Total War: WARHAMMER III

Total War: WARHAMMER III

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[6.3] Grandolph's Simple Dynamic Settlements Reborn
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Tags: mod
File Size
Posted
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1.938 MB
28 May, 2024 @ 5:43am
2 Sep @ 12:47pm
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[6.3] Grandolph's Simple Dynamic Settlements Reborn

Description
Grandolph's Simple Dynamic Settlements mod is Reborn!

This is a simple mod that will change settlement buildings to those of the race that controls them. Some locations shouldn't change outside of the vanilla changes either because of importance (Black Pyramid of Nagash) or for technical reasons (Barak Varr).

- superforest games [superforest.org]

FYI: The mod will initialise upon your first load after you click on the prompt. After clicking the prompt the game may appear to freeze, just wait! There are a lot of settlements to be changed out. This is much faster now.

If you find a bug or have an issue post in the discussions!

Mod's Story

Originally, Simple Dynamic Settlements was developed by Grandolph, but since Grandolph has seemingly stopped supporting the mod we at superforest games have brought it here to keep it updated, as we know how important it is for us. So consider it REBORN!

We have already made some updates, and plan to continue support moving forward. First, a thank you to Grandolph and his programming, which has made transferring this mod very easy! We will try to keep to the spirit of his work, but of course will add in some of my own ideas moving forward.

We are just getting our bearings, but this current build should work for 5.0! We have been using it and not too many issues so far outside of the legacy bugs listed here.

If you have any feedback, please use the appropriate discussion. This helps us keep feedback organised.

If Grandolph ever does return than we will give over this mod to him, or delist it, or whatever else he'd like to have happen. It is largely built off his code after all!

New changes to the mod:
  • Capture flags return for monogod factions (flags around captured settlements) - these add extra flavour for monogod factions, but are not present for all other factions
  • Lahmia now correctly changes to Tomb King settlement when captured by Tomb Kings
  • Cleaned up some issues around Wood Elves in the database
  • Chaos Dwarves' minor settlements now correctly display tier III settlements
  • Black Pyramid of Nagash is now static for all factions
  • A few settlements will never change due to an ongoing issue with base game to avoid the settlement sinking issue: Karak Vrag, Sabre Mountain, Challenge Stone, Karak Vrag, and Pigbarter

Planned features (in no particular order):
  • MCT functionality
  • investigate sinking cities around the map (please post in the forum if you see them!)
  • catch up on known bugs from previous uploads. There is a long list! But please post in the discussions if you find more!
  • Make certain settlements more dynamic for specific factions, such as Black Pyramid of Nagash.

Possible future features (no promises)
  • Enabling player faction changing only (perhaps as sub-mod or in MCT)
  • Change Skaven ruins to add hints of warpstone and other signs of rat activity. Yes-yes.

Compatibility

Most mods should be compatible as long as they don't add new factions or change buildings for Chaos, Wood Elves, or Ogre Kingdoms. We have saved a mod list for all tested mods: here.

FAQ:

Q: Will battle maps reflect the settlement types?
A: No, and currently there is no plan for this as it would take a lot of further work. If others join the project, who knows. But for now remains out of scope for this mod.

Q: Does this work with co-op?
A: It should, but as with all things multiplayer, issues may pop up. Post in forum if so.

Q: Is this save game compatible?
A: A new game is recommended, but technically yes. The main loop starts on a new campaign start to check all settlements against owners and change skins accordingly, after initialisation it only checks when a region changes faction owner. So if you load into an existing campaign, it wont have done that first check.

Q: Is this mod compatible with custom factions?
A: No, but it can work for some settlements. Factions like ogres, chaos, and Wood Elves will not work.

Troubleshoot

If the mod is not appearing in vanilla launcher, please use WH3MM instead, install instructions are in the link. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2845454582

Grandolph's original mod description:

A simple script mod that replaces settlement skins with those of the new faction after being occupied. this also automatically checks and replaces settlements skins at the campaign start to match owner factions. this means no more humans living in Ogre cities, or Dwarves reclaiming lost holds from orcs only to leave their 'decorations' up, which is a major pet peeve of mine.

Credit:
The creators of the Tiny Little Cities mod for WH2: this would have been a lot more painful without knowing how to actually replace the settlement skin. they did amazing work and i'm hoping they port the mod to WH3 and update it for the new factions!
Popular Discussions View All (6)
55
1
27 Sep @ 6:31pm
PINNED: Bugs
superforest games
44
8 Aug @ 10:06pm
PINNED: New Feature Ideas
superforest games
9
2
12 Sep @ 3:59am
[Guide] Manually changing settlement skins
Cheris
422 Comments
gorilla_cenk_93 23 hours ago 
hello can you make a mod that the battlemaps is like the faction buildinds ?
Vurcingetorix 8 Oct @ 11:53pm 
please make compatible with chopchop's expanded building overhaul?! like and award sent!
plotini2 6 Oct @ 2:37pm 
I know this has probably been asked before but I could not find a specific answer, is there any way (through a submod or tweaking) to exclude the settlements included in the OVN lost worlds reskin from being changed upon capturing them?
A_Muller 6 Oct @ 4:41am 
So, I've added the mod, activated it in the vanilla mod manager, and upon loading up a game, I get no prompt that's mentioned and I see no changes at all. I read through the description but can't see that I'm forgetting/missing something.
This happens with only this mod set to active so there shouldn't be any compatability issues.
superforest games  [author] 4 Oct @ 4:48am 
@Tempest no, it does not change any faction traits or battle maps, it is just an aesthetic mod.
superforest games  [author] 4 Oct @ 4:48am 
@jordyjd_15 I've haven't been able to replicate the skavenblight issue with any empire factions myself, so I am unsure what could be causing this issue. Are you using any other mods? Old World has some clashes that will cause issues unfortunately. But if it is happening without it that is odd.
Tempest 28 Sep @ 10:11am 
Does this mod fix the fact that you cannot have walled settlements in Norsca? Even if you are the dwarfs for example?
jordyjd_15 26 Sep @ 12:40pm 
Hello, I think I stumbled upon a bug? I'm playing as Estalia, and so far the mod works fine. Settlements get replaced by the default architecture of the Empire, as intended. But whenever it comes to Skavenblight, the city will sink into the ground and remain invisible/subterranean no matter what. I tested it on the regular Immortal Empires (as I'd been playing The Old World and didn't know if that was causing the issue due to lack of compatibility or something) and got the same result of the city dissappearing upon conquest. I haven't tested it with other factions to see if it also happens with them, but if I do before you look into it I'll let you know the results.
Vichechi 24 Sep @ 1:22am 
@Zennzo Yes!
Marilion 24 Sep @ 12:20am 
You will fix it...to run normally without change the main castles?