Total War: WARHAMMER III

Total War: WARHAMMER III

3,008 ratings
Dynamic World
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graphical
Tags: mod
File Size
Posted
Updated
398.542 MB
Jun 10, 2023 @ 1:41pm
Dec 4 @ 9:54pm
55 Change Notes ( view )

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Dynamic World

Description


D Y N A M I C _ W O R L D
  • Race-Specific Campaign
  • Transform the campaign map with unique, race-specific assets so each province looks claimed, cultivated, or corrupted by its rulers.
  • This is a visual overhaul only; it does not change gameplay or balance.


    W H A T ’ S _N E W_7.0
  • Fog Effects: Integrated mods by AtticNote, adding unique fog to Vampire Counts and Wood Elf settlements. All credit to AtticNote for the awesome work.
  • Building Scale: Increased small and large building sizes by ~25% and ~40% so it is viewed better on the campaign map.
  • Asset Tweaks: Reworked select buildings—especially demon fortresses—with added detail and adjusted LODs for smoother performance.
  • Tree Density: Increased tree size/coverage by ~15% across all forestry for a dense, immersive look.
  • Flags Removed: Campaign settlement flag banners are no longer visible on the map.

H I G H L I G H T S
  • Territory looks owned — world props are swapped for race-specific variants (Houses, outposts, work sites, watchposts), replacing generic scenery with lived-in detail.
  • Forestry themes — distinct small/large trees for each culture, plus bamboo, snow-weighted pines, and “blighted/evil” growth where Chaos spreads.
  • Settlement flavor — human realms gain cottages, barns, taverns, and road shrines; non-humans display lairs, pits, shack lines, and cruel ornaments; Skaven infest the surface with burrows and warp-stone traces.
  • Biome polish — race-tailored snow/grass sets, including restored grass in snowy regions for better contrast and color variety.
  • Ambient storytelling — mining tents, ore dumps, slave cages, banners, and waystones that sell the fantasy without touching mechanics.



W H A T’S _ I N C L U D E D — P E R _ R A C E
  • Bretonnia — wayside chapels to the Lady, pilgrim markers, cottage clusters, and field sheds that dot farm roads.
  • The Empire — class-diverse housing, barns and granaries, militia watchpoints, artisan yards, and road shrines; the Reik feels administered.
  • Kislev — timber homes, central barracks squares, stone watchtowers, sled depot,s and log palisades against the cold frontier.
  • Cathay — tiered housing and courtyards, trade pavilions, stacked ware-yards, and lantern posts along caravan routes.
  • Greenskins — scrap hovels, a crude Chief Hut, dung pits, fight rings, and trophy poles that sprawl from camps.
  • High Elves — noble villas, elegant waystones, and the Tower of Hoeth motif anchoring refined enclaves.
  • Dark Elves — command dais, slave-cage lines, supply tents, spike racks, and banners—cruel order etched into the landscape.
  • Wood Elves — dense, ancient woodland with root-bridges, shrines and living glades pressing back man-made roads.
  • Dwarfs — mining tents, ore stockpiles and carts, tavern/brewery signs, way-halls, and a Hall of Grudges motif near holds.
  • Lizardmen — jungle temple fragments, vine-bound idols, plinth, and wetland clearings around geomantic sites.
  • Ogre Kingdoms — boulder fields, pit fires, butcher racks, and hide tents that announce a rough camp moved on by appetite.
  • Skaven — surface burrows, tunnel mouths, warp-stone rubble, rickety ladders, and sabotage traces along roads.
  • Tomb Kings — sparse desert dwellings, bone-dry camps and funerary markers scoured by sand.
  • Vampire Counts — ruined cottages, graveyards and mausoleum walls, with fog-choked verge grass and dead trees.
  • Khorne — skull tower, Tree of Souls, scorched ground and battle refuse, as if the earth were a killing field.
  • Nurgle — rotting groves, seepage pools, bulging growths, and plague totems that ooze into nearby trails.
  • Slaanesh — silk tents, elegant arches, polished stones, and unsettling symmetry that looks too perfect.
  • Tzeentch — eyehorns, watcher spire,s and reality-warp markers perched on ridgelines and crossroads.

    C O M P A T I B I L I T Y
    • Save-game compatible.
    • Works with: Dynamic Settlements, Campaign Weather Overhaul, Immortal Empires Expanded, The Old World Campaign, OvN Lost World, SFO.
    • Not compatible: forestry-overhaul mods and OvN Fimir (tree conflicts).

    M Y _ O T H E R _ M O D S

    C R E D I T S & P E R M I S S I O N S
    Thanks to everyone who provided feedback.
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Popular Discussions View All (4)
1
Jul 10 @ 8:26pm
Multiplayer compatibility?
Archibald Cunningham
3
Apr 30 @ 2:48am
Chaos Dwarves?
Croonyer
0
Nov 7, 2024 @ 7:46am
Funny dwarves glitch
Shhatter
445 Comments
King of Fools 21 hours ago 
Anything for Chaos-Dwarfs too?
MichaelGFI Dec 8 @ 1:05am 
@a70f Love the mod and I've talked about it many times on the channel. However, it does look to me like it conflicts with Campaign Weather Overhaul. This video shows the comparison, first with only DW active and then with both: https://www.youtube.com/watch?v=CihK2duN5vY
a70f  [author] Dec 6 @ 9:21pm 
@WitcherHammer, No, this mod only alters VFX fog and is not the same as Campaign Weather Overhaul.
Three-Eyed King Dec 6 @ 11:22am 
Absolutely top tier mod, a must have <3
WitcherHammer Dec 5 @ 10:40pm 
Will these fog effects work with Campaign Weather Overhaul?
Magirock Dec 5 @ 12:31pm 
THANK YOU!! Absolutely essential mod!
Etxxu Dec 5 @ 8:54am 
Does this great mod need an update for 7.0? Do you plan to do it soon? Thank you so much!
OoGaBoOGaMan Dec 5 @ 4:17am 
Awesome! You are #1 :lunar2019coolpig::lunar2019wavingpig:
a70f  [author] Dec 4 @ 10:02pm 
W H A T ’ S _ N E W _ 7.0

- Fog Effects: Integrated mods by AtticNote, adding unique fog to Vampire Counts and Wood Elf settlements. All credit to him for the work.
- Building Scale: Increased small and large building sizes by ~25% and ~40% so it is viewed better on the campaign map.
-Asset Tweaks: Reworked select buildings—especially demon fortresses—with added detail and adjusted LODs for smoother performance.
- Tree Density: Increased tree size/coverage by ~15% across all forestry for a lusher, more immersive look.
- Flags Removed: Campaign settlement flag banners are no longer visible on the map.
ArrantFlame Dec 1 @ 8:55am 
Possible update might be required dlc in three days update after if willing