Total War: WARHAMMER III

Total War: WARHAMMER III

3,635 ratings
OvN Lost World
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Tags: mod
File Size
Posted
Updated
943.758 MB
Jul 17, 2024 @ 3:17am
Jun 18 @ 10:52am
35 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
Aug 12 @ 12:27am
Incompatible mods and solutions
incursioWEB
31
21
Jun 25 @ 1:42pm
Visuals only version?
REITERPALLASCH
5
Jul 9 @ 9:02am
Submods OvN Lost World
incursioWEB
1,196 Comments
Psychological-Bed 21 hours ago 
Typo at the fallen gates lore blurb. "One fo" instead of "One of"
NorscanWarlord Aug 12 @ 1:58pm 
@JCrown idk why u have that issue, i've been using this for months in coop without desyncs, my modlist is quite big too
g.marzioni89 Aug 12 @ 12:27am 
Hi guys, I'm writing here to get some help or advice, specifically about the OVN LOST World mod, which replaces cities with better models and is supposed to add new landmarks to the map. For some strange reason, the city models are being replaced, but the landmarks aren't showing up. At first, I thought it was a conflict with other mods that add landmarks, like Landmark of Legend, Immortal Landmarks, and Landmarks of Eternity, but now I'm launching the game almost in vanilla with Mixu Unlocker and MCT, and it's still not working. Any ideas? Has anyone else experienced this?
JCrown Aug 11 @ 11:55am 
this mod does not work for multiplayer at all, dont use, when you go to attack a settlement it will instantly send you into a de sync
Dragon32 Aug 11 @ 10:45am 
@oJy
No, that's why people keep asking for a visuals only version. There's landmarks and tool tips, probably other things that would need to set-up on campaign start.
oJy Aug 11 @ 9:58am 
@Dragon32 this is just visual right?
Dragon32 Aug 11 @ 8:04am 
@oJy
I'd expect this needs to be running at campaign start.
oJy Aug 11 @ 6:50am 
Save game compatible?
Chicago Zohan Aug 6 @ 1:54pm 
Both Darkland Orcs and Chaos Ogres add the little symbol that tells you that unique units can be recruited in that settlement. Similar to Savage Orc settlements. These symbols conflict with the info symbols this mod adds. Vanilla Savage Orc settlements don't have this issue.
Dumbledood Aug 2 @ 5:32pm 
Rad