Total War: WARHAMMER III

Total War: WARHAMMER III

914 ratings
Dynamic World + FanciER Forestry
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Tags: mod
File Size
Posted
Updated
27.722 MB
15 Jun, 2023 @ 2:24am
6 Sep, 2023 @ 10:36am
3 Change Notes ( view )

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Dynamic World + FanciER Forestry

Description
THE TREES AND BUILDING STRIKE BACK!

I saw the amazing mod done by a70f and I couldn't be happer to see someone working on my mod to create a different version of it. I liked it so much, that I've created a mod that encompasses both mod's features together.

You need to subscribe only to this mod. This is not a sub-mod.

The combined mods are:
1. FanciER Forestry (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2981487654)
2. Dynamic World (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2987536840)

WHAT ALL OF THAT COMBINATION MEANS?

1. Every faction spreds their own buildings when conquering
2. Every faction's vegetation depends on the climate it is in, but always saves it's original character (Cathay in the jungle spreads a little of bamboo and blossoms, but the jungle still domiantes)
3. Chaos factions use their own special corruption models

WHAT ARE THE DIFERENCES?

1. I didn't delete grass and shrubs from the game. There are notably less of them than in FanciER Forestry, but you can still enjoy their look.
2. I fixed the bug from Dynamic World where ruined regions always appeared having empire pine trees.
3. Few smooth fixes here and there or changes of taste that don't really need mentioning (few swapped houses for different ones etc.)


FEATURES

1. Greenskins use not only their shrubs, but also their trees from Badlands now.
2. Lizardmen spread jungles.
3, Ogres had been given an unique vegetation type (it was like Empire before) which is a mix of mountain vegetation (used originally by Dwarfs) with their unique ogre rocks.
4. Kislev now spreads snowy trees.
5. Every snow, mountain, desert, chaos waste, jungle, cathay or badlands region is no longer coded to contain only their respective vegetation, but allows for every race to replace it with their own (some changes to that from Fancy Forestry are explained in point 9. below).
6. All races races "build" houses in the regions that they occupy.
7. Chaos and Demons races have their own individual and unique features that appear when they conquer a region.
8. The forestry will change for each individual race entering a region.
9. Human races have houses or shacks to replace.
10. Chaos factions have unique models and dead trees to show their impact on the land.
11. Greenskins have their trees, tents and dung.
12. Highelves and Darkelves use houses and tents (Darkelves only tents)
13. Dwarfs have use tents
14. Lizardmen use temples
15. Tomb kings the best solution is to have nothing to show they're invading the area.
16. Vampires use cemeteries and special haunted houses
17. Wood Elves spread more trees, so now their shrubs and grass are replaced with trees which makes it seem like they spread a much denser forest than before.
18. There are now climate adjustements for different races. The ones that lived on the southern stratosphere like Lizardmen instead of spreading the same jungle to temperate regions now spread a mix of jungle and oak forest to make for a more reasonable forestry in this climate. Also in snowy regions such races spread a mix of snowy trees and their grass (instead of seeing jungle trees next to a snowy tree; see below for more context on snowy regions).
Same for northern stratosphere races like Empire, Dark Elves or many other when they conquer dessert or jungle they spread a mix of their own temperate vegetation and palms or jungle trees, so it is not looking as bizzare when you conquer Lustria or Araby. Kislev won't spread snowy trees to desserts and jungles, but normal pines (but as soon as they conquer a less hot region they spread snowy trees again).
19. I changed Chaos Wastes to have a mix of evil/dead and the conqueror vegetation type. The same for snowy regions but with snowy trees instead of evil/dead.

ADDITIONAL THOUGHTS:

1. I managed to get around the Tomb Kings problem by making them "spread empty space". So normally when I was trying them to spread palms they were also appearing with ruin and few other specific regions. The game is hard-coded with this for some reason and Tomb Kings changes act different from other races. But instead of using tree models I used "an empty model" which bascially means that when Tomb Kings conquer territory the effect is that there are less tress than there were before in the region. No palms in temparate regions unfortuantely, but at least it seems like the area is "deserting itself" slowly.
2. Skaven corruption refers to the basic vegetation that was in the region before. So there is this funny effect that as the Skaven corruption spreads the trees change to the base vegetation for this reason as well. With Skaven you can't really see that (they change vegetation type for basic anyway when they conquer), but if you are playing a different race and Skaven corruption get into your lands, then your trees will be slowly replaced by the original vegetation in the area.

COMPATIBILITY

- Save-game compatible and update resistant
- Works with SFO
- Not compatible with other Forestry's mods, one or the other would take priority.
- Works with Dynamic Settlements mod

THANKS AND ADDITIONALI LINKS:

Inspired by Campaign Forestry (Vanilla) made by @Mazisky. Thank you for the inspiration and support!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2866216391

I also made a simpler version of the mod which makes it so every faction just straight up replaces every vegetation on the map with its own: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2919884703

I also made a standalone version of unique ogre forestry: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2919932342

Also check this great mod called World of Corruptions by [G-T-F] Gnombert which allows Wood Elves to spread Athel Loren corruption, Tomb Kings deserts, Kislev ice ect. I think it's great and not many people know about it:

BEFORE YOU DOWNLOAD IT BE WARNED THAT IT IS NOT FULLY COMPATIBLE WITH Dynamic World + FanciER Forestry: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2987692239&searchtext=

I am just showing this mod off here, because I think the guy did a great job and wanted to give him some more attention.
182 Comments
BearArse 27 Jan @ 11:03pm 
Update any time soon?
ЧорноСпермій 18 Jan @ 11:48am 
this mod work in multiplayer?
Picasso Sparks 30 Dec, 2024 @ 9:22am 
Kicked Vlad of Sylvania and now the trees are growing back. Love what this does for the world.
Dunking on Tonberry 12 Dec, 2024 @ 6:40am 
yea its not been updated since 2023 i think the longer it goes the more visual bugs we'll see. It *runs* but there's more and more corruption/forest/settlement/terrain bugs with each update, and a few crashes. Just be aware of that when you run it.
Chrissant 29 Nov, 2024 @ 1:15pm 
Is it just me or is high elven structure roofs bugged?
NorscanWarlord 24 Nov, 2024 @ 4:14am 
it needs to be updated to use dynamic worlds new buildings that pop up everywhere visually on the map
PsyPro 10 Nov, 2024 @ 1:24pm 
upd?
Dairak Logrus 9 Oct, 2024 @ 10:41am 
does this mod only change trees in fact or does it work like corruption and expand?
johna 5 Sep, 2024 @ 11:13pm 
This mod is working fine and does not need to be updated.
Kralazar Mallus 1 Sep, 2024 @ 6:31pm 
upd?