Total War: WARHAMMER III

Total War: WARHAMMER III

FancIER Forestry
65 Comments
Human bean 2 May @ 12:14am 
@Мэйби Бэйби(cam model) No, it is highly unstable
Nicoium 10 Aug, 2024 @ 9:31am 
Thanks for planting trees in my games!
I would love to see a forest mod for beastmen, so you could roleplay them as nature-loving beasts. I think you could be the one to make this a reality.
Generally I hate to look at ruins and sad wastelands without (plant)life, so that would help :)
NorscanWarlord 8 Jul, 2024 @ 1:30am 
can i run this alongside Dynamic World?
bnw82002 9 Jun, 2024 @ 7:09am 
Thanks for the update!
Saw It In A Pro Game Once 8 Jun, 2024 @ 7:49pm 
LETS GO!
wesker 9 Mar, 2024 @ 1:26pm 
works fine in old world
Bodongs 16 Nov, 2023 @ 12:25pm 
Love this mod but after a lot of testing and timing on my post battle load times, I can confirm that having this activated with Dynamic World and its compatch almost triples my loading times. I average 30 seconds of load time after winning a battle without this mod and almost 1.5 minutes with it turned on.
Wikist  [author] 10 Nov, 2023 @ 4:23am 
I was tinkering a little with the mod and a bug accured. I am trying to solve it. Will take few days though. It refers to chaotic vegetation.
cooperftw 12 Sep, 2023 @ 8:11pm 
Question about the Beastmen - do they spread some sort of corrupted forest/vegetation? I get that they lay everything to ruin, however, thematically they still dwell in woods/forest.
drizzt73 10 Sep, 2023 @ 3:08pm 
does this need an update?
Iron 8 Aug, 2023 @ 4:20pm 
Really like the idea of the mod,
are you planning or could you make a version that just replaces the generic trees etc which faction flavour, without adding extra, as i a pain try to find the ambush spot through all the extra (lovely trees) and areas of impassable terrain, when ambush heavy races/factions like Wood Elves ambush are strong theme also so is forest spreading as i conqueror, goes well with mods that extend expansion ability.
Sorry if this has been said before or if missed some in your description.
EzUNreal 27 Jul, 2023 @ 7:39pm 
Do you plan to make this compatible with immortal empire expanded? It adds a new campaign map on which this mod doesn't work, plus you can extend your forests onto the new lands
Wikist  [author] 15 Jun, 2023 @ 8:01am 
@Zach it is not exactly computable.

My mod here changes the trees that factions plant when they conquer. I didn't change trees that show up due to corruption. So I suspect that if you have World of Corruptions installed, you would see different trees when conquering, but after the corruption kicks in, the trees from those corruptions would take over.

This means that if you use this mod, you can theoretically play as f.e. The tomb kings which in here make regions have less vegetation overall and with time desert corruption would turn those areas into sands, so I think that's pretty cool.

Immersion breaking is the fact that there are two different vegetation transformations happening at the same time.
Zach 15 Jun, 2023 @ 7:42am 
Just tried it and there are some issues running both, like desert 'corruption' with 0 slaanesh corruption having slaanesh corruption visuals and wood elf 'corruption' turns into nurgle corruption somehow
Zach 15 Jun, 2023 @ 7:15am 
Is your combination mod compatible with World of Corruption?
Wikist  [author] 15 Jun, 2023 @ 7:08am 
Update: Cathay spreads a little of tree blossoms now too!
Wikist  [author] 15 Jun, 2023 @ 7:03am 
@DawianTool Check out an azming mod called World of Corruption . It does what you want.:)
Wikist  [author] 15 Jun, 2023 @ 7:03am 
I've made a combiantion of Dynamic World and FanciER Forestry. Check it out!:)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2989528126
DawianTool 15 Jun, 2023 @ 6:00am 
@Wikist Hi! Thx for this mod! Is there even the slightest chance that the fight between the corruption of different factions will be added, such as mixing the textures of the earth and smoothly capturing one corruption with another
Wikist  [author] 9 Jun, 2023 @ 1:06am 
@Reichspepe Will remember that.

@Kellsom I haven't tested, but was playing with it just fine.
Kellsom 3 Jun, 2023 @ 4:34pm 
Is it me or is this more fps intensive than the normal version? I can't tell.
Reichspepe 3 Jun, 2023 @ 2:04pm 
@Wikist Damn that's a bugger. But just keeping these 3 factions' temperate region changes vanilla and changing all the others would be possible then? If you'd ever want to do a mod version like this, that would be greatly appreciated :)
Wikist  [author] 3 Jun, 2023 @ 12:36pm 
@Reichspepe Yes. Temeprate regions are not diffrentiatied in any way. All other regions are in some form, but temperate forests share the same tag.

@LooseLeaf Glad to hear. :)

@Zach The differences from Fancy Forestry are mentoned in the description under "NEW IN FANCIER FORESTRY (from Fancy Forestry)"!"
Zach 2 Jun, 2023 @ 7:40am 
What can we expect for FancIEST Forestry
LooseLeaf 2 Jun, 2023 @ 6:04am 
I just want to say these forestry mods (and this new one in particular) are really nice! playing with this and no borders has turbo boosted my immersion which is always a plus in the warhammer series- where compared to older games it can be a little harder for me to get immersed into it as a living world without mods like this that pay attention to the smaller immersive details. makes the map feel much more alive and dynamic :)
Reichspepe 2 Jun, 2023 @ 5:20am 
@Wikist So if I understand it correctly, would this mean that it could only be made so that Empire, DE and Bretonnia owned provinces would all have the same vegetation type, even if owned by all 3 respectively? Like for example when playing as Naggaroth, every empire and bretonnian region that I would not own, would have DE vegetation?
Guvenoren 2 Jun, 2023 @ 4:50am 
@Wikist that is actually a very valid point. Thanks for the very indept explanation!
Wikist  [author] 2 Jun, 2023 @ 1:09am 
@Number_Dude In theory it is a magical forest. Let me clarify that climates of regions don't change. Just the models of the trees.

They use their own vegetation type which is different from everyone else's. But I think in Warhammer III they made their trees more similar to Bretonnian Oaks. If you compare Warhammer I and Warhammer III Wood Elves trees I can easily see some magical particles and different colours in Warhammer I, while in Warhammer III I struggle to diffrientiate them from Bretonnian trees. But technically they spread magical forest trees as indicated in the mod database.
Wikist  [author] 2 Jun, 2023 @ 1:06am 
@Guvenoren I did not increase the amount of trees visible outside of Wood Elves. What that other mod does is, it replaces grass and shrubs with trees to make it seem like there is denser vegetation. This makes it hard to know where you can use ambush correctly as no longer the trees are honest to you telling you where the dense or light forest areas are.

I was thinking about expanding the jungles to have the Wood Elves treatment, but I don't know, because of the mentioned ambush problem. Would be harder for Lizardem players to use it. Wood Elves don't need to take much territiory. But tell me if you think I should change jungles to do so. Then other races like Empire could be left with standard density of vegetation, so it seems like they cut down trees in the jungle a little when they conquer and Lizardmen spread dense jungle instead.
Wikist  [author] 2 Jun, 2023 @ 1:00am 
@TheOpiumMan Yep I don;t know how to resolve that issue with Skaven. It's mentioned in the description. I know that you can change the trees of corruption, but whenever the game reffers to the basic vegetation of the area (like Tomb Kings) some strange stuff is happening. I could try to fix it somehow, but I suspect a lot of work and bugs like with Tomb Kings. Maybe applying the same treatment for Skaven as for Tomb Kings would work, not sure.
Wikist  [author] 2 Jun, 2023 @ 12:58am 
@Reichspepe The game divides the map into specific regions.

Basic - applies to all standard temperate regions
Snow - Norsca, snowy mountains and snowy regions close to Chaos Wastes
Evil - Chaos Wastes
Cathay - well... Cathay
Cathay Blossoms - blossoms are unique to the region near the Cathay observatory
Dessert - Southlands dessert
Dark Elves Dessert - Nagarroth dessert
Jungle - Lustria nad Southlands jungles
Greenskins - Badlands
Mountain - non-snowy and non-dessert mountains

It would be possible to adjust each race to have the same vegetation in each of these regions making it seems like it stays the same everywhere BUT I can't make different vegetation for Bretonnia, Empire and Dark Elves, because they all belong to the basic temperate group. Meaning we would have to choose one type of trees for the whole of that region like empire pines everywhere.
Edge 1 Jun, 2023 @ 9:05pm 
Does Wood Elves spread magical forest, or just regular forest?
Guvenoren 1 Jun, 2023 @ 11:26am 
Does this mod add about the same amount of forestry as in Campaign Forestry (vanilla) mod?
TheOpiumMan 1 Jun, 2023 @ 8:56am 
I found out that the green plants I was complaining about (which I said grow on the snow north of Sigvald's territory) were actually related to Skaven vegetation (or ruins). So here it is, but maybe it's intended? Thanks for the good work !
Reichspepe 1 Jun, 2023 @ 6:43am 
Would you consider making a mod that basically reverses this? Meaning vegetation is permanent and doesn't suddenly change by faction ownership?
sirmicou85 31 May, 2023 @ 10:23pm 
@Wikist Okay thank you dude ! :)
Guvenoren 31 May, 2023 @ 2:17pm 
Got it boss!
Wikist  [author] 31 May, 2023 @ 2:15pm 
@Holy Sock @Guvenoren Not compatible, one would overwrite the other.

@просто ксарпер @sirmicou85 I will do them later.

@Forlorn Thanks for help:)
Guvenoren 31 May, 2023 @ 12:42pm 
Is this mod compatiable with Campaign Forestry (Vanilla), or does this mod do the same thing?
Forlorn 31 May, 2023 @ 12:04pm 
just look at original fancy forestry for pics, then imagine it with climate appropriate trees
sirmicou85 31 May, 2023 @ 9:54am 
Would it be possible to get pictures please ?
Ksarper 31 May, 2023 @ 5:16am 
where pics lmao
Holy Sock 31 May, 2023 @ 3:12am 
Cool mod. So is it compatible with Campaign Forestry or are those changes also included in this one?
Wikist  [author] 31 May, 2023 @ 2:25am 
@Squeeks(baxibestboi) Yeah sounds very cool. If I had time I was thinking about combining few mods together to create an ultimate corruption mod, to make tomb kings spread dessert and so on with actuall effects. But a lot of work so not anytime soon!

Another idea that I just got is to maybe try to make a version with city building spreading in the countryside of specific races to make it look like they start to occupy the area. That would work better with the "Simple Dynamic Settlments" mod that changes the skin of the city based on the race that occupies it.
Wikist  [author] 31 May, 2023 @ 2:25am 
@ZhangJao Depends what you mean. I know that it is possible to replace the trees with for example buildings and spread a big city of sorts. But all the things that I can use must be already in the game as models for campaign map. It is possible to make a faction spread dead trees, but I don;t know a way to make burning trees or make artilerry be visible on the campaign map destroying stuff.

@Azmodan If I find pipemodel in the files than maybe, but I can imagine there will be a lot of strange stuff happening like pipes spreading in strange places and without any logic xD.
Squeeks(baxibestboi) 30 May, 2023 @ 7:23pm 
ahh this is cool af. my fav thing about chaos in this game is how it physicly changes the game map. haveing even MORE races do that is awesome. As someone below said. chaos dawfs spreading pipes and nasty dark steam punk wastelands would be cool too.
Azmodan 30 May, 2023 @ 5:39pm 
Good stuff, would be awesome to see chaos dwarf pipes and whatnot to spread eventually if u lear to, this mod is so tematic, loved it!
TheOpiumMan 30 May, 2023 @ 2:01pm 
Very nice, thank for the update !
ZhangJao 30 May, 2023 @ 1:27pm 
So I get this mod is to create forests, but would be possible to be able to destroy them on map? Like with fire, magic, artillery and such, would be simply amazing if you could do that too
Wikist  [author] 30 May, 2023 @ 12:16pm 
3. Because I was working on two working files I got something mixed up again and didn't see the error before. The Lizardmen were not spreading their jungle in the correct way. In temperate regions they just spreaded jungle for example. Now fixed, sorry for that mistake!
4. In Cathay all races spread a little of Cathay-based vegetation as well. Only around 25% though. It is not a normal mix that I am doing with other regions of 50/50.
5. Chaos factions (Norsca too) were spreading only "chaos/evil trees" in snowy regions. Now they spread a mix like other races.