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By any chance, can you perhaps add the Brass Keep in the Middle Mountains as a key dwarf settlement? [The Dwarfs settled the area during their Golden Age, building a small network of Holds they called Karaz Ghumzul. During the War of the Beard, a Chaos gate was discovered under the mountains...etc]
When it comes to swithing between orkish and dwarfish, Massif Orcal is this right now: 'crappy wood planks desecrating the glory of the Dawi architecture'. Would be nice if dwarfs can remove the wood planks if they conquer it. :)
Played a small campaign with Karak Ziflin using your mod, hence my focus on those areas :')
The Backstone Tower is an Empire-made fortress (not a settlement), on land that was already claimed by the Dwarfs of Karak Ziflin. Since the Tower guards the Crooked Corridor (hidden pass from Montfort to Reikland directly through the mountains, to evade paying tolls on Axe Bite Pass) , the Tower should technically be where the settlement 'Karak Ziflin' is right now in the game (right now it's next to the other pass up north). Of course, now I'm just assuming that the Blackstone Post refers to the Blackstone Tower. I apologize if that's not the case. If the tower refers to the blackstone post, then lore wise it doesn't make sense anyway in game.
My bad
It's as simple as I have described it. It starts out with a Ogre settlement skin, as it's held by ogres. Grimgor takes it, settlement changes skin to Dwarfhold with Orcish bits and bobs - the mod is working fine.
Restart game, reload the campaign, and the settlement is below ground. It's still interactible but at certain angles you can see the top of your garrisoned Lord's banner popping above ground.
Coincidentally I checked Grandolph's mod and this exact same problem is mentioned.
Great mod btw, the reduced scope is nice when you just want to play around with orc and dawi aesthetics!
As a general advice if you are wondering about compatibility between two mods, I suggest you install the Console Command Tool mod, toggle the fog of war off and fuck around with the game. In this case, by granting yourself ownership of a settlement for example.
I just released the mod covering Vampire Counts and Empire so I'll see when I can work on the next one (which might also be the last in the series of mods).
On the topic of pre-replaced settlement models, I don't have any plans for that at the moment. One of my main goal with the mod was to reward the player for reconquering one of their key settlements, whether the default settlement model makes sense lore wise or not.
Thanks again for this great mod, and I hope all of this is of value - I could have a think about other factions if so.
-The Awakening (Rightly Huatl, The Temple-City of Reawakening)
-Hualotal (The Temple-City of Mask)
-Temple-Avenue of Gold (just has a permanent normal ruins skin for now which feels off, surely lizardmen ruins at minimum with a lizardmen city if rebuilt)
-Marks of the Old Ones (same story)
-Kaiax ('The Lost Temple-City')
Firstly, quick suggestions for the dwarfs, perhaps karaks Krakaten and Vrag should have dwarf skins by default even when not occupied by dwarfs, in the same way as Karak Azorn does? Just would have thought the dwarfhold would remain the big landmark that the ogres or whoever are setting up camp in.
Also on that line, perhaps Black Pit should use the orc camp skin by default rather than the occupied dwarfhold one, since its never been a dwarfhold? Might just be a nice touch that you could add to all these mods?
Enjoy!
Anyway as I said, I am looking to improve player immersion more than sticking 100% to the lore.
I'm considering making separate mods and then making a compilation after I'm done tackling every culture that I want to.
Also i'll take a look at some lizardmen stuff when i have time and maybe make some suggestions there.
I think a better way to represent the corruption of Sylvania would be to leave a permanent Vampiric Corruption debuff in the region, but that would be out of scope for this mod and I also don't think it would be very fun for the player.
I prefer to keep immersive rather than loreful as a rule of thumb.
Yes, it is indeed a feature of the first game, Regional Occupation is how CA called it back then, a gameplay system, which puts limits on which factions can settle which provinces.
Empire, Bretonnia and Vampire Courts could exclusively occupy and replace only each other's loreful lands with their own culture's model on the campaign map. Even the battle map would change. Same story between Greenskins & Dwarves in the mountains.
This feature got replaced in Warhammer 2 though, with the climate system.
Regarding OvN Lost World compatibility, I think the worst that could happen is either a unique settlement model being replaced with a generic one, or some clipping happening with the environment. Otherwise, I think it should be fine.
Would you consider to do the same for the Empire/ Sylvania conflict though? Like how it works in the first Warhammer game. I believe it makes total sense for the Empire to rebuild Sylvania as a proper Empire state after its reclamation.
Also I'm not sure if it works with OvN but I will test.
I'm still on the fence whether to implement this idea or not but if so, the goal would remain the same: to reinforce player immersion with small changes like that.
My knowledge of the Warhammer lore being very limited, please do feel free to suggest your ideas. I would very much appreciate it.
That said, I wonder if there might be a handful of other lore-friendly changes you could add? For example The Awakening is built on top of an ancient lizardman temple-city, so it might make sense that the lizardmen would restore the city underneath if they recaptured it, in the same way as the dwarfs do? I'd happily put together a list of changes if this interested you.
So no, I am not going to change how the mod functions simply to please a few people that were misled about what the mod does or because they disagree with the idea of this mod. I couldn't care less.
Make sure to check out Dynamic Settlement Reborn if you like the idea of every faction being able to replace settlement models with their own, it's a really good mod.
While there is no reason to use this mod if you are already using Dynamic Settlement Reborn, they don't do the same thing.
I made this mod for two reasons:
1) I think that the Dwarfs were the most in need. I am satisfied with other cultures not replacing settlement models and I think that the whole point of playing a Dwarf faction is to fulfill the fantasy of restoring the kingdoms to their former glory