Total War: WARHAMMER III

Total War: WARHAMMER III

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World of Corruptions
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162.274 MB
10 Jun, 2023 @ 9:55pm
1 Sep, 2023 @ 2:09pm
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World of Corruptions

Description
This mod gives you several visual changes to Corruption Textures and 3 new Corruptions for Woodelves, TombKings and Kislev it also replaces the Vampire and Chaos Undivided Corruption.

You dont need the soft version, you can use this version or the soft version, and you can change between the 2 at any point

Chaos Corruption
The Texture has been changed towards an creeping snow coverage of the land and trees. The snowy Forest also provides an eerie soundscape.
The final stage is black "Chaos Miasma" with some fiery elements, complimenting the Vanila lava assets quite well

These changes are only visual
For friends of the similar mod published by me, you can see this as an update for the old mod, the snow looks
much better now, more like a dusting on the land instead of the "puddles" of snow

Woodelve Corruption
Friends of Athel Loren, the last time we met, we formed a bond with the Spirits of the Forest and took the seeds of the Trees with us, carrying them into the world waiting for our home to truly awake.
And now the time has come, Athel Loren will finaly truly spread across the whole world

The Texture of the Nurgle Corruption has been changed towards a grass and forest like creep, your Forest also gets denser and has more Variation
The Final Stage, wich resembles Treeroots are also a hint towards your growing network of paths the forest provides.
The Simple Settlement Mod is a great addition complimenting this concept, i highly recommend using it, but you dont have to

TombKings Corruption
According to the myths and legends of Nehekhara, in the time before Men, gods walked the world as mortals.
It was believed by the ancient Nehekharans that when the Desert Gods first arrived in the Great Land, they
fought the armies of vile Daemons and foul spirits that lurked there in great battles that lasted for many centuries.
In numerous inscriptions, carved on the tombs and monuments of ancient cities, it is written that Ptra, the Sun God and
king of the Nehekharan pantheon, led the final battle against the dark powers.

Riding a golden chariot, he drove the darkness back; even the most powerful Daemon recoiled from the touch
of his divine light. Ptra and the Desert Gods were victorious, and the evil ones retreated north to escape destruction.
Legends tell that the Desert Gods then transformed the lands (into something ;P) and ruled there for thousands of years until the birth of the race of Man

Warhammer Armies: Tomb Kings (8th Edition) pp. 8-25

Now your time has come to bring these lands back

The Texture of the Slaanesh Corruption has been REPLACED with a creeping sand one.
Friends of the old TombKing Sand Corruption mod will finde many improvements such as better Textures, a better implementation of the Tree and Stone idea but also, the vanilla elements of the slaanesh corruption are gone. So no longer Hentai Tentacles in the desert ;P.
Also the Buff and Debuff mechanic of (atleast) Vanilla Units should now work properly without extra steps
In addition to all that, friends of Bretonia who are familiar with a certain water buff will finde that one much more usefull than before

Vampire Corruption
The Texture of the ground creep has been changed to a Cyan Creep, the City Texture has been changed to a much better and refined look fitting the darker Theme
in addition to that your territory will be covered in a dense evil Forest with its own soundscape
These changes are also, only visual

Kislev Corruption

Ice Magic, also known as the Lore of Ice, is the primary magical tradition practiced in Kislev, usually by the all-female order of Human wizards known as the Ice Witches. It is considered to be extremely deadly, not just for the witches'
enemies but for the witches themselves. Ice Magic can surge out of control at any moment, so constant vigilance and careful preparation is required. Furthermore, the Lore of Ice leaves its mark upon those that cast it. Many apprentice Ice Witches do not survive their training. Some can be found to this day in isolated corners of the Kislevite oblast,
frozen eternally as sparkling statues of unmelting ice by the magic they failed to control

Warhammer Fantasy Roleplay 2nd Edition: Realm of the Ice Queen (RPG) pg. 47, 110

The Texture of the Tzeentch Corruption has been REPLACED with the snowy ice one. You can now cover the world in a thick coat of ice....or maybe even if you dont want to...the Magic will finde its way
Friends of the old Kislev Corruption mod will also finde many improvements and additions in textures and mechanics in this mod


For the Woodelve, ToombKing and Kislev Corruption -> New elements can be found in the Tech Tree, Buildings, Anchiliars, overlays and more
if you want an anciliars, tech or skill connected to a certain Corruption let me know and if it fits i can include it.

The Soft-Version of this mod is using the Corruption spread specifications of Mazisky "Softer-Corruption Mod", in short the textures wont spread as far as in this version here, thus making them less likely to appear "Blocky", the blend between the stages is also different making some more or less dominant in showing on the map. The 2 Versions are other than that identical and therefore interchangeble. So you can use whatever you prefere or change between them at any point.
BUT both versions can appear Blocky in some places

Special thanks again to Mazisky for the help in creating this mod. Using this mod alongside his visual changing mods led to some very cool screenshot during testing ^^
Also thanks to RagnaroK for the constructive conversations and the hints towards the Lore Sources


If you enjoy this mod and want to support me than there are several ways
1. If you are able to modify the UI and want to make this mod better than let me know.
I found the component ids and all that, but the implementation of said in lua to create working changes...thats above my knowledge
the extension of the corruption info-panel and the movement of the ui elements would be all that needs to be done

2. If you feel generous, for now i dont own the Chaos-Dwarfe DLC, that would also be a cool way

3. But also, just a like of the Mod would be more than enough


To close this a little note before someone ask

Is it possible to add custom textures so the Corruptions dont overwrite existing ones?
yes and its pretty easy, you just have to edit the asset.db that defines those
warscape_asset_variation_db/terrain_textures_campaign.assetdb

If its so easy why didnt i made exactly that?
Because this particular file is the only one that cant be edited for now ^^
changes that were made with hex or ultraedit resulted in the "not showing" of any ground texture
so maybe someone will finde a way to edit it, and then every race can have their own corruption ^^
Popular Discussions View All (1)
0
22 Jun, 2023 @ 8:26pm
Rituals Causing Exceptions?
Axneth Ironswift
102 Comments
[G-T-F] Gnombert  [author] 24 Sep, 2023 @ 2:27am 
yeah the mod is currently broken thats why
💀🐙💀 ÐΛVIÐ ⊕ꟻꟻ 24 Sep, 2023 @ 1:34am 
I get chaos corruption with Kislev units lord heroes not regen in owned lands and settlements to, unplayable with any kislevite faction.
preponderantsamael 21 Sep, 2023 @ 3:45am 
Sadly, not compatible with ADDvisor mod.
The Double-Bluff 16 Sep, 2023 @ 9:00am 
Just to add to the earlier post about the Wood Elves campaign mechanic being broken, I think the same is happening to the Tomb Kings books of Nagash mechanic. None of the rogue armies are spawning, and the tooltips in the books of Nagash window only say dry_required.
Also, I still seem to be getting the claws and tentacles on slaanesh corruption.
Sin 15 Sep, 2023 @ 6:22pm 
I love the idea of this for Kislev with the theme but like I said below, I feel there is "plot holes" in it essentially
Sin 15 Sep, 2023 @ 6:21pm 
1. Wym wont get the corruption otherwise?
2. I'm lost on what you are saying here. I guess just try to avoid to not use corruption removal skills? but then.... cant use it against Enemy factions that use corruption so idk...
[G-T-F] Gnombert  [author] 15 Sep, 2023 @ 6:15pm 
1. it is..otherwise you wont get the corruption
2. the normal spread numbers are adjusted so that the reduction is countered for the most...but if you have some heros with reduction then it can still be removed
Sin 15 Sep, 2023 @ 5:53pm 
Would it be too much or OP if atleast tie in some Ice corruption to settlement buildings like any normal other corruption causing Factions? ( regarding to kislev )

ALSO, regarding to Kislev still, what about all the passive skills that drain/reduce any corruption? How will that affect the corruption designed for Kislev?
[G-T-F] Gnombert  [author] 13 Sep, 2023 @ 11:21am 
for the respective race thats allready the case
you can only add imunitys to race and individual units
some units can be build by certain races, but are not defined as race specific units
the woodelves have this with like 3 or 4 units
Holy Fool Sehrael 13 Sep, 2023 @ 8:08am 
By the way while you're updating, I might make a suggestion that would make my submod unnecessary ^^ Wouldn't it be possible to add the respective immunity as a modifier for the respective race capital/settlement building chains? That would make it 100% compatible with all custom lords.