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I just found out why some people's camera mods aren't working for some people. It seems if you are running on low graphics setting then your camera angle is restricted and less horizontal. But if you run the ultra graphics setting you then will see the change and the more horizontal camera angle. It's crazy that I just discovered that now.
Hope this helps someone.
I have tried manipulating the "camera_warhammer_minimum_tilt_angle" value to even being just value 1 using RPFM and nothing even happened. For some reason I don't think you can even get horizontal camera anymore even if you tried :(
And believe me I am trying so at least I know I am not missing out on anything but I kinda want to explore land closer to the ground like in ROME 2 on that horizontal track :)
sorry for the late reply, i think i mustve missed the steam notification aha. you could change the camera angle value yourself. its a really simple mod, just download rpfm and open this mod with it. inside the mod i have a text file explaining what each value does so all you gotta do is just change one of the values more to your liking
it doesnt need an update, it still works. I will push an empty update later on though so that the mod manager doesnt say its outdated
I'm actually working on a modlist, but I got lofty goals - esp. when it comes to its presentation, I'd like to have a loreful-sounding but completely made up back story and stuff....)plus my lists always end up way too long - currently I'm working with a Cathay-centric 400 title mod list. So I guess I'll just never get it finished, haha!
If you ever want to try a campaign start, choosing out of TEN pretty fleshed out Cathayan factions let me know - I'll send you the list, you play a couple of turns and then let me know if it's worth 500 more hours of nervewrecking trial and error on my potato PC :) :) :) :)
looked at freiya's camera mod and we conflict on only 2 things which are the minimum height and the camera angle but funnily enough we both have them set to the same values aha. it should be fully compatable with it as nothing else conflicts. i will add this to the description.
atm i dont have any plans to make a wh3 modlist, but thats not a definite no. im just trying out various mods at the moment and might potentially make one in the future but it would more likely be near to when ca stop working on wh3 so i dont have to worry too much about new patches and mod updates breaking things, especially cus sfo still receives big updates which could mean weeks of the modlist not working until sfo finishes a new update. ty for the kind words!
should be no compatability problems, if you have a mod which does the same things as this then it will just mean that one will overwrite the other. just tested save game compatibility and it works really odd aha. it seems like your min and max zoom are somehow tied to your savefile. if you add this mod mid campaign, you wont get any change from the vanilla min & max zoom but you will get the other features. similarly if you start a campaign with this mod then remove it, the min & max zoom will be what this mod has and the other features will just be vanilla. it is 100% safe to add or remove mid campaign though. i will add this info to the description.
@mohaks_9330
im not sure which mod you mean, if you could link it then i could take a look
It sounds like maybe they're affecting different things and *might* be somewhat compatible, or is that impossible, Ero-sennin?
BTW, do you have any plans to "release" a WH3 modlist/collection at some point? Given the quality of your WH2 collection, that'd be <3 (100 emoticon) (fire-and-explosion emoticon) etc.
They just change settings and WH3 won't "miss" these when you remove the mod. It'll just look like it did without the mod. That's always the thing I believe with savegame compatibility: if a mod "creates" database entries - like for new buildings/units/machanics- which are stored in your savegame. Because if you try to load your savegame and it has references to stuff that WH3 doesn't have a clue what this even is (as the respective mod is now missing) these "nirvana references" cause the CTDs). Hope that made sense...