Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic World
414 Kommentare
Gaming-Therapy 21. Juli um 11:47 
Please make a total conversion of a 40k Warhammer universe mod with all the factions in 40K.
SulamJembut 20. Juli um 8:16 
sir if u can put more like civillian house each race on there teritorry it would be more beautifull
JonnycXD 18. Juli um 5:40 
@Morgan, I’ve only noticed longer loading times and maybe 5 fps hit max.
Morgan 9. Juli um 9:46 
Does this have any impact on performance?
Co1475 9. Juli um 9:29 
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. Juli um 10:51 
what happens if you try to use this with the fimir? Is this the cause of the crashes I've been getting?
airbud 23. Juni um 21:39 
if i place above OvN Firmir does it work?
amazing mod thank you
Aaron 23. Juni um 17:06 
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. Juni um 4:39 
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. Juni um 6:44 
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  [Autor] 21. Juni um 23:04 
Updated for: 6.2.0
Smalec 19. Juni um 12:55 
update please
Tyler 25. Mai um 15:48 
any multiplayer success with this?
SiaNKs 6. Mai um 16:52 
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. Mai um 2:58 
@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. um 10:04 
Where in the mod manager's list is it better to put your mod?
ArkhanTheBlack 23. Apr. um 12:57 
FYI, the game crashes with this mod when I start a IE Kislev campaign with Katarin.
luich 17. Apr. um 13:30 
love it
Daark 15. Apr. um 8:28 
Do I need to load this mod first to see the effects or loading order doesnt matter?
Yami 7. Apr. um 14:51 
this is amazing, thank you!
Hairy Fairy 4. Apr. um 15:48 
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. März um 11:16 
Hey, thx for update. I have a question. Is there any way that I can turn back Nurgle vegetation movement?
a70f  [Autor] 26. März um 17:34 
Updated for: 6.1.0
purpleV 26. März um 12:29 
Is the mod working with update 6.1?
Smigi 26. März um 12:09 
Update ?
TLO 23. März um 21:11 
@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. März um 14:51 
@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. März um 7:25 
it is possible to being compatible with old world ?
a70f  [Autor] 11. März um 16:02 
@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. März um 15:37 
Great Mod! sadly it does not work properly for "Old World" many places are broken.
Planewalker 4. März um 5:09 
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. März um 17:36 
@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. März um 0:27 
@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. um 18:43 
would like to know as well about the Fimir
Charun Drakarus 14. Feb. um 3:27 
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. um 14:36 
I hope someone is integreating the awesome Creepy Creeps mod :(
Greytruth 28. Jan. um 14:07 
I'm not really noticing any changes to the area where the Sisters of Twilight start.
Tota 25. Jan. um 10:24 
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. um 15:51 
Is there a chance we can get a patch for Creepy Creeps?
ccynq 21. Jan. um 20:11 
how does this affect preformance
jfknut1 18. Jan. um 15:10 
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. um 14:45 
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. um 13:32 
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. um 11:44 
bring back breathing nurgle trees please
Tiberious_Of_Elona 5. Jan. um 2:27 
Incredible job ty!
Hathiar 2. Jan. um 20:32 
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. Dez. 2024 um 13:53 
Does OVN Fimir conflict causes crash or just prevents Fimir from spreading trees?
Zach 24. Dez. 2024 um 16:44 
Rip I really liked the breathing nurgle 'trees'
Pastelos 24. Dez. 2024 um 5:04 
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. Dez. 2024 um 16:06 
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.