Total War: WARHAMMER III

Total War: WARHAMMER III

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Fancy Forestry
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graphical
Tags: mod
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336.638 KB
18 Jan, 2023 @ 4:19am
27 May, 2023 @ 1:54pm
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Fancy Forestry

Description
The trees strike back!

Do you want to see your trees in snow and chaos wastes areas? No problem!
Do you want to spread vegetation over deserts? You got this!
Do you want to enact the Great Purge as Lizardmen and plant jungles all over the world? Well, now you can!
Or do you want to see those Cathay trees change when you conquer it? What a discrimination that Cathay will plant their trees in the Empire, but Empire can not strike back!

Now all of the above options are possible!

What this mod does?

This mod allows every faction (with the excpetion of Tomb Kings) in the game to spread their forestry everywhere. Enjoy!

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.

Minor issues:
1. I really wanted to make Tomb Kings part of this mod, but in the end I decided that it was going nowhere. I was trying very hard and couldn't figure out why they always have some other trees mixed with palms or why they override the basic vegetation.

When I firstly uploaded the mod I left them like that, but it also caused Ruins, Vampire Counts/Coast, Chaos and Skaven to use palms as their default vegetation (as their respective corruption grew the trees were transforming into the vanilla ones, because they are connected with corruption values, but before corrupting the land they were using palms).

I spent several hours tinkering how could I fix this issue, but was unable to do so in the end. Tomb Kings for whatever reason overwrite the base vegetation in the area and even though I pin pointed every race to every tree that they should have, the game still decided to just put palms there! Very frustrating! Finally I decided to exclude Tomb Kings from this mod and preserve it as a clean version without any bugs. Tomb Kings rarely spread beyond their deserts so it shouldn't effect the gameplay greatly.

I made a separate version of this mod where Tomb Kings actually spread their palms everywhere, because I replaced the basic vegetation in game with palms. The drawback is as mentioned above - you see palms in Vampire, Chaos, Skaven and ruin regions, if they are uncorrupted. Besides this change this second mod is the same in every other aspect as this one. Empire, Bretonnia, Lizardmen and all the other races will spread their correct trees everywhere on the map without any problems.

So this mod is for the general experience. I want this one to sit in your mod collection in peace. I didn't want you as a player to have to remove it or add it whenever you would like to play as a certain faction.

But if you would like to play your next campaign as Tomb Kings and conquer the world you would probably be better off choosing the other version of this mod. I called it Tomb Kings Spread Palms (I know, very creative name).

Here's the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2920620295

Sorry that I had to do this like this, but I just couldn't come to any better solution! I hope this sits well with you all!

^^^ If someone knows how to resolve the "palm issue" please let me know. I did exactly the same for Lizardmen and everything works well with them, so I don't know what is the cause of the problem for palms.

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.

Thanks and additional links:

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

I also made a standalone version of unique ogre forestry from this mod. But this had been done in an even more vanilla spirit, so no vegetation will be replaced on deserts, jungles etc. You can check it out here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2919932342

I made a FancIER version with the changes that I described in the comment section. This is a solution for now, as in the future I plan to create a MCT extension so anyone will be able to customize the vegetation as they see fit. But I can't do this right now, so it needs to wait. Here is the link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2981487654
76 Comments
marc.on.pluto514 2 Mar, 2024 @ 11:53pm 
dead?
SerWind 22 Aug, 2023 @ 9:38pm 
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 Jul, 2023 @ 4:57am 
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  [author] 15 Jun, 2023 @ 7:04am 
I've made a combiantion of Dynamic World and FanciER Forestry. Check it out!:)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2989528126
Wikist  [author] 27 May, 2023 @ 2:14pm 
Everyone and especially @Forlorn the alternative version of this mod has been created: https://steamhost.cn/steamcommunity_com/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 May, 2023 @ 9:40am 
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  [author] 11 May, 2023 @ 2:03pm 
@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 @ 11:04am 
This seems really cool. Does it also change the climate, not just the plants?
Forlorn 24 Apr, 2023 @ 3:22pm 
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 @ 1:17pm 
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