Total War: WARHAMMER III

Total War: WARHAMMER III

[6.2] Grandolph's Simple Dynamic Settlements Reborn
388 kommentarer
Co1475 11. juli kl. 17:47 
Is the sinking issue connected to any mod that changes settlements? like one my Cathay cities has sunk. Zanshi
Mattis 11. juli kl. 13:46 
Anyone else having the issue of this mod removing the custom skins from GCCM Lost World?
Milk! 8. juli kl. 5:50 
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. juli kl. 13:30 
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. juni kl. 6:37 
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. juni kl. 14:40 
Man this'd be so nice if it has compat with Legion of Nagash
Aaron 22. juni kl. 6:24 
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. juni kl. 10:29 
nice
superforest games  [ophavsmand] 17. juni kl. 10:29 
Good news with latest update, the wait at the beginning is now significantly reduced. Enjoy!
superforest games  [ophavsmand] 17. juni kl. 10:29 
@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.
Jun Vahlok 11. juni kl. 0:46 
Cool mod, it's good. Be aware it doesn't play the nicest with The Old World though. It will overwrite unique buildings like the Flying Fortress in the Badlands.
Ruji 8. juni kl. 10:39 
oh mb it even says "not" compatible thank you superforest games
superforest games  [ophavsmand] 8. juni kl. 4:46 
@Ruji that mod is incompatible.
superforest games  [ophavsmand] 8. juni kl. 4:46 
@Ronin I use that mod too! It’s great and should be fully compatible!
CHAPLAIN QUOTES 7. juni kl. 9:08 
Great mod! Can't imagine playing without it. But the experience will be complete if it was compatible with New Settlement Who Dis 2 - mod also renames cities to names that new occupiers would name them. Any possibility you could investigate an option to make them work together or even if it is possible to integrate this one to your mod? Major thanks for your work :brotherfist:
Ruji 6. juni kl. 7:27 
hows the compatibility with Legendary Urbania?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3323554182

Mod description in that one says it works well with dynamic settlements but right now with both mods its not updating any of my buildings without forcing it via console commands :/
CHAPLAIN QUOTES 30. maj kl. 9:11 
Is it compatible with SFO?
nasosmanaris 18. maj kl. 7:58 
Υes it works...thanks!!!
superforest games  [ophavsmand] 18. maj kl. 7:49 
@nasomanaris everything is working ok for me. Are you using other mods? May be incompatibility.

If it’s when you are first activating the mod on campaign it will freeze as it changes out settlements. This is normal. Just wait.
nasosmanaris 16. maj kl. 10:18 
Because is crashing on the start of game!!!
superforest games  [ophavsmand] 15. maj kl. 16:24 
@nasomanris it is up to date. I will check back in after the next DLC most likely. Been very busy with our projects of late, but everything is still working fine.
nasosmanaris 14. maj kl. 5:20 
This is dead?
nasosmanaris 12. maj kl. 8:03 
You will update it ?
NoVaK 2. maj kl. 5:05 
Dear author is it possible to implement a option to change the settlement look after capturing it? Or even change the model of conquered settlement to some others race.
Khazukan Kazakit-ha! 20. apr. kl. 11:24 
yeah, that is why it's weird to me to use your mod.
superforest games  [ophavsmand] 20. apr. kl. 8:02 
@Khazukan Kazakit-Hal the battle maps and campaign are different systems. This mod only changes campaign map. Not in scope to do more.
superforest games  [ophavsmand] 20. apr. kl. 8:01 
@imperator Creid unfortunately there are baked in bugs with nakai’s faction. Haven’t found a fix.
Khazukan Kazakit-ha! 15. apr. kl. 9:02 
is this not weird when you besiege a settlement that looks like an ogre settlement on the campaign map and has a dwarven fort in the battle map when you fight the siege and not autoresolve it?
i find it weird.
Imperator Creid 12. apr. kl. 12:27 
Is it supposed to be like this, that Nakai's vassal doesn't have settlements changed to those of the lizardmen? And if so, is there a chance that you will make it change?
HK-9 12. apr. kl. 2:40 
salut, toujours des problèmes avec les colonie pour les nains du chaos, un patch est prévu ?
Reichspepe 30. mar. kl. 7:31 
Hello there,
not sure if what I'm suggesting is possible to mod, but here I go:
It's sort of an anti-mod to this; making it so that whoever controls a settlement, the vegetation stays the same. As an example, if you conquer a province in Naggaroth as the High Elves, you "bring with you" trees from Ulthuan, changing the whole vegetation. Same thing if you conquer a bretonian province as the empire, suddenly bretonian trees get swapped for imperial pines or whatever they are. I find that incredibly non-sensical and immersion breaking, compared to slow corruption effects of the vampire counts or chaos.
I have been looking everywhere for a mod that does this, but only ever found mods that increase the vegetation already present, but not keep it "static".
If you'd consider integrating something like that, or making a submod for this, that would be amazing! Hell, I'd even gift you a DLC for this game if you did that :D
Treeman 30. mar. kl. 7:06 
First of all, thanks for the great mod!

I have just encountered a couple of problems with Empire/Sylvania. I play Empire and
1) Sylvania settlements are not changed to "normal" Empire style once I conquer them (which might work as intended) and
2) When (AI)Sylvania conquers an Empire settlement it is changed to Sylvania style and not changed back once the Empire regains control.

Best regards and thanks again!
Donut_Warrior 27. mar. kl. 14:47 
Is it possible to make it compatible with OVN lost world? Or to create a submod for it so that unique buildings don't disappear?
superforest games  [ophavsmand] 25. mar. kl. 13:30 
@Mow should be fine, nothing was changed in the update to cause an issue. Will be updated for peace of mind soon.
MoW 25. mar. kl. 13:04 
Does it still work in the latest update?
superforest games  [ophavsmand] 22. mar. kl. 16:45 
Gameer4life 22. mar. kl. 5:57 
Lost world not old world. Can you make this mod play better Ovn Lost world
Gameer4life 22. mar. kl. 2:19 
Is there any way you can make this mod play better with old world. Like someway to omit major settlements from changing.
Darth Xanlore 20. mar. kl. 15:43 
i have been using this mod with the wood elves and I was wondering if there's anyway to get more of the larger tree settlement skins? since the vast majority are just the outpost skin but then here and there are the larger magical forest ones, and i would want to get more of those
Bone daddy. Ainz Ooal Gown 13. mar. kl. 6:00 
Does it work with IEE
progamer78 11. mar. kl. 15:29 
Whenever i unite as empire or liberate a settlement for another empire faction the unique settlement appears before being replaced by the old versions
superforest games  [ophavsmand] 11. mar. kl. 12:24 
@arashii77 yes! Use it myself.
superforest games  [ophavsmand] 11. mar. kl. 12:22 
@planewalker sadly no. Needs a specific sub mod to be compatible because of how the tables work.
arashii77 10. mar. kl. 10:25 
It is compatible with dynamic world ?
Planewalker 4. mar. kl. 5:23 
Really enjoying this mod, so thank you for that.

My question is if there is any way to prevent this mod from overriding the custom settlements from OVN. -i saw the compatibility notice, however can't seem to find info about that.

Tried moving OVN higher on the load order but eg black pit and faestus fortress changed.
-maybe it requires a new game to take load order into account?


cheers
Pfleger Von Yggdrasill 3. mar. kl. 7:46 
Somehow when I add this mod the game can't be started right now
Mr. Frost 1. mar. kl. 6:59 
is there a way to have the mod run the script a 2nd time? I have a Chorf campaign that when upgrading building past lvl 3 they are changing to random settlement skins. I now have Britonia, Vampire coast, and Empire settlement skins. Started my campaign with the mod and was working perfectly until about turn 40.
superforest games  [ophavsmand] 25. feb. kl. 11:45 
@Elchardus, you hit it on the head at the end. Dwarf and GS major settlements don’t have docks. You can actually see this in the new region in Cathay where the coastal settlement is dwarf in vanilla. Hidden Landing has no dock. Only barak Varr has the unique skin for a coastal dwarf settlement. It would be possible to put something in as a new model, but isn’t really worth the time, and adds further complicity to something that we want to keep as simple as possible.
Elchardus 22. feb. kl. 12:36 
Hey superforest, I'm trying to figure out why coastal major settlements don't have those wooden harbour extensions when taken over by dwarfs. I Know there is only one coastal dwarven city but I would assume that those wooden platform extensions are not part of the settlement prop but placed there if it's recognized as coastal? (But I would assume that for dwarfs this link does not exist since they don't have it in vanilla, unlike for minor dwarf coastal settlements where those harbour extensions do appear.)
GenezisO 21. feb. kl. 5:46 
could you make submod for Legions of Nagash?