Total War: WARHAMMER III

Total War: WARHAMMER III

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OvN Lost World
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Tags: mod
File Size
Posted
Updated
943.834 MB
17 Jul, 2024 @ 3:17am
4 Sep @ 10:52am
37 Change Notes ( view )

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OvN Lost World

Description
OvN Lost World adds over 150 unique settlement skins, 35+ campaign scenes, and 20+ new landmarks to both Immortal Empires and Immortal Empires Expanded. If you've ever wished that Warhammer cities looked as unique as they are described to be in the lore, this is the mod for you. This is the definitive campaign map mod for Total War: Warhammer 3, with the goal of adding a little flavour to every single part of the map.

Lost World includes lore descriptions for every single settlement in the game. These can be accessed by hovering over the 'i' icon next to the settlement bar. This mod requires MIXER to work and is not save game compatible.



What's Included
Here are some of the 130+ settlements covered in this mod:
  • Al Haikk
  • Altdorf
  • Black Crag
  • Couronne
  • Great Hall of Greasus
  • Itza
  • Karak Eight Peaks
  • Kislev
  • Lothern
  • Mousillon
  • Naggarond
  • Skavenblight
  • Wei-Jin

We've also added campaign eye candy like elephants, mammoths, culchans, a Fimir tower and more to the map as campaign scenes.

Chances are that if a place has a lot of lore significance, we've covered it. Even if a location isn't that important, we still might have created a new skin for it. Lost World also fills out entire regions with unique settlements. Locations such as Araby, Albion, the Empire, Kislev, the Darklands, and Naggaroth have unique settlement skins for nearly every major city and some of their minor settlements as well. You can check out an image gallery with over 65 of the unique settlements and campaign scenes we've created here: OvN Lost World: Showcase Gallery[imgur.com]

Other Changes
  • Some settlements are given to existing minor factions in lore-plausible places this is to help spread unique races around the map and can compliment the new settlement skins, this feature can be turned off via the Mod Configuration Tool mod.
  • A small handful of settlements have a 'Special Building Effect' where a building has a settlement unique effect. At present this is used to add walls to certain known fortifications like Castle Alexandrov for Kislev factions.
  • The campaign map now has more vibrant and colourful oceans.
  • A small amount of provinces mainly around the Badlands are renamed to more interesting names.
  • Thunder Guts faction are renamed to "Guards of Pigbarter" and given a new faction flag.
  • There is a new minor faction "Leopoldhiem" placed at what is now Leopoldhiem in the Southlands
  • A small amount of vanilla settlement skins are swapped for other vanilla skins where they fit better, for example 'The Forbidden Citadel' is now a Deamon skin rather than a Norscan one.
  • Some settlements are renamed to more interesting places and are complimented with custom settlement skins.



Q&A
Important: You can configure how many settlements you want to change on turn one and then how many on subsequent turns using the Mod Configuration Tool. For instance if you did want to load all the settlement skins on turn one you can do that. Using the default settings it is normal to experience a split second delay when beginning a new turn for about the first few turns. This is Lost World's script working in the background to add more of our skins to the map each turn, starting with those nearest to you. This is why if you were to use another mod to turn off all Fog of War you will not see all the custom settlement skins only those in your vicinity.

What's a campaign scene?
A campaign scene is eye candy we've added to the map that is not part of a settlement skin. Whenever you see an animated creature like a wolf or a spider on the map, that's a campaign scene.

Does this mod add unique battle maps?
No it does not though some of our settlement skins represent the custom maps in FSFRangers Custom Siege Maps for Campaigns mod.

Do the settlements have different visuals for each tier?
Most settlements do not feature unique visuals for each tier, and their visuals will represent their "final form". We recognize that it's a trade-off to no longer see the settlement grow as it advances through the tiers. Though in lore you would see big established cities like Altdorf in their final form already. Plus creating 3-5 versions of each skin would have meant creating a lot less skins and we prefer the variety. Some skins though do have tiers, some custom ruins and others even unique skins based on which race owns it.

Is this mod lore accurate?
It varies greatly from skin to skin. Some of the visuals we've created are entirely our own invention, with the design not being present in the lore but still having the feel of a Warhammer city. Others have been partially or totally informed by their lore descriptions or old images and maps. However, having to make cities in miniature means that liberties need to taken with our designs. We hope that each settlement feels like it belongs on the map whether we've followed a lore blueprint or not.

Why do some settlements have new names?
In some cases, a settlement that we wanted to create visuals for wasn't present on the map, so we've co-opted some CA settlements and renamed them to fit our ideas. In other cases, we did it for lore reasons or to more accurately represent our vision for the map.



Mod Compatibility and Compatibility Submods
- Simple Dynamic Settlements - We have not not tested these mods together and their functions are very different.
- Old World - We have not tested these mods together, settlement skins may not load up or might not look right for the OW campaign, we can look to make them work together in the future.
- Radious has been reported to work when using the MIXER/Radious Submod and OvN Lost World/Radious submod.
- SFO is incompatible, do not use both together

Here is a list of Compatibility Submods
- Will update section when compatibility submods are released.

Recommended Mods & Submods
- FSFRangers Custom Siege Maps for Campaigns mod
- No Landmarks submod

Bug Reporting
Before reporting a bug make sure you have done the following;
1) Subscribed to all the required mods.
2) Turned off all other mods and replicated the bug.
3) Unsubscribed and resubscribed to all the required mods.

If you still have a bug post it to discord, ideally with a screenshot - at the OvN channel on Da Modding Den[discord.gg], Lost Factions[discord.gg].



OvN Team, Thanks & Credit
Please find a list here of the OvN team, thanks and credits.

Update Notes, Report Issues and Feedback on Discord
For update notes or bugs, compatibility issues, feedback & questions go to the #ovn channel on 'Da Modding Den'[discord.gg] or 'Lost Factions'[discord.gg]

Rate & Donate
Please rate up if you enjoy, upvotes feed the Hell Forges of Zharr-Naggrund so the Daemonsmiths can continue their unholy work!

If you want to donate to OvN Lost Factions project Buy us a Halfling Honeypot[www.buymeacoffee.com]. All donations received are shared with modders who work on the mod.
Popular Discussions View All (14)
58
12 Aug @ 12:27am
Incompatible mods and solutions
incursioWEB
31
21
25 Jun @ 1:42pm
Visuals only version?
REITERPALLASCH
5
9 Jul @ 9:02am
Submods OvN Lost World
incursioWEB
1,212 Comments
Kamikazee786 3 hours ago 
does this mod/other OVN faction mods like araby etc work with radious at all ?
Team OvN  [author] 4 hours ago 
@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] 8 hours ago 
@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
Rustic Clover 31 Aug @ 9:50am 
@Tlem1
Does it? The description explicitly says not to use it with SFO.
Tlem1 30 Aug @ 6:20am 
@warmaster Gorehowl It does work with SFO.
马叉虫 25 Aug @ 8:12pm 
Is there a way to reinitialize all settlements during the campaign