Total War: WARHAMMER III

Total War: WARHAMMER III

SFO: Grimhammer III
Romulus 2 May, 2024 @ 2:06am
Cosmetic mods and SFO
I curently run several Cosmetic Mods on my Vanilla campaign, and was thinking of trying out the SFO Mod once the new update comes out.

I kinda like those mods and was wondering if anyone has any experience running those mods in tandem with SFO or if some of them are basically already integrated.

These are mainly the Dynamic Settlements mod and the Dynamic World mods to change the campaign maps more depending on who owns the region as well as the strength of corruption.

Additionally I also run the Custom Siege maps mod by FSF Ranger. Looking at the specific changes made I don't think it should lead to a crash but I don't want to be 20hours into a campaign only to find out that one specific ownership cosmetic change would cause the game to crash.
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Showing 1-3 of 3 comments
Venris  [developer] 2 May, 2024 @ 4:19am 
Both compatible without any problems. Mod that can clash are only empire reskin mods as SFO has own reskin.
MustDy 14 Jun, 2024 @ 8:34am 
Reskin mods can be compatible, and can be not. It depends on if author just replaced the model/textures, OR in additon changed, for example, camera position of the porthole.
Also, for example, changing voice 95% of the time is simply remapping unit to use other unit voicelines, which is done in a table conflicting with SFO (usually with cross-gender reskins).

The easiest way to understand if it is okay out-of-the-box - open mod in RPFM and have a look if it does have db folder. If yes, it modifies some tables and most likely it conflicts. Will work, most likely, but SFO changes will be overwritten for these particular records.
If the only folders it has are variantmeshes / UI / text - you are fine.
Last edited by MustDy; 14 Jun, 2024 @ 8:35am
AwwHEEEALNaw 16 Jun, 2024 @ 3:47am 
Originally posted by MustDy:
Reskin mods can be compatible, and can be not. It depends on if author just replaced the model/textures, OR in additon changed, for example, camera position of the porthole.
Also, for example, changing voice 95% of the time is simply remapping unit to use other unit voicelines, which is done in a table conflicting with SFO (usually with cross-gender reskins).

The easiest way to understand if it is okay out-of-the-box - open mod in RPFM and have a look if it does have db folder. If yes, it modifies some tables and most likely it conflicts. Will work, most likely, but SFO changes will be overwritten for these particular records.
If the only folders it has are variantmeshes / UI / text - you are fine.
thank you so much for this comment - I could never get clarity on this before but this makes it very clear how to check
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