Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Disasters reloaded
297 Comments
Hannibal 11 hours ago 
Thank you for saving this mod. This is awesome. Any ideas on how to get it to work in multiplayer? I get a different game versions error even if it is the only mod enabled.
一杯浊酒一份孤独 24 Aug @ 6:59am 
When the triggering round arrived, I waited for a long time—about 20 minutes—before proceeding to the next turn. I noticed that the diplomacy system worked normally: I could access the diplomacy interface with Dwarves and Wood Elves, but not with Greenskins and Vampires. However, the War Against the World button seemed to malfunction—all factions ended up declaring war on the entire world. This might be why I had to wait 20 minutes.

Do you have time to look into fixing this feature?
一杯浊酒一份孤独 24 Aug @ 6:59am 
The mod is mostly functioning correctly, but it seems that the "War Against the World" button in the MCT settings—which allows declaring war globally or only against players and neighboring factions—is not working. I only used this mod and MCT for testing, with Deep Grudges, Greatest Waaagh!, Wild Hunt, and Vampire Ascension enabled. Among these, Wild Hunt and Deep Grudges had the diplomacy and War Against the World options turned on, while Vampire Ascension and Greatest Waaagh! had them turned off.
Axelrod13 23 Aug @ 5:17am 
the invasions dont load at all, cant change mid campaign and dont work
TMR 22 Aug @ 9:43am 
Very good MOD, a must-have for playing Warhammer
yuzhonglu 21 Aug @ 4:54pm 
It doesn't load at all.
Necromantien  [author] 21 Aug @ 10:56am 
A bit more detail in case something isn't working would be greatly appreciated :)
I'm not a mind reader, and without precise feedback, it’ll be impossible to properly fix the bugs.
On my end, everything is working fine with the current version of the game.
ev0n 19 Aug @ 5:27pm 
This mod is absolutely broken. Do not download unless it gets a major update.
USA_Kobe 18 Aug @ 7:38pm 
Is it true that this mod has incompatability with Legendary Characters mod by Stratovarious? I faced an issue when disasters do not spawn and red lines about script errors appear in left upper side of screen. I guess these mods are incompatible but i'd like to know for sure. I'm in the middle of my Malakai's campaign( about 40th turn) and was planning to start disasters but they do not appear. Maybe someone had same problems-it will be great to find some solution or at least information how avoid such problem
Alan 16 Aug @ 8:54am 
Does not work
alparsoylerkaya 8 Aug @ 7:22am 
We tried in MP but couldnt get it to work
SKARBA 4 Aug @ 7:41am 
Thank you man!
jaksurf 4 Aug @ 3:27am 
Ups, isnt it normal that Archaon starts from turn 55-60?
Necromantien  [author] 3 Aug @ 7:39am 
Regarding the issue with Archaon, I just tested it on my end and didn’t encounter any problems.
Could you provide more details?
Did you perhaps get the invasion earlier because of a short or long victory?
Alpha Gong Gong 3 Aug @ 2:38am 
Same here, archaon allways pops up way before he should
Tea Commander 27 Jul @ 5:58pm 
@lamp - also having issues with the Archaon disaster. Disabled it and it keeps triggering. Early too - turn 60
spacesource 25 Jul @ 6:52am 
@lampe I've experienced this many times too.

Question: Do the Skaven undercities ever stop spawning?
Lamp 24 Jul @ 9:12pm 
Just a heads up that the mod is not adhering to its menu settings. I keep getting the Archaon disaster, even after disabling the disasters in earlygame.
ӍcGrá†ћa™ 23 Jul @ 12:25am 
I think this is in need of an update; it seems to be freezing then crashing the game when the Disasters army is spawned in.
It worked one time. But I have replicated 3 crashes when it's time for the Disaster.
molitere  [author] 22 Jul @ 11:31pm 
@Dr. Squares @MrCrispyClone I just have the impression that you had the dark prophecy, so it's not several disasters, just one that is scripted with waves, on the other hand the fact of having it several times is either bad luck, or there is a slight problem in the random, but the best solution is to just cut what you no longer want in the configs.
MrCrispyClone 22 Jul @ 2:37pm 
@DrSquares Im having the exact same disaster order too. Must have played like 5 or 6 restarts of Karl. All the same
Devooon 20 Jul @ 9:07am 
Does this mod give Brettonia a crusade mechanic? None of my mods mention it but it’s happening and I like it, and just want to know so I can keep it on
molitere  [author] 20 Jul @ 12:50am 
@Alkalkalk No, maybe certain, it depends on the name of the cities, but it is not designed for.
Alkalkalk 20 Jul @ 12:47am 
Hi! I wondering if this mod is compatible with "The Old World Campaign" by ChaosRobie
BEEG CHUNGO 19 Jul @ 1:37pm 
Works fine for me. Using Old realm plus several others.
molitere  [author] 18 Jul @ 1:16pm 
In theory it should appear
Eugenio Seleuco 18 Jul @ 6:57am 
Hi molitere, End Times was active already. I just deactivated pyramid of Nagash to make sure End Times spawns, as it is the only crisis active that hasn't spawned yet. Will it spawn at some point? Thx for the quick reply
molitere  [author] 18 Jul @ 4:51am 
Eugenio Seleuco add more crisis in the settings
Eugenio Seleuco 18 Jul @ 4:44am 
Playing as Lizardmen - I had the Vampires crisis spawning first, and then the Ogres. Max concurrent crisis set to 2. Empire and Dwarves killed the vampires, and much to my dismay I achieved campaign victory without me doing much. Can other crisis spawn after you achieved campaign victory? I am willing to continue the game and wait for End Times to happen if that is a possibility. Thanks a lot for the mod!
Dr. Squares 14 Jul @ 3:49am 
Played about 3 campaigns, with both evil and order factions. All disasters that happened follow the same order.
Slaanesh + DE > Brettonia weak crusade + some pirates > Norsca > Archaon and pals > Chaos Dwarfs > Demons > Skaven.

Is this intended? You end up fighting the whole world with infinite stacks, and no way to cut the head of the snake. I was able to kill half of the factions, but the idea of going for 300 turns conquering endless doomstacks in the other half of the world is awful. Any way I can tweak this stuff? Maybe some ordertide stacks to provide some balance?

When I played skaven, I didn't have to do anything, world ended with barely any impact from me, coz all the chaos is chill with me. I expected some ordertide disasters
Mackeroni 10 Jul @ 4:02am 
Oh. The debug mode doesn't seem to work with SFO, but after changing the minimum and maximum turns of a disaster to test it that way (The Enactment of the Great Plan), it seemed to trigger the pre-disaster event. Sadly it froze the next turn. Oh well.
Mackeroni 10 Jul @ 3:48am 
@TheOldElf
Hmm. I wonder how you did it.
TheOldElf 6 Jul @ 9:42am 
I did manage to play it with SFO and a lot of mods...
Could be lucky with the draw.
Will be eagerly awaiting updates
Necromantien  [author] 6 Jul @ 8:28am 
@ruvirus thank you for the information, I will look into it

@GK The mod does not work well (or at all) with the "SFO" mod. I'll take a look when I can, but it seems that this mod changes quite a few things, and I'm not sure if I can find the compatibility issue(s).

⚠️Information:
A major update is in the works. It should fix as many bugs as possible and add 2–3 new disasters. However, I'm not working exclusively on this mod, so please be patient regarding the release date.
molitere  [author] 6 Jul @ 6:45am 
For info again : The mod is NOT COMPATIBLE with SFO .
ruvirus 6 Jul @ 3:07am 
@Necromantien
The Wild Hunt scenario isn't spawning armies. Messages just appear, but no armies show up.
GK 30 Jun @ 6:31pm 
@Necromantien My difficulty level is the legendary difficulty option SFO version, without installing any other mods that increase AI behavior logic
In CMT, everything is set by default. In the early days, it was possible for AI to successfully flash the 500 difficulty option, but since 2025, it has not been possible, no matter how it is set
The difficulty coefficient of the natural disaster that came out is only 200, which is too low for 8 teams to be fully staffed.
Blader 29 Jun @ 8:03am 
not working in sfo,the distear do not appear
molitere  [author] 26 Jun @ 1:53am 
@Eugenio Seleuco yes
Eugenio Seleuco 25 Jun @ 1:19pm 
Hi, does this work with the latest update?
Necromantien  [author] 22 Jun @ 9:37am 
If the Norsca we’re talking about are those from the dark prophecy, it’s meant to be like that. the scenario does not seek to be 100% realistic.
ruvirus 15 Jun @ 9:44am 
I started studying the mod code and found a scenario called "Will of Hashut," but it's disabled in the script.
ruvirus 15 Jun @ 8:59am 
@Necromantien Looking at the Norsca scenario, the factions forming a confederation is very unrealistic. From my perspective, it would be better to have a military alliance between all Norscan factions and a forced declaration of war against all Order factions.
Necromantien  [author] 13 Jun @ 5:38am 
@ruvirus Regarding the 'Will of Hashut' scenario, the original modder had disabled it. I need to see why.
Necromantien  [author] 13 Jun @ 5:36am 
@ruvirus Hello, no there is not yet a button to force the scenario. You can perfectly launch a scenario on an existing part. You just need to properly adjust the mod setup.

@GK Hello, what invasions did you use ? Have you thought about saving the difficulty modification ?
ruvirus 11 Jun @ 12:39pm 
And the "Will of Hashut" scenario is missing from the scenario list.
ruvirus 11 Jun @ 9:20am 
Hey, it's been a while! I see you've changed. Is there now a button to force-start a scenario? And do I have to start a new game with the mod, or can I install it into an existing one?
GK 10 Jun @ 10:04am 
There is a bug in the difficulty system. I set the difficulty value to 500, but it only came out to 200. It's too easy.
Ruji 8 Jun @ 11:44pm 
sorry boss thought it would linked on the webpage
for anyone looking english translation find it here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3429842798
molitere  [author] 8 Jun @ 1:02am 
@Ruji On Worskhop, the community allready do this.