Total War: WARHAMMER II

Total War: WARHAMMER II

No Climate Penalties
260 Comments
rahonbass Feb 28 @ 8:38pm 
Just wanted to add this mod still works well. Just make sure to load it last on your mod list (to who it matters last mods changes affect the rest). Many thanks to the creator. Btw using SFO and many other mods besides.
adwilkes Oct 1, 2023 @ 1:24pm 
Doesn't seem to be working after shadows of change update. Not sure if this is just me.
MaYoR :D Mar 23, 2023 @ 4:02am 
Don't work for me. TW2
Psycho  [author] Aug 12, 2022 @ 1:26pm 
It should be. I remember adding some SFO related stuff in the past.
So unless SFO added something recently there should be no issue.

Of course, if something was added recently and causing issues, just comment again and I'll fix it.
Ligma Bababooey Aug 10, 2022 @ 9:26am 
is it sfo compatible ?
qmffndjtmzls Aug 9, 2022 @ 1:42am 
Thank you from korea!!
doug righteous Jul 17, 2022 @ 5:34pm 
i would imagine each race has a list of climates that it will, and will not settle in, as opposed to checking the bonuses of each climate
Fear2288 May 18, 2022 @ 11:09am 
So this really doesn’t affect the AI’s behavior in regards to expansion?

I’ve always been a little dissatisfied with the fact that while the player has to deal with penalties to replenishment, public order, income, and build time, the AI really doesn’t with all the bonuses it gets.

I’m just curious if this mod inspires the AI to expand in places it usually doesn’t as X faction. Like will KaK become even bigger and stronger by freely taking ground in the desert or empire? Will the tomb kings now seek to expand in places they usually dont? Etc?
Psycho  [author] Apr 19, 2022 @ 5:07am 
Your assumptions are correct.

80% of updating it is just getting rid of the out-of-date label on the mod loader. A very large chunk of users refuse to load out-of-date addons, so there is value in preventing that by keeping on top of things.
The other 20% is, as you assumed, adding values that have been added by other mods or DLC. Some of the overhaul type modders like adding new stuff to the penalties.

From the comments, most are worried about extra AI aggressiveness, rather than seeing it as a desirable effect. So your request is a bit unusual in that regard. Setting everything to suitable would almost certainly make the AI more dangerous.

Creating the mod you suggested wouldn't be too difficult.
I'm not 100% sure on this and haven't tested it, but I think all you need to do is:
- Open "campaign_group_members_tables"
- Filter for "climate"
- Change all groups to "wh2_main_climate_suitable"

Or pick and choose the factions to your liking, of course.
Legionary Apr 19, 2022 @ 4:04am 
Out of curiosity (also includes WH3 version), what reasons would you need to update this mod? Would it just be other mod compatibility, or if a new faction or settlement was introduced?

I've looked at the other mods that are similar, that make it so every settlement climate is suitable for every faction, which would be interesting to play as I guess the AI factions would be more aggressive as they would want to take over every settlement. But these mods would need constant updating for every faction and settlement that is introduced. Is that something that would be easy to mod? Not asking yourself to make, maybe something I could make.

If you do reply, thank you in advance for replying.
Psycho  [author] Apr 6, 2022 @ 3:52am 
Uploaded the WH3 version:
https://steamcommunity.com/sharedfiles/filedetails/?id=2790202192

I hope you will trust me to keep it up-to-date since I managed to do so for this WH2 version for it's entire lifespan :B1:
Psycho  [author] Feb 22, 2022 @ 5:12am 
@Raelag

db/effect_bundles_to_effects_junctions_tables > "wh2_main_climate_(...)"

RPFM schema hasn't yet been updated yet for WH3, so you'll have to use the decoder to access it for now.
Raelag Feb 22, 2022 @ 4:55am 
@Psycho Thank you for this mod, I used it all the time while playing warhammer 2.
Any chance you could tell me where I can find the values to adjust in the data pack of wh3?
Any help would be appreciated :)
Cant wait for your mod as soon as CA enables Support.
Psycho  [author] Feb 20, 2022 @ 5:49am 
Can confirm WH3 climates work exactly the same way. So now it's just a matter of waiting for CA to enable the Mod Manager & Steam Workshop.

https://i.imgur.com/pg4g4Vm.png
johna Feb 19, 2022 @ 8:50am 
@Psycho, Thanks for keeping this updated.
Marcus Antonius Feb 17, 2022 @ 9:20am 
@Psycho Great news, superb mod :)
Psycho  [author] Feb 17, 2022 @ 5:14am 
@Marcus Antonius I was planning on it, yes. I've had no issues maintaining and updating this one for the lifespan of WH2, so WH3 should be no problem. Assuming there's nothing particularly odd with the way climates work in the new game.

@Cracktober It does not. All this mod does is set the climate penalty values to zero. Norsca settling ability is a separate system not affected by the value of climate penalties or climate penalties in general.
Cracktober Feb 14, 2022 @ 2:57pm 
Does this affect not being able to settle certain settlements (such as playing as the Norsca) ?
Marcus Antonius Feb 14, 2022 @ 9:24am 
@Psycho I hope you will make this mod for WHIII
战帅的命令往下传 Feb 1, 2022 @ 3:50am 
l love this mod
Gulzar Jan 30, 2022 @ 2:28am 
great mod:Ageha:
嶂墨白 Jan 11, 2022 @ 7:15pm 
nice mod, thank you:steamthumbsup:
XIX Victorious Aut Mortis Dec 18, 2021 @ 11:48pm 
wondering if you could just enable it for the Player Faction. as My AI factions are going off and taking over Places that shouln't be Habbitable such as the Chaos Waste and Mountains this being AI Nulun's.
Psycho  [author] Dec 13, 2021 @ 4:16pm 
As far as I'm aware the AI behaviour is to simply look at the climate itself; whether or not it is unsuitable/unpleasant to their faction or not.
It is not so complex as to actually weigh the penalty values of the climate penalty in its conquering decision making.

That said, when it does conquer places that have an unsuitable/unpleasant climate for their faction, it will of course not be impacted by the few visible climate penalties that actually affect AI (like public order). So it does gain some advantage through this mod which could perhaps lead to some changes in behaviour. Due to it having to deal with less rebellions, for example.
HardStrike Dec 13, 2021 @ 11:57am 
Does this mod change AI behavior regarding capturing territory? typically AI will not capture a location that is not a favorable climate, and raid it instead.

Does this mod make the AI capture every territory they manage to win or is this not affected?
Psycho  [author] Oct 18, 2021 @ 12:32pm 
Just did a quick test and the climates are just a bunch of zeroes in Vortex campaign. Which faction has the issue and which value is not set to zero?

Make sure your load order is correct so there's no other mods overriding the climate penalty effects of this one.
KidKulafu Oct 18, 2021 @ 11:03am 
help mods not working with vortex campaign :(
Mekboy Reaper Sep 18, 2021 @ 7:39am 
ah i see :p, ty for the info
Psycho  [author] Sep 17, 2021 @ 2:52pm 
Just going to copy what I wrote last time it was asked:

"(...) general answer is no, by my (admittedly limited) understanding of the game.
Climate penalties are tied to factions. For example, one faction treats jungle as pleasant while another treats it as inhospitable. Whether the faction is currently controlled by player or by AI is not taken into account at all in this.

So if you want to remove climate penalties just for yourself and not for anyone else, you'd need to edit the faction you're playing to not have penalties anywhere while leaving all other factions alone. You'd need a separate mod for each faction you want to play as and swap mods when you're swapping factions. Even then the AI playing factions in the same category as yours would also no longer have penalties.

This specific mod gets around the whole faction thing by editing the penalties themselves. It doesn't matter how your faction treats each climate, since the penalties applied are simply 0."
Mekboy Reaper Sep 17, 2021 @ 11:53am 
would it be possible to make a player only version ?, i would like the AI not to colonise places it should not be and not be affected by it (kinda like in WH 1) :p
Griffox Aug 31, 2021 @ 8:05am 
ty i will try
Psycho  [author] Aug 31, 2021 @ 5:26am 
@Griffox I have used it in co-op campaign without issues. That's been a while ago now, but I don't think much has really changed on that front since.
Just make sure both players have the same mod(s) installed and use the same mod load order.
Griffox Aug 29, 2021 @ 4:28pm 
does it work in multiplayer?
瑞仔 Aug 20, 2021 @ 10:36am 
Thank you
Trekdoek Jul 23, 2021 @ 1:04am 
Yes confirmed, still works with Silence and the Fury update.
Coda Jul 16, 2021 @ 12:27pm 
Thank you.
Sgori Jul 16, 2021 @ 7:22am 
I don't have any issues with this mod. New ll works too, if anyone is concerned.
Psycho  [author] Jul 15, 2021 @ 9:07am 
This mod is simple enough that it should not *need* an update to function. Just ticking the box that allows out-of-date addons to run is enough.

Doesn't mean I'm not going to update it when people ask, of course :B1:
M. Jul 14, 2021 @ 6:41pm 
update please
Gilzen Jul 14, 2021 @ 5:02pm 
was wondering if it needs to be updated as well
lordmalorne Jul 14, 2021 @ 12:31pm 
Will this need an update?
Psycho  [author] Apr 25, 2021 @ 3:48am 
I'm not seeing any issues here from a quick test, so not much I can tell you beyond the basics that you should make sure it's enabled in the launcher's Mod Manager and that you clicked Play and not Disable Mods when you started it from said launcher. Maybe muck about a bit with the load order if you have multiple mods that affect the penalties.
Reqqi. Apr 25, 2021 @ 3:16am 
hi i just subscribed to this but my unsuitable climates still show the penalties like -7 etc ?
Sgori Apr 24, 2021 @ 3:55am 
Many thanks!
Psycho  [author] Apr 24, 2021 @ 2:11am 
@Sgori Done, thanks for pointing out concisely what was missing, makes things a lot easier for me :D:

SFO keeps adding more and more penalties, huh. Third time I'm having to add compatibility for their mod.
Sgori Apr 23, 2021 @ 3:25pm 
Could you make sfo version?
Unpleasant have +1 recruitment duration and -10% campaing movement range. Uninhabitable have -20% campaing movement range.
alexscrima Apr 19, 2021 @ 5:20am 
@Pimpin I think that AI is however a little boosted compared to that player so I think the AI doesen´t care about climates because its penalties are a trascurable compared to its boost
Pimpin Pippin Apr 14, 2021 @ 9:34am 
To be honest due to campaign difficulty buffs the AI barely suffers any penalties from bad climate.
I think they are programmed to somewhat avoid bad climate cities but numerically speaking AI does not care all that much about climate penalties.
Psycho  [author] Apr 14, 2021 @ 8:27am 
Been asked before and the general answer is no, by my (admittedly limited) understanding of the game.
Climate penalties are tied to factions. For example, one faction treats jungle as pleasant while another treats it as inhospitable. Whether the faction is currently controlled by player or by AI is not taken into account at all in this.

So if you want to remove climate penalties just for yourself and not for anyone else, you'd need to edit the faction you're playing to not have penalties anywhere while leaving all other factions alone. You'd need a separate mod for each faction you want to play as and swap mods when you're swapping factions. Even then the AI playing factions in the same category as yours would also no longer have penalties.

This specific mod gets around the whole faction thing by editing the penalties themselves. It doesn't matter how your faction treats each climate, since the penalties applied are simply 0. Makes it super compatible and easy to keep up-to-date.
Leaf Apr 14, 2021 @ 3:56am 
is player only no climate penalty mod possible?