanilla launcher, please use WH3MM instead, install instructions are in the link. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2845454582

Grandolph's original mod description:

A simple script mod that replaces settlement skins with those of the new faction after being occupied. this also automatically checks and replaces settlements skins at the campaign start to match owner factions. this means no more humans living in Ogre cities, or Dwarves reclaiming lost holds from orcs only to leave their 'decorations' up, which is a major pet peeve of mine.

Credit:
The creators of the Tiny Little Cities mod for WH2: this would have been a lot more painful without knowing how to actually replace the settlement skin. they did amazing work and i'm hoping they port the mod to WH3 and update it for the new factions!
Popular Discussions View All (6)
53
1
8 Jun @ 4:49am
PINNED: Bugs
superforest games
43
9 Jul @ 8:35am
PINNED: New Feature Ideas
superforest games
7
2
23 Jun @ 1:47am
[Guide] Manually changing settlement skins
Cheris
388 Comments
Co1475 11 Jul @ 5:47pm 
Is the sinking issue connected to any mod that changes settlements? like one my Cathay cities has sunk. Zanshi
Mattis 11 Jul @ 1:46pm 
Anyone else having the issue of this mod removing the custom skins from GCCM Lost World?
Milk! 8 Jul @ 5:50am 
Is there a command that can be used to refresh the settlement skin, i have some settlement who are under the ground, in the process of changing hands but never comes back up again
ant-toe-knee1995 3 Jul @ 1:30pm 
I know the classic answer to this if "If you want it, do it" but I do think itd be nice to have the option of whether to trigger on individual settlements, I think it makes total sense that an orc settlement is rebuilt as an empire town when taken, but seeing empire cities in araby where the pyramid-style cities are obviously the default and still suitable for human habitation lore-wise kinda breaks my interest somewhat
КОЛЫВАН 27 Jun @ 6:37am 
Good afternoon, is it planned to communicate with the mod OvN Lost World, or adding the opportunity in the configurator of mods of the opportunity not to change the capital? Thanks for the work, I would like to do not change the standard rash instead of a beautifully drawn certain city
Iggy 22 Jun @ 2:40pm 
Man this'd be so nice if it has compat with Legion of Nagash
Aaron 22 Jun @ 6:24am 
Is this compatible with dynamic world? I have been running it with immortal empires expanded and it seems to run ok but a lot of the dynamic world elements are not appearing.
No Aim 19 Jun @ 10:29am 
nice
superforest games  [author] 17 Jun @ 10:29am 
Good news with latest update, the wait at the beginning is now significantly reduced. Enjoy!
superforest games  [author] 17 Jun @ 10:29am 
@JunWahlok, yeah this is known. Old World adds a bunch of tables that aren't worth my time to add, someone is free to submod though.