Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost World
1,126 Comments
eLeSDi^ 11 hours ago 
Stealthy been playing sfo + iee + ovn no issues for 3 patches.
Stealthy 12 hours ago 
Turn 140 SFO+ IEE , now finds out its "incompatible" ,only issue ive had is F's flying fortress go invisible at T3 and silver pinnacle but majority worked,
carlfranz May 1 @ 12:22am 
This is a great work
Averath Apr 29 @ 11:26pm 
Is it possible to separate the lore descriptions from useful UI elements? It took years for Creative Assembly to finally let us see what resource buildings will provide us by hovering over them, but with this mod enabled that tooltip is overridden. So this mod actively makes the experience of playing the campaign worse by removing a QoL feature.

I'd hope this is unintentional and would very much like to see it addressed, because the mod sounds cool.
Beleth Apr 27 @ 4:31pm 
Can you explain to me why this mod doesn't work with SFO? I've used this mod with SFO and haven't had any issues. It would be nice if I knew in which area it's causing the problem.
bober t Apr 26 @ 8:15am 
For some reason the reiksguard landmark does not appear in my game. I am playing with dyanmic settlments if that matters.Anyone also experience this?
Hyen《A》 ♧ Apr 24 @ 2:32pm 
Anyone else experiencing the settlement’s mesh exploding? The rest of the area is fine for me but some settlements in the Cathay area has settlements mesh exploding. I suspect a mod conflict but i am not sure which one might be causing it.
Loki Apr 21 @ 3:45am 
Silverpinacle vanishes after occupying the city.
NorscanWarlord Apr 17 @ 1:47pm 
@kuzmich_kek there is a submod for radious and this mod, go get it and enjoy!
Gameshian Apr 15 @ 8:12am 
I've played with sfo and did not notice any issues?
Mosketero Apr 15 @ 3:35am 
@kuzmich_kek With Radious and SFO you always need submods, for this i don´t like to play with. I play with more than 178 mods and when i have crashes, i make test with blocks of 20 mods.
Yoldroth Apr 14 @ 2:07pm 
This mod would work so well with the Old World, still fantastic tho :D
hcba Apr 14 @ 9:30am 
I can concur with kuzmich_kek - just worked out the same. It looks awesome.
kuzmich_kek Apr 14 @ 5:49am 
Found out the problem with my crashes. It's Radious mod pt1...pt4. Hope that one day it will be compatible with this pearl of a mod...
Mumm-Ra Apr 13 @ 12:07pm 
I'm seeing a script error. Could be nothing. But its something I noticed. Link is to the log file.

https://limewire.com/d/HuoNC#zDmJIAiHqQ
Dragon32 Apr 13 @ 11:22am 
@kuzmich_kek
Bisect and conquer: https://tw-modding.com/index.php/Troubleshooting
pwithrow77 Apr 13 @ 9:18am 
crashes for me every time I end the first turn of the campaign, mod manager alert says it crashes from map replacement error.
kuzmich_kek Apr 13 @ 8:32am 
Is there a way to find out which one it is? Because this mod is so awesome and it is too cruel that I can't((( The thing is... I have a build of 118 mods and it would take ages to turn them on and off one by one...
Mosketero Apr 13 @ 8:27am 
@SIX it´s compatible, i play with IEE.
@kuzmich_kek You have a faction mod conflict i think
kuzmich_kek Apr 13 @ 3:44am 
Hi everyone! After I finish the first turn the 28th faction's turn freezes the game and than comes the game crash... Any ideas on what happens?
SIX Apr 12 @ 11:06pm 
How big of a donation is required to make it compatible with IEE.
Alex.M.Gato Apr 11 @ 12:59pm 
In some settlements it doesnt appear lore at all, its bugged but idk the cause :c
Dragon32 Apr 11 @ 10:54am 
@LAGARAT
You're somehow running 2 copies of Lost World? Maybe one in Data?
LAGARAT Apr 11 @ 9:17am 
!groove_log
Can someone tell me what happen?
LAGARAT Apr 11 @ 9:17am 
Loading mod with name [ovn_lost_world], but it's already been registered. Only use `mct:register_mod()` once. Returning the previous version.
[lib] 1
stack traceback:
[string "script\_lib\mod\!glib_init.lua"]:194: in function 'Error'
[string "script\_lib\mod\!glib_init.lua"]:395: in function 'verr'
[string "script\groovy\modules\mct\main.lua"]:483: in function 'register_mod'
[string "script\mct\settings\ovn_rhox_lost_world.lua"]:3: in function 'file'
[string "script\_lib\mod\!glib_init.lua"]:245: in function 'LoadModule'
[string "script\_lib\mod\!glib_init.lua"]:315: in function <[string "script\_lib\mod\!glib_init.lua"]:314>
[C]: in function 'pcall'
[string "script\_lib\mod\!glib_init.lua"]:314: in function 'load_modules'
[string "script\groovy\modules\mct\main.lua"]:280: in function 'load_mods'
[string "script\groovy\modules\mct\main.lua"]:48: in function <[string "script\groovy\modules\mct\main.lua"]:46>
[C]: in function 'pcall'
LAGARAT Apr 11 @ 9:16am 
...
[string "script\_lib\mod\!glib_init.lua"]:477: in main chunk
[C]: in function 'pcall'
[string "script\_lib\lib_core.lua"]:714: in function 'load_mod_script'
[string "script\_lib\lib_core.lua"]:647: in function 'load_mods'
[string "script\_lib\lib_mod_loader.lua"]:85: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
[lib] [mct] Creating a new option ovn_lost_world_second_region_transfer to mod ovn_lost_world
[lib] [mct] Trying `add_new_option` for mod [ovn_lost_world], but there's already an option with the key [ovn_lost_world_second_region_transfer]. Returning that option!
swlabr Apr 6 @ 12:54am 
Do this mod support unusual buildings feature from vanilla? Tried it in my new campaign and no unusual loaction event so far.
Scubert Apr 5 @ 3:34pm 
ever plan on doing camps for beastmen/ ogres, etc? I remember the GCCM faction capital mod in warhammer 2 had unique visuals for said factions as they leveled up in tiers and I'd love to see ogre camps grow in size as they level up since this mod basically does what the GCCM capital mod did in WH2.
Ark·knight Mar 28 @ 4:02am 
bug,cities that were originally ogre style will disappear from the map when they reach levels 4 and 5
Rusty Mar 27 @ 4:03am 
Unsubscribing and resubscribing fixed it for me. Strange, never had to do that before.
Italian the Hun Mar 26 @ 7:46pm 
Nope, works fine for me post-update. Make sure it's not another mod and you really did unsub + resub.
FoRgoTT€N Mar 26 @ 3:55pm 
Yeh, same here, the game crashes
prototyperocks26 Mar 26 @ 3:08pm 
I uninstalled then reinstalled the mod and it is still causing the game to crash after the newest update. I know it is this one because after i uninstalled it my game stopped crashing.
Rusty Mar 26 @ 2:08pm 
Crashes the game for me atm.
codixe7 Mar 26 @ 1:44pm 
can u make it compatible with realms of chaos, cause when i play the towns are under the terrain
The Baron Mar 26 @ 7:32am 
@Team OvN Can you guys create a mod version that doesn't require to run Mixer mod ? A version just for the Skins and the eye candy ?
Его нужно добавить в основную игру)
Yami Mar 26 @ 6:41am 
without this mod this not total warhammer 3 anymore:FH5Crown:
Seizure Salad Mar 26 @ 6:37am 
THANK YOU FOR THE UPDATE! THE MOD WAS UPDATED AS OF 3/26/25! YOU ROCK!v
Black Mage Mar 26 @ 6:21am 
This is by far the most creative and immersive mod that's been made for warhammer total war. Would love to see an update someday.
Zamudio21 Mar 26 @ 3:42am 
PLEASE UPDATE
I don't want to open the game without this mod, please update
IEATHOOKERS Mar 26 @ 1:05am 
pls update for 6.1
TSFWoosie4L Mar 25 @ 8:29pm 
update plz,
Tytus Albas Mar 25 @ 6:46pm 
Shame, seems to cause a crashing issue now after patch 6.1.0
UPD8 Mar 25 @ 11:44am 
Causes CTD on launch with the new 6.1.0 patch
Niesy ;) Mar 24 @ 3:45pm 
Hm, I have launched this mod by mistake together with SFO in the middle of campaign... and everything seemed totally fine. How cooked am I? Or are incompatibilies something that I haven't just encountered?
Random Pug, Soviet Pug Mar 20 @ 9:22pm 
What does SFO do that makes them incompatible? This mod is incredible, but I NEED SFO :OhNoBlue:
mingusflavio Mar 15 @ 8:11am 
Is this mod supposed to hide the building icons of regions with specific resources?
Whenever I hover with the mouse over it I see only the lore panel specifying the name of the resource without seeing its perks or building progression. I would love to play with this mod, but it's unplayable when I need to study the territory for the best conquest strategy, especially for some factions that develop specific units buffs form those buildings. I love the whole mod, plus the lore addition is great, it's sad that one excludes the other (?). I'm sorry if this issue was already discussed but I just downloaded it, tell me if there is a setting i'm not seeing.
Macias Mar 13 @ 6:13am 
is the black crag change apperience to more dwarvish after you take it as a dwarf faction?