Total War: WARHAMMER III

Total War: WARHAMMER III

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SFO: Grimhammer III
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overhaul
Tags: mod
File Size
Posted
Updated
1.813 GB
Apr 11, 2022 @ 1:09am
Feb 28 @ 1:07am
221 Change Notes ( view )

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SFO: Grimhammer III

Description






S.imply F.un O.verhaul: Grimhammer III is a total overhaul mod that changes every aspect of the TW: WH III to be closer to the lore and Warhammer universe. This mod contains all campaign and battles changes. Our main goal is fun gameplay, don't expect balance from a small team mod. SFO mods are not meant to be better than vanilla game but meant to be a different experience! Vanilla is great and no mod will change that!

Do not require any other mods or even DLC to give you full SFO experience.

We are long fans of Warhammer and want to share this passion with all of you.

COMPLETE LIST OF CHANGES 🔗HERE (document with all changes is in works)
CHANGELOG 🔗HERE
IF MOD IS NOT WORKING AND DLC WAS RELASED 🔗HERE [www.patreon.com]


06.02.2026 - 1.50 Slave Masters Release!

https://www.youtube.com/live/-TeHGin7HhE?si=UOO65tY7gddUBEwN



The SFO Mod Team has a large community with more than 20,000 people on public discord and 500,000 subscribers to its mods! All this is thanks to our dedicated fans that help develop this mod every day with advice, feedback, and positive energy! Join us and let’s share this passion together!

Amount of work we put into SFO is INSANELY LARGE, but we do not require any payments to access it. We want everyone to be able to experience our vision of warhammer total war. But, we still have families to feed. Any support is appreciated.

[discord.gg]


🔥SFO Mod Team Website - main mod hub 🔗HERE[www.sfomod.com]
🔥YouTube - modding videos/guides and more 🔗HERE
🔥Twitter - always latest news 🔗HERE

SFO: Grimhammer III contains a lot of diverse mods that have seen an individual release. Many of those mods were made for SFO in the first place and then released as standalone for vanilla.
🔥List of integrated mods can be found 🔗HERE

🔥Those that help us will never be forgotten! Find them 🔗HERE and appreciate their work.
🔥Check other great mods made by community and we highly recommend. 🔗HERE

WE ALSO WANT TO THANK CREATIVE ASSEMBLY FOR MAKING BEST WARHAMMER FANTASY GAME AND GAMES-WORKSHOP THAT CREATED THIS FRANCHISE!



SFO IS FULLY STANDALONE AND DOES NOT REQUIRE ANYTHING (EVEN DLCs) TO WORK PROPERLY! IT ALSO DOES NOT EDIT START_POS FILES.

DO NOT REPORT BUG OR BALANCE ISSUES, UNLESS YOU HAVE TESTED SFO WITH NO OTHER MODS ENABLED

FAQ - read those before posting! 🔗HERE
🔗SFO III PREVIOUS

Comments with strong language will be removed.


[www.patreon.com][www.paypal.com]
Popular Discussions View All (235)
2,142
3
Mar 8 @ 1:49pm
PINNED: BUG Thread
Venris
1
12 hours ago
How to recruit swords of ulric?
~TAB~ NinjaWJ ★
781
6
Mar 5 @ 1:43am
PINNED: SUGGESTIONS Thread
Venris
18,747 Comments
Venris  [author] 3 hours ago 
I will investigate then, thank you for detailed report :).
Sayl actually starts *over* the cap (has 2 of one type, 1 of the other), so no, Sayl's unique arcane item doesn't affect the cap.

In fact, I first noticed the bug because my greataxe bears were wiped out, and I couldn't replace them (because my unit cap was 0).

It should be mentioned (if this sounded negative) that SFO is my go-to by default, and this is just one minor foible (I wanted to try out the new bearmen) in an otherwise excellent (nigh-indispensible) addition to the game. Impressive work, without a doubt.
Venris  [author] 9 hours ago 
@A Most Cromulent Wombat: Sayl item works as you start with units so you still 1 cap.
NM, I just did a test and because the unit cap is an item trait - the gear has to be *equipped* to increase the cap. I had a better weapon on Sayl, and Throgg was unequipped when gained.

Also, Sayl's non-Quest unique item (the Teeth) don't increase the cap.
Einherjer 10 hours ago 
@padrepinella fact is warhammer 2 battlefields worked. Warhammer 3 battlefields do not. Bugging out muskets and artillery and you also have big ass forests and obsticles in WH3 in the middle of the map and that even more often than the big statue in WH2.
sweet 10 hours ago 
Is anyone having problems with the dwarf deeps not showing up?
padrepinella 10 hours ago 
@Einherjer yeah who doesn't want the giga statue in the middle of the map that we had in wh2?
Einherjer 10 hours ago 
Can you guys please mod the battlefields? The battlefield layouts of the vanilla game are the worst a total war game ever had. Can you maybe mod them back to warhammer 2 level?
A Most Cromulent Wombat 12 hours ago 
Hmmm, not sure they're powerful enough for such a low limit; though the added bear-mode is cool, they take so much damage they require a lot of replenish turn breaks.

At any rate, the LL-item doesn't seem to work, as I have Sayl with Wulf/Throgg (confed), all with their unique gear, and am still at a cap of 1 bearman (per type).

Perhaps it is locked to the LL-item *missions*? I didn't confed until they already had the items.
Venris  [author] 13 hours ago 
@A Most Cromulent Wombat: You dont, its legendary unit. +1 cap per LL unique item, no more.