Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost World
1,255 Comments
Jimmy 30 Oct @ 5:33am 
Fu-Chow looks so ridiculous lol. Its hard to see where your armies are around it
󠀡󠀡 30 Oct @ 3:06am 
Visuals only version?
ZERO.FLCN 28 Oct @ 6:22pm 
GREAT MOD

Tor Yvresse pleaseee ,hope there is more for another capital
Dragon32 25 Oct @ 2:09am 
@Barrakuda
No. There's one without landmarks. Scroll down for more, it gets asked a lot.
Barrakuda 24 Oct @ 9:46pm 
Is there another version of this mod or another mod that would separately add only settlement skins?
Flashcrash 22 Oct @ 3:13am 
After turn 11 at end game my game crashed. When I load the game it crashes on save game load. Looked in the script files and last one that was loading is [savegame] <6.0s> Loading value rhox_hrothyogg_mercenary_factions [table: 00000000D298EE18]. Not a modder so I'm not sure if I'm at the right mod or if you can do something with this information.
JonnyMentero 20 Oct @ 1:50am 
is there some update about compatibility with old world?
bambimanuel 19 Oct @ 4:48am 
I still use this mod, even though I miss out on a few landmarks from other mods. Why? Because it's beautiful, and it's hard to give up its beauty once you've tried it. The mix between this and dynamic World is a feast for the eyes, and I'm grateful for it!
bambimanuel 19 Oct @ 3:55am 
Sorry for being unclear; my limited English doesn't help. I've noticed that when a landmark is missing from other mods, it's often (but not always) due to a settlement's name change. Last week, I was playing with the orcs, Landmark of Legend and Eternity, and a landmark was missing from the Kislev settlement that had a new name. This has happened to me many, many times this year with multiple races, but I didn't mark them. To check, I guess you can just take the list of new landmarks and compare them with the settlements that have changed their names.
Canadian Leaves 18 Oct @ 7:17am 
@Swolo, check dukedoms of brettonia mod, there are pretty all of them. Or add it and try Old world - there are some unique for this campaign map
Cpt. Azul 18 Oct @ 4:45am 
Yea, crash on 29/287 on end of the first turn. Disable of this add was a solution
Chodius Maximus 17 Oct @ 10:09pm 
Anyone else getting crash on end turn at 4/458 (first turn)? Mac M2
Swolo 17 Oct @ 5:09am 
hello this mod would add more factions to bretonnia (montfort etc.) but now it doesnt ... do you have any fix for this ?
shaky_rivers 17 Oct @ 4:51am 
@bambimanuel - What are the problems, we can't help if you don't explain it? We change the loc files for renamed settlements, nothing in the DB or scripts so basically affects nothing. I tested with the big landmark mods at launch and had no issues either.

We worked with Legends of Landmarks mod creator (they actually created the landmarks in this mod) and made sure there were zero overlap.
Ben 17 Oct @ 3:47am 
@bambimanuel didn't think of that, are some landmarks missing then?
bambimanuel 16 Oct @ 3:37am 
How I wish I had a submod without the changed names. Wherever there's a settlement name, it always causes problems with other mods that do something to that settlement, like Landmark mods, etc.
SHEER(^-^) 11 Oct @ 6:49am 
Better than ca
SpeccyGuy 9 Oct @ 9:36pm 
Fantastic mod!

Does this work with New Unit Caps for All?

As your mod adds new landmarks so I'm not sure if some landmarks will offer unit recruitment and bypass limitations from the mod mentioned above
shaky_rivers 9 Oct @ 10:05am 
@REITERPALLASCH - Use the no landmark submod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3296376396 and I get some people don't like the custom landmarks but we add 21 landmarks, each culture has access to about 6 on average which are spread across the whole map. So in reality in a normal playthrough you might encounter one or two of the custom landmarks which seems really minor to me but the submod is there for those that really don't want the landmarks.
REITERPALLASCH 8 Oct @ 12:53pm 
I hope one day you guys make a version with only the visuals. I don't want the landmarks or anything but the gorgeous city models. Great mod.
金花 8 Oct @ 7:15am 
Can you make the fu chow smaller? It is currently too large and does not match well with other cities
奥威尔·切瑞先生 6 Oct @ 7:42pm 
He may cause display bugs in some map areas
Curtain Call 5 Oct @ 3:51am 
Is anybody experience crashing when occupied Anurell's Tomb and there is no special land mark Anurell's Tomb any where insight? I am using Landmark of eternity mod and playing as High Elves.
Ben 3 Oct @ 1:39am 
@hadluk ohhh that would make sense, I was confused! Thanks!
hadluk 2 Oct @ 8:03am 
SFO+OvN in MP has some issues with quite a lot of desyncs, in SP I think it's fine tho.
Gricken 1 Oct @ 2:22pm 
Is there any submods for tier iv settlement mods? right now using those means losing walls on certain settlements (castle reiksguard for example) when upgrading
duboismarneus 29 Sep @ 8:03am 
Just saw that it says that SFO and Ovn are incompatible, but i've been using them both and it works fine....
Celorico De Basto 28 Sep @ 4:31pm 
If a setllement with a unique skin gets razed is there a way to replace it ? it sometimes defaults to the vanilla one
Camaloux 27 Sep @ 11:56am 
@Miracle Johnson
The landmark is found in Grünburg, which had its name changed
Havelthecock 26 Sep @ 2:34am 
does anybody have blank settlements? onlly happens in Pigbarter as far as Ive seen I don't think any other mod targets that area as far as I know
Miracle Johnson 25 Sep @ 9:11am 
Hi! I wanted to notify that there is a bug for the Heirs of Sigmar mod aligned with this where the Reiksguard Castle Landmark has been removed from Altdorf
w_caballero_w 23 Sep @ 8:58pm 
not working ... frezzing in first turn
onesimo.fermin61 21 Sep @ 5:38pm 
Can someone comment on how much the time in turns increases with this active, if it impacts for many seconds or not and if after x turns of the game it decreases or gets worse
Ben 20 Sep @ 11:55pm 
@Beleth I use SFO, no issue using both mods.
Geltriarch 20 Sep @ 7:26pm 
Fu chow looks amazing tho
MedicinalMan 19 Sep @ 5:51pm 
You may consider resizing some of the cities, for instance Fu Chow in Cathay is very large and even bigger than it's own circle of influence
bushwookie 15 Sep @ 9:16am 
Fu Hung in southern Cathay is sunken into the ground. Anyone else got this?
J 14 Sep @ 4:15pm 
Amazing work! I think the Gaean Vale (Alarielle's starting capital) could use a custom asset to feel special. Currently this mod replaces a beautiful elven city with a small woods. This is more lore accurate, but could a middle ground be struck here? The lore does contrast it with Lothern as being more organic, but it still has structures for the Everqueen's Palace—perhaps similar to those found in Lothlórien or Rivendell?
斯基劳大公 14 Sep @ 7:34am 
We hope that more Immortal Empires Expanded (IEE) settlements will receive unique visual designs in the future—allowing us to see Ind-inspired and Nippon-inspired settlement aesthetics (fitting the Warhammer fantasy setting). Additionally, it would be fantastic if the creators could add even more distinctive visuals to major cities of the Southern Realms soon, such as Miragliano (and similar key urban hubs)
ReCoil 12 Sep @ 1:45am 
@beleth it is, at least on my own playing/testing. No problems in multiple campaings using this and sfo
Beleth 9 Sep @ 3:48am 
I don't understand why this mod is not compatible with SFO.
Kamikazee786 7 Sep @ 4:23am 
@TheCarrot27, so im trying to play all these together, the game does load but i dont have the factions from OVN available to play as when im in the race menu at the start, would you mind sharing your load order ?

Ive got all those mods youve mentioned and only those, but when i load in the settlements still look like the base game ones, for example Al Hakik just looks like the normal castle on the campaign map, it doesnt look like the araby one
TheCarrot27 6 Sep @ 7:49pm 
@Kamikazee786 yes, i use this, radious, and mixer (might cause problems with mixer but nothing major or gamebreaking) all together, it will also work with sfo in addition to all of those
Kamikazee786 4 Sep @ 11:50am 
does this mod/other OVN faction mods like araby etc work with radious at all ?
Team OvN  [author] 4 Sep @ 10:57am 
@all - Second Small Update
With Immortal Empires Expanded recent update to Ind, OvN Lost World now has lore snippets for every Ind settlement.

All thanks and credit to @OKH & @alexjeanette
Team OvN  [author] 4 Sep @ 6:55am 
@all - Small Update
- Fixed bug where Volksgrad had lost its settlement lore
- Fixed typos and added more line breaks into the settlement lore
- When using IEE the Skjold settlement skin will be used for the IEE Skjold settlement otherwise Ice Pack Bay will be Skjold
- If not using IEE the Great Khanspire skin will be used at the Bloodwind Keep along with the settlement been renamed.
- If not using IEE the Tower of Sun settlement will use the Tor Elithis skin.
- When the 'Second Start' option is enabled in MCT (off by default)Dimmed Sunz will now gain Bloodwind Keep/Great Khanspire at game start
The_Everchosen 3 Sep @ 8:47am 
Please update the mod, it breaks the blessed spawning system :steamsad:
Crash 3 Sep @ 7:03am 
update plz
SpooNNNeedle 3 Sep @ 1:18am 
@Nekatau This mod is compatible with The Old World campaign, but makes many, many settlements look very funky.

For the most part, this mod works great. The most important capital cities all get custom details in the Old World, which get overwritten by this mod and look strange. It won't break your game in any way, though.
Nekatau 1 Sep @ 1:35pm 
Dear friend, does the mod work with the map of the old world, I personally do not have the black fortress of the chaos dwarves and the black cliff