Total War: WARHAMMER III

Total War: WARHAMMER III

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Heraldry, Flags & Banners
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graphical
Tags: mod
File Size
Posted
Updated
604.098 MB
18 May @ 2:45am
9 Nov @ 11:38am
98 Change Notes ( view )

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Heraldry, Flags & Banners

Description


This project seeks to completely overhaul all flags, shields, and banners to all factions in the game to make them more pleasing to look at and - more importantly - more lore-accurate.

The mod provides updated faction banners, battle banners, and symbols for the following mods:

- Immortal Empires Expanded (updated 27/9-2025)
- SCM's LCCP Extra Lords for IEE

- The Old World (Empire, Bretonnia, Dark Elves, Warriors of Chaos, Southern Realms, High Elves added so far)

- Mixu's Legendary Lords

- Mixu's Mousillon


(Always put this mod ABOVE these mods in the mod load order if you want the banners to show up correctly)


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All races and factions have been added to the mod!

- The Empire

- Norsca

- Vampire Counts

- Greenskins

- Bretonnia

- Dwarfs

- Beastmen

- Wood Elves

- High Elves

- Warriors of Chaos

- Chaos Dwarfs

- Dark Elves

- Lizardmen

- Skaven

- Daemons of Chaos

- Grand Cathay

- Ogre Kingdoms

- Khorne

- Tzeentch

- Tomb Kings

- Vampire Coast

- Nurgle

- Slaanesh

- Rogue Armies

- Rogue Pirates



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Battle banners

I am now working on adding better looking battle banners to the mod including some faction-specific banners.


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Q: Is this mod compatible with SFO?
A: Yes.

Q: Is this mod compatible with X mod?
A: So long as the mod doesn't change faction banners and symbols it should work with most mods. Just be sure to place this mod IN THE TOP OF THE MOD LOAD ORDER. This mod is purely cosmetic and does not change any game mechanics, so there is no risk of getting in the way of other mods by placing it high up in the loading order.

Q: Is this mod save game-compatible?
A: Yes.

Q: Will you be adding factions from mods such as "The Old World"?
A: Evenually, yes. The demand for such additions has been absolutely overwhelming, so I plan on doing submods for those mods in the near future.

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If you like what I do and feel like throwing a few coins in my hat I now have a ko-fi here[ko-fi.com].
430 Comments
RobinHat  [author] 21 Nov @ 10:55am 
Wouldn't really say I resolved it. :) I just blamed it on the vanilla textures.
Papashoulz 21 Nov @ 10:26am 
Thank you for taking the time to resolve this small problem.
RobinHat  [author] 20 Nov @ 8:58pm 
Yes this is an issue with the vanilla colour textures changing jewel colours. I have changed the Eataine colours to make them more lore-accurate.
Papashoulz 20 Nov @ 2:18pm 
This seems to be due to the color scheme; in some cases, the gem appears colorless (this is also the case for some color schemes in vanilla), and the mod seems to modify the color schemes compared to vanilla?

Sorry.
RobinHat  [author] 20 Nov @ 12:47pm 
@Papashoulz Can you provide screenshots? The mod doesn't change any unit textures at all, so that sounds very strange.
Cultist of Tzeentch 11 Nov @ 8:46am 
@Robinhat Fair enough. What Wurrzag really need is a faction name/banner change. something like the 'Bone Nose Tribe'. Don't know why that's never been fixed. As far as i know, bloody handz is not a savage orc tribe at all.

anyway, thanks for the response.
RobinHat  [author] 11 Nov @ 8:17am 
I see your point, but I believe that Savage Orcs in the lore prefer blue body paint to any other colour - and the Bloody Hands are kind of the "primary" Savage Orc faction... so...
Cultist of Tzeentch 11 Nov @ 7:41am 
i would recommend making the 'Bloody Handz' primary colour scheme red instead of blue. It's a little jarring that they have blue painted hands on them, with the faction name being what it is.

best regards.
Cobra_Kaii 10 Nov @ 10:05am 
@Licker_ish

One of the simplest things you can do with the mod manager is edit faction colors. It takes time, yes, but it might be in your best interest to fine tune it to your own liking rather than have him release an entire new mod
RobinHat  [author] 9 Nov @ 8:19pm 
@Licker_ish I don't understand what you mean.