Total War: WARHAMMER III

Total War: WARHAMMER III

Fancy Forestry
76 kommentarer
marc.on.pluto514 2. mar. 2024 kl. 23:53 
dead?
SerWind 22. aug. 2023 kl. 21:38 
Long story short I was working on a mod that would add in an "uninhabited" corruption type and I wanted to use the WElfs tree type to represent it but I could never figure out how. Kudos to you for doing something amazing.
Elliott 18. juli 2023 kl. 4:57 
Can anything be done to improve the Skaven corruptions visuals? In the base game it causes weird visuals for example if Clan Moulder expands out from Hell Pit the grass and trees in Kislev lands turn really green like Empire forests and it really looks out of place for the steppe and just weird for Skaven. Why would they make it more green? Are Rat droppings really good for plants?Haha

Could Skaven corruptions change trees and grass to look dying/dead? Or deforested considering Skaven corruption is meant to represent overexploitation than anything magical.
Wikist  [ophavsmand] 15. juni 2023 kl. 7:04 
I've made a combiantion of Dynamic World and FanciER Forestry. Check it out!:)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2989528126
Wikist  [ophavsmand] 27. maj 2023 kl. 14:14 
Everyone and especially @Forlorn the alternative version of this mod has been created: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2981487654

It has all the changes that I explained in previous comments, which I feel make for a more logical yet still very flavourful change!
Forlorn 23. maj 2023 kl. 9:40 
Wikist, bummer, but I would add that this is great singleplayer game to enjoy without good internet, especially if you use my mod collection :)
Wikist  [ophavsmand] 11. maj 2023 kl. 14:03 
@TrapperCZE Thanks for this answer! Nice to hear that such changes would be welcomed!

@Forlorn Seems like a fitting name. I will start with a sub-mod to get it out faster and some day implement MCT changes. The time is the worst enemy of mine that is preventing me from starting. In a place where I am right now there is no good internet connection and I uninstalled the game, but will be able to re-install and create the mod in around a month or two. I don't forget about you guys, it's just not a priority of mine. Hope you understand.

@agent.theory It does not change climate. I don't even know if something like this is possible. I think climates are coded for the region and not for the faction which owns it.
agent.theory 25. apr. 2023 kl. 11:04 
This seems really cool. Does it also change the climate, not just the plants?
Forlorn 24. apr. 2023 kl. 15:22 
Wikist: The forestry mod you describe sounds EXACTLY like the forestry mod I've always wanted! Being able to spread WE trees but not to absurd degrees!

Call it "Fancy Forestry (Climate Appropriate)"
HardWorkingLoner 23. apr. 2023 kl. 13:17 
MCT yes
1) yes
2) what about Drycha? i know its not a separate race, just faction but it would be cool to have dark forests or something of that style
3) yes
4) yes altho some trees could be replaced with some small bone pillars or burning tres or something of that style but that would require custom assets i guess
Theobald 21. apr. 2023 kl. 16:54 
I was answering to Guvenoren, who was asking something to you
Wikist  [ophavsmand] 21. apr. 2023 kl. 14:20 
Mentioned changes took out the simplicity out of the mod. I prefer to play with this new version and so I would also like to publish it too. Yet I don't know the best way to do it. I don't want to change too much what this mod does. Before I will be able to give you guys more choice options with MCT it will take a while too. What are your thoughts?

Could you give me feedback if any of you like any of those 1-4 changes? I might make another version of the mod, but I reckon everyone has a subjective taste, so ultimately creating the MCT support would probably work best.
Wikist  [ophavsmand] 21. apr. 2023 kl. 14:18 
4) 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.
Wikist  [ophavsmand] 21. apr. 2023 kl. 14:18 
3) I made 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).
Wikist  [ophavsmand] 21. apr. 2023 kl. 14:16 
2) I made 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.
Wikist  [ophavsmand] 21. apr. 2023 kl. 14:16 
BTW Everyone I've created a different version of this mod and I am thinking how to implement it, if at all. Ultiamtely it would be cool to use MCT to make you all choose which options you prefer the most, but I don't have that much time on my hands right now to learn how to do it with MCT.

My new iteration of this mod have few changes:
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.
Wikist  [ophavsmand] 21. apr. 2023 kl. 14:11 
@kiro72727 I am not sure.

@elgato_86 Thank you! Should not be compatible with Mazinky's mod.

@Guvenoren I "fake" updated the mod, but can do so again to make it look updated. Overall even if it says out of date it will work.

@Vanu The pictures after you have above. The pictures now are what you are playing with. Don't really want to create a before and after images.

@Hecleas Yep.

@Theobald What do you mean? Ask something specific so I can give mroe info.
Theobald 20. apr. 2023 kl. 7:19 
It didn't by the time of the very first comments.
Guvenoren 20. apr. 2023 kl. 3:52 
Hecleas 16. apr. 2023 kl. 18:26 
The mod work fine?
Vanu 15. apr. 2023 kl. 20:08 
I think I need before and after pics to understand this mods application.
Guvenoren 15. apr. 2023 kl. 14:04 
Weird, I think mod manager is bugged. This mod is shown as not updated.
elgato_86 15. apr. 2023 kl. 13:06 
Thank you for your work and for your explanations about this mod.

Can this be used together with Mazisky's Campaign Forestry Mod?
kiro72727 15. apr. 2023 kl. 4:43 
Does it not load the system on a step-by-step company? Considering that it hangs and lags at times even without mods?
Wikist  [ophavsmand] 10. apr. 2023 kl. 11:18 
@TdizzleGod Only if it changes the forestry. Otherwise no, but don'r expect factions that are added through mods to spread their own unique forestry.
TdizzleGod 25. mar. 2023 kl. 9:29 
does this mod have any compatibility issues
Caos 25. mar. 2023 kl. 0:34 
Thanks
Wikist  [ophavsmand] 24. mar. 2023 kl. 1:18 
@Caos I did. Hope it's now showing as updated.
Caos 18. mar. 2023 kl. 16:19 
Thanks for your mod, can you update for disable the warning in the launcher ?
Wikist  [ophavsmand] 3. mar. 2023 kl. 4:30 
@Brujah When you conquer with Wood Elves it will behave like in normal game - the trees change to the WE ones. The change here is that if you conquer a jungle, desert, chaos waste or a frozen region then your WE trees would also appear there, whereas in the vanilla these areas would have a hardcoded type of vegetation.

I haven't tried this with SFO, but should be compatible.
Brujah 27. feb. 2023 kl. 12:31 
Two questions: Firstly, how does this interact with Wood Elves? If I take a settlement close to my forest, does the forest grow to fill the settlement?
Secondly, do you think this would be compatible with SFO?
Wikist  [ophavsmand] 20. feb. 2023 kl. 7:57 
@Tyrwalt Thank you:)

@Atlas as you said it's working. I might update in the free time.
-=(SOTN)=-Tyrwalt 18. feb. 2023 kl. 2:44 
a perfect Mod there im waiting for after Forestry give it more trees but didnt culturel remove all, what for a nice image think about woodelves plant trees in the waste and dunes thank you well for this grandios mod :steamthumbsup:
Belphegorius 16. feb. 2023 kl. 3:09 
Update for 2.4 please even if the mod still works and it only changes the notification in launcher.
Wikist  [ophavsmand] 12. feb. 2023 kl. 14:42 
@Amereth @Baleur That can be done for Vampires, but Tomb Kings just return to most default vegetation in a region. So if I try to remove trees for Tomb Kings they would also probably go missing in ruin areas and skaven areas. Strange I know. I couldn't figure out why that happens.
Baleur 12. feb. 2023 kl. 4:36 
Would rather have dead trees in vampiric areas than purely removed trees, which doestn really make sense in vampire lore anyway.
Amereth 11. feb. 2023 kl. 13:58 
Considering that Vampire and Tomb kings are undead and probably don't care about tree. You could just remove them instead.

When vamp or tomb king conquer a land, the trees could die from their corruptions.

Vampiric corruption probably kill the plants anyway already and Tomb king Sandstorms are probably not that great for trees...
Wikist  [ophavsmand] 31. jan. 2023 kl. 10:16 
@Серафим Вэйлoр I don't know either.:) There is a campaign_music.dat file in the database, but I don't know how to read this. Probably would need to use other tools, which I don't know how to use.
Серафим Вэйлoр 31. jan. 2023 kl. 9:49 
@Alastoro Unfortunately nope, they're still using monogod soundtrack
Bardin 30. jan. 2023 kl. 21:11 
@Wikist thanks for your answer.
Alastoro 29. jan. 2023 kl. 10:55 
@Серафим Вэйлoр i think beastman have the old woc soundtrack.
Серафим Вэйлoр 29. jan. 2023 kl. 8:48 
I know it is a seriously off-topic question but maybe you know: Where did WoC's soundtrack from the game 1 go? Is it even in the game files somewhere?
Wikist  [ophavsmand] 29. jan. 2023 kl. 5:49 
@Alastoro I am not as good as you think I am.:) If there are files for these animations in the database, then it could be easy to implement, but I will not search for them now to confirm that.

I don't know if the developers removed it intentionally or not.
Alastoro 27. jan. 2023 kl. 19:57 
hello, i have a question since you are a good map modder you may have the answere, basically from warhammer 2 to warhammer 3 it seems they removed the razing animations (the explosion), the only instance you can see the animation is when beastman raise a herdstone, do you know if it's possible to mod the animation back in and also do you think the developers forgot to add the animation or they just removed it?
Wikist  [ophavsmand] 24. jan. 2023 kl. 21:38 
@thomasmayrhofer1 I might do a side mod that would leave the original limitations or reduce them just a little. :)
thomasmayrhofer1 24. jan. 2023 kl. 14:52 
Cool mod, but white trees in the desert really look off. I didn't test the mod yet, but I saw it on one of your screenshots. At least in my oppinion, wasteland and deserts shouldn't have trees, even less if they are covered in snow or look like that.

No offence, I am sure it's a great mod beside that, thank you.
Revelation 24. jan. 2023 kl. 9:26 
basically yeah, because they were pushed out of the south already. So I suppose it suggests for them jungle is something they can't / wouldnt change
Wikist  [ophavsmand] 24. jan. 2023 kl. 4:39 
@TehOmnissiah What do you mean exactly? For Greenskins to not spread their vegetation into the jungle?

I was thinking about making factions replace the Mangrove swamp trees as well, as I recently flew over the map and saw that they are looking a little out of place in Lustria, if non-jungle race conquer them.
Wikist  [ophavsmand] 24. jan. 2023 kl. 4:36 
@Mazisky <3
Wikist  [ophavsmand] 24. jan. 2023 kl. 4:36 
@JadeCAT I might do that yes. My original files were too big for Steam to upload them and I just changed their size to be twice as smaller.