Total War: WARHAMMER II

Total War: WARHAMMER II

Full outpost rework for the Wood elves
150 Comments
Everd0mii 13 Feb, 2023 @ 4:51pm 
broken
HungryBat  [author] 21 Aug, 2022 @ 1:33pm 
Skiritai 21 Aug, 2022 @ 1:19pm 
Top mod thx, hope this critical mod gets to TWW3. o/
HungryBat  [author] 31 Jul, 2022 @ 4:20pm 
@LeBino, if you find the bug and can pinpoint it, I'll surely implement it, if you just want to fix it for yourself that's fine too.
but yes my focus is on warhammer 3 as of now, and to be frank, knowing myself, the chance is very unlikely that I will backtrack and personally try to find and fix warhammer 2 bugs, unless someone spots them.
Le Bino 31 Jul, 2022 @ 4:18pm 
Level 5 settlements with the mod of "Elven Cities" by you, it also happens. Can i, with your permission, dwell on this bug and if i find the culprit complement it?

Warhammer 3 will be your focus right now, no?
HungryBat  [author] 31 Jul, 2022 @ 3:45pm 
@LeBino, that sounds like a bug, and they do seem to happen, I also sometimes experience warhammer 2 bugs, for instance I started a drycha campaign, with nothing special or modded about it, and it crashed when I hoverd over the dryad building recruitment icon
if you're curious though I improved apon this mod in game 3, see it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2842673530
Le Bino 31 Jul, 2022 @ 3:31pm 
After confederate with Drycha i found that some settlements, minor ones, after the lvl 3 keep asking for the "upgrade" to level 4.

Tried to check with RPFM the building_level but didnt find the way to limit the settlement level.
HungryBat  [author] 18 Jul, 2022 @ 5:34am 
I see this mod still has a vast fanbase, I'm happy to announce that you'll see this mod again in game 3, I have inspiration to make some significant improvements, if any of you have more idea's do please tell!
HungryBat  [author] 31 May, 2022 @ 3:54pm 
@TheHammerofjustice, the main trees requiring growth is to balance out the fact that wood elves almost drown in growth with this mod, as the shared outpost growth scales super fast with the upgraded outposts
The Hammer of Justice 31 May, 2022 @ 2:59pm 
I am not sure whether this is a bug or if it was intended this way, but when I play with this mod, it costs kindreds to move between tiers for the main tree settlements as well as the outposts, while it just costs money in vanilla. Is this an intended change?
lwhのsama 25 Mar, 2022 @ 1:13pm 
please make it suitable for sfo
HungryBat  [author] 3 Mar, 2022 @ 1:23pm 
dont worry, when the IE and workshop releases you can expect it
(GBA)Hefeteigware 3 Mar, 2022 @ 12:54pm 
i need this vor tw 3 mortel empire
HungryBat  [author] 24 Feb, 2022 @ 8:32am 
I know, but I cant make the garrisons smaller, core game code cannot be undone, so I'm stuck with this many units, you could try out my other wood elf mods that way you suffer much less form this issue
HungryBat  [author] 17 Feb, 2022 @ 2:33am 
No the majors are forest cities
Dr. Quackers M.D. 16 Feb, 2022 @ 9:24pm 
You mean Campaign Forestry - Vanilla Version?
HungryBat  [author] 16 Feb, 2022 @ 7:33pm 
Me too man
My lastest wood elf mod should help though
Check it out!
Dr. Quackers M.D. 16 Feb, 2022 @ 6:45pm 
Is there a mod that adds more forest to the province as the settlement grows.
I wish wood elves would have been given a corruption mechanic that alters the map the forest, maybe we will get that in WH3 tho.
HungryBat  [author] 7 Feb, 2022 @ 5:56am 
are you sure, which minor settlement enables the full chain, note that they're not meant to be combined
Deviant 7 Feb, 2022 @ 5:35am 
With the help of KMM, they stack, but in the end, even in minor settlements, you can build all types of buildings from both mods.
HungryBat  [author] 4 Feb, 2022 @ 3:45am 
Nope, outpost settlement mods dont stack
Tanaka 4 Feb, 2022 @ 2:05am 
It is not possible to use your "Major cities are wood elf forest cities" mod with this one correct?
Tanaka 3 Feb, 2022 @ 6:25pm 
Gotcha thanks!
HungryBat  [author] 3 Feb, 2022 @ 4:53pm 
"tweaking" the garrisons is a nightmare, you have a key for every unit at every level, best if you prepair yourself for a lot of excel sheet copy pasting and writing as there are 6 different outpost slots, but luckily only 3 levels of each garrison building type
keep in mind that downgrading a garrison as it levels up is not a good gameplay design, the current layout is as minimal garrison growth as i can make it, neither can you remove base code, so reducing the base game garrison is impossible.
Tanaka 3 Feb, 2022 @ 3:18pm 
@illegal gamer 123 thank you. Could I ask what is the name of your file in the data folder? Would like to see if I can tweak the garrisons a bit for myself?
HungryBat  [author] 3 Feb, 2022 @ 1:45pm 
building_level tables, development cost is the growth price and the building cost is building cost
Tanaka 3 Feb, 2022 @ 12:37pm 
@illegal gamer 123 ok thank you for your work. Could you tell me which data file the cost of outpost buildings are located?
HungryBat  [author] 3 Feb, 2022 @ 1:24am 
If you upgrade the outpost enough yes, but upgrading requires the same amount of growth as a tier 4 and 5 settlement
If you want to try something else I have more mods
Tanaka 3 Feb, 2022 @ 12:22am 
Great work and I love this concept but the garrison of the outpost is stronger than the garrison in my starting major city?
HungryBat  [author] 2 Feb, 2022 @ 10:57am 
the oak of ages garrison is just the default game, my mod has no impact on that situation
you'll need to talk to "Zorbaz's Greater Garrisons" about fixing his garrison keys
Steiner 2 Feb, 2022 @ 10:15am 
Ah i got it now. Its Zorbaz's Greater Garrisons that dosen't work with it unfortunely.
I don't know how much work it would take for you to make that compatible but if you did i will include you in my thoughts and prayers.
HungryBat  [author] 1 Feb, 2022 @ 4:04pm 
I'm afraid thats only on your end, there must be some other mod fighting over the garrison keys
check if you have a messy or old garrison mod somewhere activated
Steiner 1 Feb, 2022 @ 3:48pm 
The oak of ages got 0 units for me, no garrison from level 1-4. Only level 5 after the Rebirth it gets a full garrison.
Iusnex 30 Jan, 2022 @ 10:54am 
Thank you for the answer.
HungryBat  [author] 30 Jan, 2022 @ 9:52am 
Everything stacks
The bonusses also stack
The garrisons stack
But as all of the buildings give a unit to recruit, the game warns you that you can already recruit dryads for instance and that you dont need to build another dryad building
Iusnex 30 Jan, 2022 @ 7:19am 
With this mod, you can build 3 buildings in each minor settlement. You have four options, so there will naturally be some overlap if one fills each slot. I assumed that bonuses do stack, yet I still do get the message "Multiple buildings of this type exist with no additional benefits". If I remember correctly such a message only appeared for multiple recruitment-only buildings for other factions, where it makes perfect sense.
So here are the questions:
1. Are the bonuses unique within province as the message claims?
2. Do you still get the garrison from the building?
HungryBat  [author] 26 Jan, 2022 @ 2:37pm 
alright I finally manage to make it work, here it is. The mod that enables wood elves to build forest cities in major cities, I know we are very close to game 3, but I'm going to try and port this one over immediately.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2732619868
Jack Greedy 11 Jan, 2022 @ 11:06am 
Very fine mod.
HungryBat  [author] 5 Jan, 2022 @ 2:31pm 
if anyone got bored of the standard starting locations of the wood elves, here's a mod that provides 5 more
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2709146050
HungryBat  [author] 30 Dec, 2021 @ 5:33pm 
thats true, because SFO has their own version of the wood elf rework
I cant change them, its because they didn't cut their rework into smaller parts, if they seperated their wood elf rework from the rest, both mods would work fine together
GenezisO 23 Dec, 2021 @ 10:49am 
I compared playing SFO with and without this.

Without this mod, there is only tier 1 to most green buildings for outposts, but they get a lot of buffs.

What your mod does is that it keeps all these buffs on tier 1 unchanged, but when upgrading to higher tier, most of buffs from SFO wood elves changes are lost, because your mod does not take those extra buffs into account.

Could you maybe make a simple SFO submod so that those extra buffs are kept on higher tier buildings that your mod provides as well?
GenezisO 23 Dec, 2021 @ 10:41am 
@Torak nevermind, this does not work correctly with SFO, building chains are messed up

Waystone gives tons of buffs on tier 1, but when upgraded to tier 2 you actually loose most of the buffs which Waystone tier 1 does provide, for example you don't get +3 public order, +3 untainted, same on tier 3, you only get better garrison

SFO already uses this mod, that does rework Wood Elves quite heavily, although SFO compatibility patch for Full outpost rework would be nice.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1288489406
HungryBat  [author] 18 Dec, 2021 @ 2:02pm 
to any of you who want to try and play norsca, I made a fix mod that should solve the money shortage issues that norsca suffers: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2686194316
HungryBat  [author] 15 Dec, 2021 @ 5:40pm 
I hope its not too much to ask, but if anyone is willing to give me 1 cent as a donation for my mod, Id be super happy :) I worked long and hard on this one
https://gofund.me/f6a5eabd
GenezisO 4 Dec, 2021 @ 5:05pm 
Thanks. I appreciate the modders work.

Just finished my Sisters campaign, ended up with military allies and completed the Ceithin-har quest chain and obtained this special drake. :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2673553066
HungryBat  [author] 4 Dec, 2021 @ 4:37pm 
Feedback has now been incorporated:
changes:
main elf magical forest settlements no longer give factionwide income increase, instead only give local income increase
toryvresse and Massif orcal now provide 400 income just like a max level settlement
I was unable to make them upgradeable, I cannot increase their tiers sadly
I will continue to look into it, but for now this works
Capitol outposts now give 1% global income increase to nerf massive late game income scaling
also capitol outposts like massif orcal and toryvresse cannot yet be upgraded due to their unique condition
HungryBat  [author] 4 Dec, 2021 @ 3:26pm 
Yes, this is because Massif Orcal is a unique settlement, like a capitol province, core game code prevents me from adjusting this settlement much, But I have an idea, so give me a few seconds, I might be able to find a solution
GenezisO 4 Dec, 2021 @ 1:12pm 
@Torax

I want to report that playing as Sisters, when I capture Massif Orcal west of The Great Oak, I can only build tier one main building, so I can't build past that stuck with only one building slot.

When I captured it I let it grow, but I realized I have surplus 5 but can't upgrade, when I inspect settlement's building chain, it also shows that capital can be only tier one.
ThaddiusX 3 Dec, 2021 @ 4:16pm 
@Torak
Oh I didn't ask you to make the change, just since you said earlier it couldn't be due to your mod. I'll just do these three edits myself each update, since I mod myself, and then the rest can use it as is. :-) No worries.

Best thing about this mod is the ability to defend to some degree while not having a stack in the vicinity. You can't defend against a full assault, but the smaller stacks you are able to repel.