Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic World
411 Comments
Morgan 9 Jul @ 9:46am 
Does this have any impact on performance?
Co1475 9 Jul @ 9:29am 
Quick question, could you maybe add clusters of these new campaign map set pieces around settlements. This could be a great replacement for simple dynamic settlements, where when you conquer a high elf city as a dark elf, suddenly a little ring of purple houses clusters around the settlement so it looks like you moved in (kinda where or next too the banners. This way we can keep settlement models the same, but there will be even more immersion by changing the settlements as well!
jamie_van 1 Jul @ 10:51am 
what happens if you try to use this with the fimir? Is this the cause of the crashes I've been getting?
airbud 23 Jun @ 9:39pm 
if i place above OvN Firmir does it work?
amazing mod thank you
Aaron 23 Jun @ 5:06pm 
I no longer get those issues and see you've recently updated it within the day. You're the real MVP, thanks a lot.
Dodge 23 Jun @ 4:39am 
I love this mod but my fps espeically in Empire region drop from 100ish to 80ish. Visual is great but performance is quite crazy. Is it just me?
Aaron 22 Jun @ 6:44am 
Hey, fantastic mod. I think I've narrowed the issue down to this mod where in Sunken Krenach or however it's spelt, there are white triangles scattered around.
a70f  [author] 21 Jun @ 11:04pm 
Updated for: 6.2.0
Smalec 19 Jun @ 12:55pm 
update please
Tyler 25 May @ 3:48pm 
any multiplayer success with this?
SiaNKs 6 May @ 4:52pm 
So, if I play kislev and conquer desert, will desert become Snowy area? Im wondering cause there's another amazing mod called "ULTIMATE LIGHTING 2.0" which adds Weather system and different day times, including night. As far as coding goes, it's attached to region, so im worried if thats the case with Kislev let's say, then there might be conflict.
Nullified 2 May @ 2:58am 
@ArkhanTheBlack 100 a mod conflict. I have over 100+ including this one and Katarin doesn't crash on IE start, just for anyone else wondering.
GryBlack 24 Apr @ 10:04am 
Where in the mod manager's list is it better to put your mod?
ArkhanTheBlack 23 Apr @ 12:57pm 
FYI, the game crashes with this mod when I start a IE Kislev campaign with Katarin.
luich 17 Apr @ 1:30pm 
love it
Daark 15 Apr @ 8:28am 
Do I need to load this mod first to see the effects or loading order doesnt matter?
Seto 7 Apr @ 2:51pm 
this is amazing, thank you!
Hairy Fairy 4 Apr @ 3:48pm 
First thing: thank you for excellent mod!
Second thing: I have a tiiiiiny issue: random splotches of oaks (i guess) in Kislevite spruce forests. I'm not sure if it is intended or not, but it irritates me more that in should.
aplikantgold 31 Mar @ 11:16am 
Hey, thx for update. I have a question. Is there any way that I can turn back Nurgle vegetation movement?
a70f  [author] 26 Mar @ 5:34pm 
Updated for: 6.1.0
purpleV 26 Mar @ 12:29pm 
Is the mod working with update 6.1?
Smigi 26 Mar @ 12:09pm 
Update ?
TLO 23 Mar @ 9:11pm 
@Rtk, Yes this mod is compatible with Dynamic Settlements Reborn by superforest games. To confirm if you check the "confirmed compatible" page for Dynamic Settlements Reborn mod, it lists this mod as tested and compatible. Its 2nd from the bottom on that list.
Rtk-UA 16 Mar @ 2:51pm 
@a70f , give me a precise answer - are you compatible with Grandolph's Simple Dynamic Settlements Reborn? The owner of the mod superforest games - said that no and it is needed for the mod - a submod. Thanks. Who is right? mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3256221896&searchtext=
arashii77 16 Mar @ 7:25am 
it is possible to being compatible with old world ?
a70f  [author] 11 Mar @ 4:02pm 
@Charun Drakarus, @Ty of Troy, = Regarding the incompatibility with the OvN Fimir mod, the description above states that it conflicts with the trees. In my testing, I noticed incorrect tree placement and tree colors only.
Tomato Soup 8 Mar @ 3:37pm 
Great Mod! sadly it does not work properly for "Old World" many places are broken.
Planewalker 4 Mar @ 5:09am 
No crashes with Dawi, Bretonnia, Greenkin or Vampire Counts.
-not using any fimir-related mods; this is one mod where load order might matter, idk.
Roque the Rogue 2 Mar @ 5:36pm 
@Zetsuji, can confirm constant crashes with the Vampire Coast, probably also other factions, works fine with Chaos Dwarves and Khorne though. Anyone else getting crashes?
Zetsuji 1 Mar @ 12:27am 
@Charun @Ty I tried running a campaign with both mods activated. It didn't result in a CTD at startup, but very frequent CTDs occurred during the end turn phase.
Ty of Troy 27 Feb @ 6:43pm 
would like to know as well about the Fimir
Charun Drakarus 14 Feb @ 3:27am 
With the incompatibility with Fimir, how does that manifest? Would it crash, just not touch Fimir territory, or the mod not work at all?
Kane Beckett 1 Feb @ 2:36pm 
I hope someone is integreating the awesome Creepy Creeps mod :(
Greytruth 28 Jan @ 2:07pm 
I'm not really noticing any changes to the area where the Sisters of Twilight start.
Brad G. 25 Jan @ 10:24am 
Small nitpick, is it possible to relocate some of the structures obstructing the roads in the campaign map? It's most prevalent in Ulthuan iirc from last I played. It's inconsequential but it's making me real annoyed. :WH3_boris:
MightNight 22 Jan @ 3:51pm 
Is there a chance we can get a patch for Creepy Creeps?
ccynq 21 Jan @ 8:11pm 
how does this affect preformance
jfknut1 18 Jan @ 3:10pm 
I echo the sentiment on the breathing Nurgle trees :) if it can be returned to the mod it should be. It was an awesome effect.
Nukular Power 18 Jan @ 2:45pm 
when using this mod on IEE, the banners hanging off the eastern cathay settlements (Yin-Yin's territory) completely freak out and turn into spaghetti. Fyi
Incata 18 Jan @ 1:32pm 
I found a couple of errors: shrubs_burnt_04 is not found in the campaign_tree_ids_tables, and tree_small_kho_02 does not find the reference in the campaign_tree_ids_tables because there is a typographical error and it is written as tree_smallkho_02. I'm not sure if this affects anything, but I thought I should mention it just in case. Great mod, thanks for sharing.
[NC] Will Francesco 10 Jan @ 11:44am 
bring back breathing nurgle trees please
Tiberious_Of_Elona 5 Jan @ 2:27am 
Incredible job ty!
Hathiar 2 Jan @ 8:32pm 
Noticed an issue in vampire count area. Castle Templehof territory has weird triangles on the ground, tested with just this mod to make sure there weren't mod conflicts. Not sure if you already knew. Love the mod, thanks for all the work you do :)
Mr.Horakhty 28 Dec, 2024 @ 1:53pm 
Does OVN Fimir conflict causes crash or just prevents Fimir from spreading trees?
Zach 24 Dec, 2024 @ 4:44pm 
Rip I really liked the breathing nurgle 'trees'
Pastelos 24 Dec, 2024 @ 5:04am 
Maybe a submod with the breathing effect could be cool. But, about the trees which don't fit with the desolation ? Like i said, some trees just swap for fir trees, others don't change and only a few become dead trees.
jfknut1 23 Dec, 2024 @ 4:06pm 
a70f:

That's a real pity. That effect was immense. It looked tremendous and really added to the impression of a living world. That's a huge disappointment.
Pastelos 23 Dec, 2024 @ 2:24pm 
Oh, ok, it's sad, i guess it was for the FPS problem.
a70f  [author] 23 Dec, 2024 @ 11:08am 
@Pastelos @jfknut1 - Yes it's intended, the gasbag trees for Nurggle's "breathing effect" have been removed.
a70f  [author] 23 Dec, 2024 @ 11:03am 
@Mishanin @Tau - Kislev houses/graphics are now fixed it was an issue with the LOD