Total War: WARHAMMER III

Total War: WARHAMMER III

2,124 ratings
Dynamic World
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graphical
Tags: mod
File Size
Posted
Updated
254.365 MB
10 Jun, 2023 @ 1:41pm
6 Jul @ 3:14pm
40 Change Notes ( view )

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Dynamic World

Description
This mod enhances the game's world with unique, race-specific assets, making it more immersive and visually diverse.

Note: This mod focuses on visual changes and does not affect gameplay mechanics.

Features:
Replaces campaign map assets with race-specific ones for a diverse environment.
Customizes forestry for each race, with distinct small and large trees.
Adds houses for human races to indicate settlements.
Features dead or absent trees for Chaos regions, reflecting unique traits.
Adapts forestry to match the occupying race's characteristics.
Non-human races have thematic ruined shacks instead of houses.
Adds Skaven burrows to the world surface.
Introduces Bamboo, Snow, and Evil trees.
Provides snow assets for each race and reintroduces grass in snowy regions.
Adds new grass assets for each race.

Race-Specific Details:
Bretonnia: Small houses and a temple for the Lady.
The Empire: Diverse housing showcasing social classes and farmers.
Kislev: Houses, central barracks, and stone watchtowers.
Cathay: Diverse housing for different social classes.
Greenskins: Tribal huts, a Chief Hut, and dung.
High Elves: Houses, Noble mansions, and the Tower of Hoeth.
Dark Elves: Command structures, captive cages, and small tents.
Wood Elves: Dense forests reflecting their woodland.
Dwarfs: Mining tents, a Tavern/Brewery, and the Hall of Grudges.
Lizardmen: A temple in lush jungle surroundings.
Ogre Kingdoms: Rugged rocks and Ogre tents.
Skaven: Underground burrows tunnels and warp stones.
Tomb Kings: Minimal desert houses.
Vampire Counts: Eerie cemeteries and rundown houses.
Khorne: Skull Tower, Tree of Souls, and menacing atmosphere.
Nurgle: Emphasis on decay and disease.
Slaanesh: Seductive, and elegant environment.
Tzeentch: Surveillance with Eyehorn and eye tower structures.

My Other Mods:------------------------------------------------------------------------------------
World Map for IEE: https://steamproxy.net/sharedfiles/filedetails/?id=3287429250
World Map for Old World: https://steamproxy.net/sharedfiles/filedetails/?id=3288406989
Snow Expansion for IEE: https://steamproxy.net/sharedfiles/filedetails/?id=3287451314
Snow Expansion for the Old World: https://steamproxy.net/sharedfiles/filedetails/?id=3287447453

Compatibility:------------------------------------------------------------------------------------
Save-game compatible, Dynamic Settlements mod, Campaign Weather Overhaul, Immortal Empires Expanded, The Old World Campaign, and SFO
Not compatible with other forestry mods

Version: v7.2
Popular Discussions View All (2)
2
4 hours ago
Chaos Dwarves?
Croonyer
0
7 Jul @ 8:04pm
Morathi's Cult of Pleasure?
🌙♰MidnightWinter❄⚜
300 Comments
Elliott 20 Jul @ 5:19am 
Does this change trees for Skaven corrupted areas? Always found it weird that high skaven corruption changes trees to default and actually makes the area look nicer than when a lot of other factions occupy.
TrapperCZE 18 Jul @ 9:20am 
Whats the point of using this as a chaos dwarf main ... rip
Kaio615 18 Jul @ 7:07am 
@RexJayden seem issues my bro
RexJayden 17 Jul @ 10:06pm 
I keep getting crashes with this mod and the new OVN map overhaul. Hopefully, this will help if someone else is having the same issue. :critical::Monokuma2_DGR::critical:
RexJayden 17 Jul @ 8:06am 
Does this must-have mod work with this new one from the OVN Team? :croc::critical: https://steamproxy.net/sharedfiles/filedetails/?id=3291116635
Moondise 17 Jul @ 7:11am 
I agree with spacemarx. It would be nice to see a version without changing the trees in the future.
Akira_R 16 Jul @ 7:03pm 
Cool idea, but really not interested in changing up the foliage, would really just like to see the buildings etc. change.
Jakkar 15 Jul @ 7:30am 
Strongly concur with the last two comments about changing flora as part of a process of non-corrupting occupation. How would that even happen instantly? o.o
TheOpiumMan 15 Jul @ 4:05am 
I completely agree with spacemarx! It's the only thing that takes me out of my immersion while playing with your mod, I would love a version with a more "realistic" rendering.
Maybe change the empire's greenskin trees to some sort of mix between pine trees and dead pine trees?
spacemarx 14 Jul @ 5:52pm 
Hello, a70f! Thanks for this great mod, but I find myself now unsubscribing and thought I should leave some feedback as to why if you're interested.

I love the way that the mod changes the flora dynamically for some races and in some areas, but in others it feels really out of place. I just started an Old World campaign, playing as Empire, and it just feels a bit off to have the dry Greenskin trees in place of pines. Similarly, I absolutely love the autumn colours of the Empire, but we lose that distinctly German feel of those large green forests.

So, for me, everything about this mod is perfect aside from the changes to flora. I feel like races that corrupt the land would change the flora, but non-corruption races shouldn't have that much of a visible impact. A significantly pared back changes to flora version, or a no changes to flora version would be very cool, but that would be going above and beyond, and I know these things are time consuming! Thanks again!