Total War: WARHAMMER III

Total War: WARHAMMER III

Living World Expanded: Total Map Overhaul
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.
云寄桑 1 Oct @ 8:10am 
pls update for new IEE
Iceobeasty 27 Sep @ 5:24pm 
you have no idea how excited i am for an update
Ashunava 24 Sep @ 3:23pm 
Doesn't seem to work for me after today's update to IEE.
DarkSnowder 19 Sep @ 9:55am 
@Forlorn Can you give me an approximate time frame in which your mod will be updated?
Forlorn  [author] 7 Sep @ 1:07pm 
will update
Shingsora 5 Sep @ 9:50am 
pls update for new IEE
KneeZahm 4 Sep @ 6:04pm 
it seems tiktaq'to and nakai start at the same place after 6.3 patch, not sure if you are aware
Joaquin 2 Sep @ 12:25am 
Is it possible that the Empire loses its Fortress City in the south? and also that Ogres are in control of the Blood Keep?
Saigo 30 Aug @ 2:05am 
Oh right, Immortal Empires Expanded got updated ! It explains everything !
Saigo 29 Aug @ 12:08pm 
Hello, since the 6.3 update, the script for this mod is broken. I am playing with a lot of mods but everything was workingbefore a few days before
Forlorn  [author] 10 Jul @ 7:13am 
Also Hellbrone goes to war with Khorne Queen very often. Kairos eventually can but he techs up and waits for opportunities. Hellbrone has diplomatic contact with HE so she's very likely to sail forth and invade Ulthuan. Trust me the world is laid out for maximum conflict.
iamtheresurrection94 7 Jul @ 4:12am 
1. Ah, okay nvm.

2. Yeah love DeepWar. I wonder are other mods influencing his behaviour then? Could that influence the script?
Forlorn  [author] 6 Jul @ 4:36pm 
resurrection: 1. I don't use SCM, cannot comment on it. There are mods that let you move one or two factions to your liking that might solve your problem here.
2. Do you use DeepWar? Kairos is anything but inactive with that AI.
iamtheresurrection94 6 Jul @ 5:42am 
GOAT mod. Just two suggestions

1. TikTak is getting drowned out consistently in west Ind, particularly if you use the SCM mod that puts new factions in Ind and Khuresh. I'd suggest moving him to east Ind: this would also help him get to the Lost City of the Old Ones in Khuresh by the mid-game and take advantage of the landmark there.

2. Moving Sigvald to Norsca has made Norsca and the west Old World more interesting but, in my experience, at the cost of making Hellebron's life way too easy. She consistently steamrolls the north-west Wastes: in my current game, its turn 29 and she has 12 settlements: her only real natural enemies are minor Greenskins and Norscans who get stomped. I get the Kairos is up there now but in my experience his AI seems weak/reactive. Not sure how to solve this: maybe move Epidemius to Frigid Wasteland, to reflect his lore interactions with Malekith? Start Kairos at war with Hellebron?

Just small things though, otherwise 10/10 mod
Forlorn  [author] 11 Jun @ 2:09pm 
Greg yes it's done on purpose so AI cannot mess up the world.
Greg 10 Jun @ 5:44am 
First of all, thank you for the wonderful mod. I have already tested it and I really liked it. But there is one nuance. Unfortunately, this mod adds diplomatic agreements that cannot be broken. For example, playing as an archaon, I cannot break the right of passage with a holek or with the khorna faction without losing reliability. This is done on purpose. Perhaps I did not read carefully. Thanks in advance.
Aaron 28 May @ 1:07am 
Thanks, I've been using it and pretty impressed so far.
Forlorn  [author] 27 May @ 10:37pm 
Bruh there's no way I would make mods incompatible with each other :0

This mod is 10x better with DeepWar
Aaron 27 May @ 3:06pm 
Would DeepWar AI work with this or would it interfere with how the AI views eachother?
Forlorn  [author] 27 May @ 12:31pm 
Kaybern: Many other changes
Shing: Yes it's pure script, very unlikely to break. Even if it breaks all that happens are minor bugs
Shingsora 27 May @ 5:31am 
this mod still work fine anyone ?
Kaybern 26 May @ 6:48pm 
Does this mod not port in all the previous mod changes or were there actually other changes? I was looking at change logs pt 1 and 2 in the depreciated living world mod and the changes dont exactly match up
Forlorn  [author] 24 Mar @ 11:18am 
Aurora: Yes, I have the original still up. Out of date but probably works 90%
Aurora 24 Mar @ 7:27am 
Is there a version of this without Expanded? I'd assume not. Trying to figure out an ai turn crash but have so many mods, I have no idea where to begin looking.
Forlorn  [author] 11 Mar @ 11:54pm 
Thank you Josen.
Josen 9 Mar @ 8:46pm 
Thank you for this mod. I've been looking for something like this for a while, I also love your other mods like deepwar ai, I hope you continue making mods that make the game what it should have always been
Forlorn  [author] 13 Feb @ 10:27pm 
Joijt: I want to make better graphics explaining the map, but I'm limited by time and knowledge. I lost interest in the vanilla IE map and do not care enough to keep updating it. It's too small and crowded for all of the LL's and I hate that map. Anyone else is welcome to do whatever they want with it.
Rathim 13 Feb @ 12:52pm 
I know this has been asked before but it would really be helpful to have some additional info/documentation on the different starting locations of the factions. Also i assume there's no way to have this just for the vanilla IE map?
Forlorn  [author] 13 Feb @ 10:27am 
Stryke: Thank you. This map is the only way I'll play myself!
Stryke 13 Feb @ 4:03am 
Forlorn - just wanna say thanks for this amazing mod. I couldn't get into WH 3 as it felt like nothing happened on the campaign map. With this mod plus SFO, I'm on turn 26 and the campaign is already wild; I'm hooked. Thanks for making WH 3 what it should be - a living world!
Nukular Power 9 Feb @ 10:59pm 
@nuna - i've been using this with changeling overhaul/city/etc mods and that works fine, so another option there
Forlorn  [author] 6 Feb @ 9:07pm 
Nuna: I don't own changeling mod, so I have no way to try and test such a thing. Maybe someday I will. Either play a different faction, accept hard mode for changeling (you can also lower campaign difficulty to compensate), or don't use living world for changeling runs.
Mann 6 Feb @ 3:30am 
I have a question, you moved the changeling, but left the cult there and on the task to get a random lord at the beginning, you need to deploy the cult there, but the army in lustria and create an army in the empire is very difficult and expensive, which makes gameplay very difficult. Can you move the task from the empire to lustria then?
Forlorn  [author] 2 Feb @ 6:01pm 
Sorry no time for all the custom factions, I recommend using "Build a map" mod to tweak the map for custom factions
Iceobeasty 2 Feb @ 11:05am 
im a big fan and know modding on this game aint easy lol
Iceobeasty 2 Feb @ 10:57am 
i know its not your responsibility but would you be interested in looking into some light compatibility with LCCP? Both your mods are must haves
Forlorn  [author] 1 Feb @ 6:55am 
Verrix: I wish I knew how. Definitely a long-term project.
Verrix 1 Feb @ 4:00am 
Great work! Is it possible that you might be able to amend the Map screen for lord selection to reflect the changed starting locations?
Nukular Power 30 Jan @ 10:52pm 
Ostankya's Hut is the landmark, thanks
Forlorn  [author] 30 Jan @ 8:01am 
Bio: Yes, I don't have time to fix every mission and question. However, you don't need them. Most missions and questions just make the game easier. Also, you can still complete them, it will just take longer. It can be fun not completing a starting quest until turn 30 or even turn 50, as it gives length to the campaign.