Total War: WARHAMMER III

Total War: WARHAMMER III

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Living World Expanded: Total Map Overhaul
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Tags: mod
File Size
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513.897 KB
2 Dec, 2023 @ 4:59am
3 Jan @ 7:47am
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Living World Expanded: Total Map Overhaul

In 1 collection by Forlorn
SFO: Enhanced
28 items
Description
==NEWS==

New changes:

Updated for Omens of Destruction.

- Golg moved to Frozen Landing, in true neutral position.
- Added Clan Gnaw under Golg
- Updated several minor factions that were updated with Omens of Destruction
- Redid leafcutterz start in Badlands
- Moved new Skrag camp to mountains of Ind
- Gorbad starts with 1 less settlement


=========


This is a port of Living World (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2950672476), brought over to the biggest map available! The entire world is utilized and spaced out between legendary lords so that there is plenty of space between everyone. As one example, Empire is playable since there aren't 20 LL's packed within the vicinity of the Empire anymore. Living World Expanded provides the ultimate grand campaign experience! Most LL's will not die before the mid game, and order or chaos tides are both very unlikely.

There are hundreds of changes - what you see in the screenshots above are only half of the easily visible changes. There are many more changes to diplomacy "under the hood" to help ensure that the early game starts off balanced without any bias towards order or chaos tide. All changes are made to be as loreful as possible while enhancing gameplay.

Living World Expanded is compatible with virtually every mod except certain mods that add in new starting locations. So for example, vanilla Living World will not work with Living World Expanded. There may be a conflict, or there might not with mods that create a single custom faction. Considering how much space is opened up because of Ind, Khuresh, and Ihan, the chances of a conflict with custom factions and Living World Expanded is smaller than ever. 99% of the time Living World Expanded should work with anything as it is 99% script based. Even if there is a conflict, all that happens is you may see some strange starting positions as a result, so conflicts with Living World are generally small and easily fixed.

If you'd like to support my work, you can tip or donate to me here: PayPal[paypal.me]
156 Comments
iamtheresurrection94 25 Oct @ 6:58am 
@Forlorn good to hear man, take your time
Forlorn  [author] 25 Oct @ 3:35am 
Resurrection thank you for the ideas. I can update at any time, usually, because work is carried over between versions very well. Usually small bugs cause the script to break, and once I fix them then it's good. It's usually a map issue because the map is changed by .001 degrees or something. Regardless I am not abandoning this, just bear with me fellas I will fix this ASAP. Been trying for months but sometimes life is crazy.
iamtheresurrection94 23 Oct @ 10:06am 
It might actually be best to hold off updating this til post TOT. We know that'll move Wulfrik somewhere (my bets on Skeggi), probably put Aislinn somewhere in the Jade Sea and Saryl where Wulfrik was.

Combined with the overhaul of IEE and the MCT option to move certain factions around in that mod, it might be best to see where the situation lies post TOT and then move 'em around.

If you're stuck for ideas or need a sounding board, I'd love to help. I think some of the IEE options are pretty good (the obvious ones like Cylostra and Bordelaux, or even having Krog-Gar start in central Khuresh close to the Lost City of the Old Ones), but most of 'em I much prefer LWE's: for example, why would I move Khazrak away from the Empire?

Anyway take your time man, this aint a job for you its a hobby.
Philokèkos 19 Oct @ 5:16am 
@beleth people like youa re the PLAGUE
Modders give their time and work for FREE ffs
Cornithian 17 Oct @ 9:41pm 
I don't know if its intended, but Skarbrand's army moves to the bloodrift while his starting settlement remains unchanged
Forlorn  [author] 14 Oct @ 11:05am 
Sorry guys been working 100h workweek, I want to update ASAP. Please bear with me
Dax 13 Oct @ 4:48am 
Can confirm - this mod appears to have a conflict or having issues. The campaign will load, but breaks VCO and my stack trace points to recruit defeated lords.
Beleth 12 Oct @ 12:33pm 
I removed all my mods and installed only this and the necessary mods. However, it still doesn't work on version 6.3.1!
When will the update come? We need this mod. You left a note saying it would be updated on September 7th, and it's been a month.
Beleth 6 Oct @ 9:24pm 
Don't work.
Iron 3 Oct @ 7:30am 
it still works for me, would be good if author or update and run there eye over it make sure that things are good, head off any likely problems. note to others, to keep your mods the same as last game after update and test play, removing any big mods, to check base game mods, and add big one later, normally 30 turns is enough to test if going to work, sometime needs longer if large load order and several big mods, the more the do the more can go wrong when things, change, it just takes a little time for people to catch up as we all have lives. Thanks for this mod combo, love how add more options, choice and variety, it does feel like a lives world, recommend 'deep AI' as well, finish of the effect nicely, and gives more of one game ever the same.