Total War: WARHAMMER III

Total War: WARHAMMER III

Major settlements are forest cities and outposts can be upgraded for wood elves
173 Comments
delfiorina Dec 18 @ 5:20am 
Yes it works now, thanks!
Mysterio Dec 17 @ 10:54pm 
Thanks for update
Das Twit Ja Dec 17 @ 4:06pm 
Thank you for the update. mod works now
HungryBat  [author] Dec 17 @ 11:48am 
that's the old bug, have you tried resubscribing to the mod?
delfiorina Dec 17 @ 11:32am 
it can be that to i will examine further
but here is what it says error message

wh_dlc05_wefoutpost_slaughter_1wh_main_effect_allcampaign_razing_income_
in Table building_effects_junction_tabels and packfile Wood_elf_majors_are_forest. pack
HungryBat  [author] Dec 17 @ 11:23am 
are you sure you don't have any other mods?
delfiorina Dec 17 @ 11:16am 
For me it says something about outpost forced income building not compatibel and then there are some numbers i must write it down and repost
HungryBat  [author] Dec 17 @ 10:31am 
I fixed the problem and cleaned up the mod's code. Not that anyone will notice.
Enjoy, tell me if you find any other problems.
delfiorina Dec 17 @ 7:52am 
Yes please look in to it becurse i cant play my favorit Race without this mod anymore, i have tried but is is not the same.
HungryBat  [author] Dec 17 @ 2:27am 
Okay i will redownload the entire game then and fix it
Das Twit Ja Dec 16 @ 2:02pm 
yeah they changed something has caused the entire mod to just cause the game to not want to load at all.
Mysterio Dec 16 @ 1:20pm 
pls update!!! game crashing, it isn't working
HungryBat  [author] Dec 16 @ 2:30am 
is it not working?
huynhphuongtubd000 Dec 15 @ 11:10pm 
update plzzzzzzzzzzzzz
Epec22 Dec 14 @ 4:49pm 
^^
Das Twit Ja Dec 8 @ 12:06pm 
I hope this gets an update soon, this mod is so important for making wood elf campaigns less of a slog lol
delfiorina Dec 7 @ 1:08am 
Please update
miyiqiao Dec 6 @ 9:53am 
update please
@HungryBat Game crash after dlc release , update please
HungryBat  [author] Nov 21 @ 4:34am 
Yes, getting sacked once means the buildings are damaged, and getting sacked twice can result in buildings being ruined
ruined buildings have most of their stats set to zero, which sometimes causes crashes and other problems, the only way to work around this is by reloading the save and destroying the building before the enemy gets to sack it twice
there's no real reliable solution for it and i hope CA removes this mechanic in future total wars
senornacho Nov 20 @ 7:04pm 
Echoing what @iposkakali posted a year ago. Found an issue where an Argwylon (AI) owned settlement will crash the game if it is selected, captured, or razed & resettled. I went back to the turn before it happened, Bretonnia (also AI) had sacked the settlement a turn prior. Then on the next turn Argwylon reinforced it with an army since it had no garrison and Bretonnia attacked, won, and sacked it again. Once the next turn came around the game will crash if the above actions are taken. I don't know if the specific factions matter but I mention them just in case.

Fortunately I had an army nearby so I went back and took the sacked settlement which prevented the above from occurring. It was a T3 settlement before the first sacking and had all building slots filled. The settlement no longer crashes when selected and I can build normally though I should mention I am not playing as Wood Elves.
newchadts Jul 19 @ 2:14pm 
Good colleagues, I'm going to try the mod and I saw that it was not updated, please if you can update it for this latest version and of course thank you for the work you do
Internecivus Jun 27 @ 7:38am 
♥♥♥♥ I wish I saw this before I did 25 ♥♥♥♥♥♥♥ turns. Oh well, let's do it again!
Outlander Jun 3 @ 11:59pm 
Just on humble opinion -- I liked having the outpost upgrade and the main city as forests separate. Could this be a toggle option (mod options) or separate mods? Great work so far!
Arthas May 24 @ 8:07pm 
Hope there will be a mod in the future that makes all settlements main cities (like Kislev or wood elf)
DARKH0BBIT Mar 26 @ 9:44pm 
testing it out and seems to work just fine atleast for the upgrading aspect (haven't done any battles in the new settlements yet) one thing to note is if adding mid play you will need to go to the build browser and click on the new settlement building for the province capitals building chain in settlement you already own, newly conquered settlements function as normal.
DARKH0BBIT Mar 11 @ 1:00am 
man this looks awesome this feels like it should be vanilla honestly! This was the one aspect I felt needed a rework for wood elf's. is this save game compatible or will it need a fresh start?

also by chance if anyone is using the mod that removes supply accumulation during the battles. would that mod conflict with this one the only thing i can think might is he's changed the values of the starting supplies for most building that provide supply.

https://steamcommunity.com/sharedfiles/filedetails/?id=3352318969
HungryBat  [author] Mar 1 @ 2:03am 
@N7 Shepard
thanks!
You sir, are an absolute legend.
HungryBat  [author] Feb 2 @ 3:29am 
Thats a bug because you are using another wood elf mod
Green Mohawk Derg Feb 2 @ 1:54am 
The minor settlement higher tiers don't have any garrison units

Also, can you add some garrison units to tier 2 and 3 of the minor settlement buildings so that it won't be lost so easily after you sink money to develop them? It feels wrong to lost multiple turns just cause there is 4 units defending a tier 3 settlement while enemies are rolling 20 stacks
玛丽莲猛撸 Feb 1 @ 11:30pm 
【AI Translator】Your mod is truly exceptional, and I couldn't wait to share it with the Chinese community. Please forgive me for creating a Chinese localization submod without your prior permission. Here is the link to the Chinese submod:
ZeuZ Jan 25 @ 11:07am 
How would this work in multiplayer campaign?
delfiorina Jan 7 @ 8:46am 
This mod works fine and i have some wood elves mods so there are problebly one of those that interfers. Keep playing and have fun.
delfiorina Jan 2 @ 7:47am 
Well i am using that new Simple dynamic settelments reborn mod i guess that can be the problem
but i have to test that and i comment agian if i finde the mod that conflicting,
HungryBat  [author] Jan 1 @ 8:53am 
I'm experiencing no issues, do you have any specific details
dont use this mod alongside other wood elf mods, because they will fight eachother
HungryBat  [author] Jan 1 @ 5:48am 
Ill see if something needs a fix
delfiorina Dec 31, 2024 @ 5:03pm 
Yes i think it does, it still works but the tree in major citys dont show up anymore it has the outpost look instead but if we are lucky Nothing may update even if it takes a while, love this mod but many modmakers dont play this game anymore.
Kil'jaeden Dec 22, 2024 @ 11:04am 
This needs an update right?
valbroo Dec 6, 2024 @ 2:27pm 
good mod but beware it also turns high elf gates into forests, so the battle map is also changed to the forest one. honestly ruined the campaign for me
iposkakali Nov 18, 2024 @ 8:56am 
After one of the settlements with this mod was plundered by the Skaven. When hovering over this region, the game crashes. Do you know what this could be related to?
HungryBat  [author] Nov 1, 2024 @ 11:24am 
do keep in mind keys can be overwritten, so maybe avoid assigning random keys, as you might remove base game garrison units. or like in my case, that is exactly what i wanted to do
DioMarmotta Nov 1, 2024 @ 10:45am 
thanks a lot for the prompt answer! will try
HungryBat  [author] Nov 1, 2024 @ 10:43am 
garrisons of different mods often stack on top of one another, this is because they all have unique keys, and they simply stack on the same building
so if you want more normal results, remove the db/building_level_armed_citizenry_junctions_tables from greater garrison mod, or expand it yourself by hand
HungryBat  [author] Nov 1, 2024 @ 10:42am 
db/building_level_armed_citizenry_junctions_tables
is where all the garrison units are stored
each unit has a unique key and building they are attached to
if you want to add more units to the garrison from my higher tier outposts, you will have to post them in my mods db/building_level_armed_citizenry_junctions_tables and then give them each a unique key, and correct building
DioMarmotta Nov 1, 2024 @ 10:36am 
hi, i just found out that the diminishing garrisons while upgrading the outpost/its structures is due to a mod called zorbaz greater garrison,
could you kindly tell me if i need to modify this mod or the other in rpfm? if so, which tables? (sorry but im starting from scratch).
I tried to delete the entire table related to wef (db/building_level_armed_citizenry_junctions_tables) in the other but doing so the garrison in the main settlement became too weak for my taste.
thanks
Ferreus the Umbral Arrow Oct 16, 2024 @ 12:46am 
does this need updated?
HungryBat  [author] Oct 12, 2024 @ 5:18pm 
sorry, okay I will look into it, but I'm not sure if i can fix that, I dont know how those work.
Abuus Oct 12, 2024 @ 5:07pm 
mod prevents unusual locations from spawning either that or I have had 3 very unlucky games the last week lol
HungryBat  [author] Oct 2, 2024 @ 3:42am 
yeah SFO overhauls the game, so it breaks in some parts
if you can mod, you can use RPFM to purge any "wef" files from SFO
look for building level tables and building effect tables in the SFO file