Total War: WARHAMMER III

Total War: WARHAMMER III

SWO-RD - Climate Overhaul
213 Comments
OpalGotMyHeart 26 May @ 6:51pm 
omfg this is sfo compatible, thank you so much! this mod makes climate feel meaningful!
Player 1 Mar @ 2:13am 
Wait so you play on the cut map? lol why?
stephane.f.david  [author] 10 Feb @ 4:44am 
Not any time soon. I'm too busy with making regional units for every race, and CA may expend the map with future DLC.
At some point in a relatively far future, when I have finsh every race, and if I CA does nothing with the map, maybe I'll switch my mod to IEE as a a base instead of IE
Nekroz 10 Feb @ 3:46am 
Will you try making a submod for IEE or Old World?
squirelord 24 Dec, 2024 @ 4:51am 
thanks guys
Tsundak 23 Dec, 2024 @ 11:51pm 
@squirelord,

You can use my mod "SWO-RD - Add-on: Base Sized Icons":

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3373353492

Just deleting "script/campaign/mod/sword_settlement_climate.lua" causes UI issues.
stephane.f.david  [author] 23 Dec, 2024 @ 8:17pm 
Small icons are harder to identify with many climates, and I really didn't like them.
But if you really want that, you can try it.

Edit the pack with RPFM, and remove this file

script/campaign/mod/sword_settlement_climate.lua
squirelord 23 Dec, 2024 @ 4:23pm 
Is there any way to reduce the size of the climate icons? Like the art just wish it was vanilla sized
Cheris 18 Dec, 2024 @ 3:11am 
If possible, you could limit the tier of the Deeps main building depending on the type of mountain, so mountains that are more foreign to the dwarves have less impressive Deeps. Since there are four tiers (T4 being the upgraded magma caverns) it could go something like this:

T1: mountain_naggaroth, mountain_pass_ulthuan, mountain_cathay_coast, mountain_cathay, mountain_jungle
T2: mountain_desert, mountain_mourn
T3: mountain, mountain_snow, mountain_pass
T4: mountain_dwarves

(Desert and Mourn mountains at T2 as there are some dwarven settlement in these regions, maybe Snow mountains should be T2, I don't remember fully where they are distributed on the map)

You could also move all the T1 biomes to T2 and have T1 Deeps be available everywhere.
Rincewind322 17 Dec, 2024 @ 1:26pm 
I think the Dwarfs being able to delve Underdeeps in any mountain makes a lot of practical sense, but I could also understand the thematic logic behind restricting extensive Underdeeps to traditional and reclaimed Great Dwarf Holds
stephane.f.david  [author] 17 Dec, 2024 @ 7:34am 
New version released with several corrections, mostly to mechanism using climates in script.
I hope I covered everything, if you spot something else let me know, climate effects are soimetime tricky (hidden in some unexpected places).
I have not fixed the issue with effects applying to army, based on the suitability of region owner.
stephane.f.david  [author] 17 Dec, 2024 @ 3:54am 
Also Skaven undercities have climate in their scripts
stephane.f.david  [author] 17 Dec, 2024 @ 3:53am 
Working on scripts a bit more. Fixed Rakarth's creature pen, Malakai's adventure
stephane.f.david  [author] 16 Dec, 2024 @ 10:47pm 
I have fixed the Deeps (which require scripting, not a simple table edit). The question now is: should the Deeps be expandable in any mountain climate?
I could resctrict to only a few mountains (Dwarven hold climate.
Or exclude some of them, like the Naggaroth mountains, the Mountain passes, Mountain of Mourn, or Cathayan mountains?
Tsundak 15 Dec, 2024 @ 3:15pm 
Just to let y'all know: I’ve decided to stop working on my add-ons for this mod, so that I can focus on my own standalone climate overhaul mod (work in progress, not released yet).

If anyone wants to take over the add-ons, I’m happy to add you as a contributor—so long as you know your way around modding!
Dictator Sky 11 Dec, 2024 @ 12:05pm 
@stephane.f.david
I understand. It's better to wait for a major update. Please don't give up on this cool idea.
Dictator Sky 11 Dec, 2024 @ 12:03pm 
@Tsundak Oh. excellently
Thank you, master!
Tsundak 10 Dec, 2024 @ 10:23am 
I've fixed it in my add-on, you're welcome to copy it over.
stephane.f.david  [author] 10 Dec, 2024 @ 7:53am 
I'll try to fix that, but after next DLC, since I'll probably have to update many tables and script anyway
Dictator Sky 10 Dec, 2024 @ 7:14am 
Great mod, I really like it.

However, it does not work with the mechanics of the "depths" of dwarf. Variations of mountains are not considered mountains for depths. Because of this, it is impossible to expand the slots for construction. Can you fix it please?
Tsundak 1 Dec, 2024 @ 7:59am 
Go ahead :)
stephane.f.david  [author] 1 Dec, 2024 @ 4:43am 
Do you mind if I use your work and integrates some correction directly in the main mod?
Tsundak 30 Nov, 2024 @ 8:54am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3374761480

SWO-RD - Add-on: Effects Overhaul

My personal edit, for anyone who's interested. It fixes the reported issues.
Tsundak 29 Nov, 2024 @ 8:16am 
I totally understand, and I appreciate you taking the time to look into it next week. No rush at all.

Looking forward to the update whenever you’re able to get to it!
stephane.f.david  [author] 29 Nov, 2024 @ 8:02am 
Thanks for the report. I'm busy this week end, I'll to fix things next week
Tsundak 29 Nov, 2024 @ 7:51am 
I’ve noticed a few other minor issues that might be worth addressing:

The effect bundle key "sword_effect_climate_6_vmp" should have the effect key "wh_main_faction_political_diplomacy_mod_vampire_counts" applied to it, but it currently has "wh_main_faction_political_diplomacy_mod_empire" instead.

The following effect bundle keys:
"sword_effect_climate_1_grn"
"sword_effect_climate_2_grn"
"sword_effect_climate_3_grn"
"sword_effect_climate_4_grn"
"sword_effect_climate_5_grn"
"sword_effect_climate_6_grn"

should have the effect key "wh3_main_effect_province_growth_climate" applied to them, but they currently have "wh_main_effect_province_growth_other" instead.

The effect bundle key "effect_bundles_localised_description_sword_effect_climate_8_dwf" is missing text and needs to be filled in.

I hope this helps!

Thanks again for your work on the mod!
Tsundak 29 Nov, 2024 @ 7:47am 
Unfortunately, this seems to be a limitation in how the game is designed. To work around this, I’ve removed all effects that apply to forces in my personal edit of your mod. It’s not an ideal solution, but it’s the only way I can think of to deal with the limitation.

I just wanted to highlight this in case it could be addressed or improved upon in a future update.

Thanks for your work on the mod!

Best regards,
Tsundak
Tsundak 29 Nov, 2024 @ 7:47am 
I’ve come across an issue with the "region_to_force_any" effect scope.

The scope applies to all forces in a region, but the effects seem to follow the region owner’s climate preference rather than the individual factions' climate preferences.

For example, if your force is in a region that should be harsh for your faction but is ideal for the region’s owner, your force receives a buff instead of a debuff. The opposite happens if your force is in a region that should be ideal for your faction but is harsh for the region’s owner. This issue also affects the AI.

An alternative could be using the "region_to_force_own" scope, but this would only apply when the player (or AI) owns the region. However, it can lead to inconsistent behaviour — for instance, your force might replenish when you don’t own the region, but is hindered when you do. This was also a problem in the vanilla game.
Tsundak 28 Nov, 2024 @ 8:39am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3373353492

SWO-RD - Add-on: Base Sized Icons.

For people who want the icons the same size as the vanilla icons.
Tsundak 28 Nov, 2024 @ 6:56am 
Sweet, thank you. Awesome mod :steamhappy:
stephane.f.david  [author] 28 Nov, 2024 @ 6:15am 
As far as I know. I update my mod with each new patch or DLC.
Tsundak 28 Nov, 2024 @ 6:09am 
This looks cool! Is it still working fine with the latest content?
stephane.f.david  [author] 13 Nov, 2024 @ 2:34am 
Yes, they are strong. Climate should not be an almost useless mechanism (like corruption or public order at the moment)
Agraza 13 Nov, 2024 @ 12:08am 
i love the complexity and layout, but those effects are very strong. wish more climate mods resembled yours
stephane.f.david  [author] 27 Oct, 2024 @ 9:17pm 
I prefer them bigger, so yes I made them that way. If you want them to be normal size, edit the pack, and remove the file script/campaign/mod/sword_settlement_climate.lua.
It may however not look nice since the icons are larger than vanilla.
Mrooky 27 Oct, 2024 @ 3:20pm 
Are the climate icons supposed to be this big? And if so, can I somehow change them to the base size?
Dairak Logrus 11 Oct, 2024 @ 11:33am 
work with lorefull mods dyplomacy and etc
Revelation 18 Aug, 2024 @ 5:31pm 
Thanks for the response :)
stephane.f.david  [author] 17 Aug, 2024 @ 9:36pm 
No. I'm currently not using these maps, and I'm too busy to do that.
But if someone has time, it's possible to make a compatibility patch. There is one table, campaign_map_settlement, where you can assign the climate for each settlement. So not difficult to do, but time consuming to go through all the settlements and decide what climate is the best for it.
Revelation 17 Aug, 2024 @ 9:32pm 
Does it work for Immortal empires extended / the old world maps?
stephane.f.david  [author] 21 May, 2024 @ 6:00am 
Updated for 5.0.3
- Malakai added to the "northern dwarves" group.
- CA changed the base climate of some settlements, but since the mod already has more specific climate for them, these changes are not added to the mod
undo 28 Mar, 2024 @ 10:10pm 
Makes sense, thanks for explaining it.
stephane.f.david  [author] 28 Mar, 2024 @ 9:57pm 
not compatible without heavy work. My mod adds many different climates. Climate adaptation adds many scripted effect to the "few" vanilla climates. Making it compatible would mean many scripted effect for many climates --> kind of exponential complexity
undo 28 Mar, 2024 @ 8:51pm 
Will Climate Adaptation mod work with this one?

They both touch climate stuff but I was hoping someone knows they work together or a submod exists
温二小放牛娃 10 Mar, 2024 @ 8:45am 
A very good mod!Thank you very much for your work.
Erik 13 Feb, 2024 @ 2:14pm 
Thank you very much! :)
stephane.f.david  [author] 11 Feb, 2024 @ 8:01pm 
yes, you can change he values in the tables in db/effect_bundles_to_effects_junctions_tables. The "base" one is for all the regions without diplomacy effect; the "diplo" ones are for regions with diplomacy effect.
You'll see they are very similar to the base one, with an additional effect, such as "wh_main_faction_political_diplomacy_mod_dwarfs", which give a diplomacy penalty against dwarves, if another faction occupies one of the dwarve key region such as Karaz-a-karak or Karak Kadrin.
Erik 11 Feb, 2024 @ 7:20pm 
Oh, I am talking about this: db/effect_bundles_to_effects_junctions_tables/@sword_climate__effect_bundles_to_effect_base

Unfortunatley I don't understand the files below named sameasabove_effect_diplo_raceblabla.
Erik 11 Feb, 2024 @ 7:11pm 
Hey, I love your mod. I would like to tweak some numbers (Climate effects) just for myself. I would just change the values under "effect_bundles_to_effects_junctions_tables" ... right? Sorry your mod is too complex for me to fully understand :D
Iceobeasty 21 Jan, 2024 @ 6:29am 
Okay thanks for all your hard work. This is such a great idea for the game. Are you interested in submodding?