Total War: WARHAMMER III

Total War: WARHAMMER III

Battle Weather Overhaul
469 Comments
Telesne Dec 18 @ 3:36pm 
Excellent excellent mod. Thank you so much. Always play with this on Except when a play with a chaos faction, because all looks very samey then. Otherwise, one of these mods that should be vanilla.
John Matrix  [author] Dec 18 @ 11:00am 
@Алексей Autoresolve for quest battles is off by default, and this mod doesnt change anything in that regards. If you want to autoresolve quest battles simply subscribe to the mod that does so. I actually use the specific Quest Battle Auto-resolve mod myself, and have done so for the entire last year with no issues. Also, it doesn't crash the Beast Slayer battle, ive tested it again from both the Quest Battle menu and campaign and load in with no issues whatsoever. You must have other issues or conflicts on your end.

@Solmyr See above. It's fully compatible. I've been using the Quest Battle Auto-resolve mod together with my mod for the entire last year with 0 issues.
Алексей Dec 17 @ 3:41pm 
This mod not only disables auto resolve for quest battles, but also outright crashes Karl Franz's Beast Slayer quest battle upon manual battle.
Solmyr Dec 17 @ 11:58am 
Is this mod compatible with quest battle autoresolving mods? Ultimate Lighting apparently isn't...
Lickher_ish Dec 14 @ 6:27pm 
would this work with the previous patch?
MERPHY Dec 14 @ 2:52am 
Thank you for one of the most NEEDED mods in our community. Thank you for your hard work
John Matrix  [author] Dec 14 @ 2:30am 
Relatively sized update to certain maps that were previously coded to have one single environment. The following areas will now cycle through 6-7 different unique environments, providing a lot more variety when battles are fought here:

- Wood Elf minor settlement map
- Wood Elf world roots maps
- Beastmen minor settlement map
- Beastmen beast paths maps
- Chaos Wastes maps when corruption is untainted
- Chaos Wastes Coast maps when corruption is untainted

You can find new screenshots of a few of the new environment added to the gallery.

Additionally, all the quest battle maps introduced with ToT are now adapted to the vibe and lighting of the mod.

Next in line, will take a look back at the Skaven maps and the underground maps as a whole.
John Matrix  [author] Dec 14 @ 2:17am 
@Lickher_ish I'm afraid not!

@Cela still a steam updating issue. Try to unsub and resub some other times. Mod is working fine.

@Krobelus Yea i know, Slaanesh got left behind back when i started thinking about what vfx were most appropriate for each monogod. It's on the list though, will get to her/him!
Krobelus Dec 11 @ 8:38am 
Slaanesh is the protagonist of the new DLC. How could there be no Slaanesh? I really want to see pollen scattered everywhere on the battlefield that can make people indulge. And I think the weather on the battlefield should occasionally match the faction used by the player, otherwise when the player goes on an expedition, they will never see the weather atmosphere of their faction:steammocking:
Cela Dec 9 @ 2:44pm 
I also get the wh2_dlc10_qb_nor_monster_hunt_09 crash upon launching the game with only this mod active. I redownloaded it manually, didnt help
THE DEEP Dec 9 @ 1:56pm 
hey man may i ask which reshade preset you using when take those pic from Lost Calm: Jurassic Normal.
Lickher_ish Dec 7 @ 2:38am 
do you by chance still have the previous version?
Chitmell Dec 6 @ 6:09pm 
Thanks again, John Matrix, for all your hard work :steamhappy:
Khazukan Kazakit-ha! Dec 5 @ 9:49pm 
i had nurgle weather in a khorne controlled settlement/region whilst fighting a siege battle, is this supposed to be happening at all/be a normal occurence or what is going on here?!
OoGaBoOGaMan Dec 5 @ 4:19am 
Thank you :lunar2019coolpig:
John Matrix  [author] Dec 4 @ 11:23pm 
Yeah it's Steam being Steam and not properly updating the mod even if you resub. That error was fixed and updated in my first update, which means you still had the old version on your end.
It's a common workshop problem after every updated :)
SnoWmaN Dec 4 @ 10:03pm 
You have to open the game, let it crash and then it will automatically download the update, afterwards it works.
Thank you for the update.
Walrusy stephans Dec 4 @ 6:06pm 
it seems to be working for me now :) not sure what changed but thanks!
BigPerm Dec 4 @ 5:35pm 
yes Walrusy - same
Walrusy stephans Dec 4 @ 4:34pm 
Im getting the same crash issue on startup, error message reads as follows:
"The following mods cause a crash to the database: db.pack

The first invalid database record is wh2_dlc10_qb_nor_monster_hunt_09
in table missions_tables
and pack file db.pack"

i was really loving this mod so it would be great to know a fix :/
Darkwolf Dec 4 @ 3:49pm 
the error message said something about "Monster hunt"?
John Matrix  [author] Dec 4 @ 3:47pm 
@BigPerm hm, i've just updated it to 7.0 adding all the new maps. Should work properly for you to, i'm playing with it with no issues. Do you know what the error message is?
BigPerm Dec 4 @ 3:42pm 
This one doesn't work for me. It's the only one , when I unselect it - my game works. Otherwise it never loads or it crashes my game. Tried unsubbing and resubbing.
John Matrix  [author] Dec 4 @ 3:13pm 
Updated to 7.0.
With the arrival of Aislinn and Lokhir being heavily involved, i tweaked the Black Ark sea map environment. Instead of having a single one, it now randomizes between 7 different environments which include: rainy and foggy, shrouded in oceanic mist, tropical sunset with light rain, cloudy night with light rain, cloudy day with mild snowfall.
Unfortunately, can't decide which environments pops depending on the location on the map. So you might get the snowy environment even if your off the coast of Lustria. I'll leave it for now as is!

Future update will include a similar increase in environments and variability for Wood Elf and Beastman settlement battles (which currently have just one) as well as World Roots and Underpath maps.

All the new maps added with 7.0 (7 in total) still need to be properly updated and adapted to my lighting, and so do the new Monster Hunts added for Norsca. Will get to them soon!
TheOpiumMan Dec 4 @ 10:54am 
Your work on the Chaos Realms battle maps hasn’t been in vain! Rich just announced today that they will appear during the End Times crisis! I can’t wait to see what you’ll do with all these new apocalyptic environments, both on the battle maps and the campaign map!
John Matrix  [author] Dec 4 @ 9:40am 
Yep i need to update the db table with the new maps from the new quest battles.
Will crash on startup until i do so. Should do later tonight though. Can't at the moment!
stevens2222 Nov 30 @ 11:17pm 
Couldn't you add an option to carry torches? I agree with the person below who said you can't see anything on dark maps, for example, Vampire Counts' castles, Skaven, etc. I love the other lighting, but the night is just too dark to play. Aren't Skaven supposed to be able to see at night? Hehe
grengrser Nov 27 @ 11:07am 
@WarBlackstone Nvidia, on the left, select Graphics -> Program Settings -> Total War: Warhammer III -> find "Smooth Motion" in the list of options and enable it. My system is a 7800x3d 5070 ti, and this helped me.
John Matrix  [author] Nov 24 @ 10:21am 
@Jack Greedy Wow thanks again for the kind words here too! Glad you enjoy the mod! As for the night environments, it's been quite a discussion for some time. Some people hate it, some people love it. I've been trying to find a good balance between realistic natural nights and bright stadium-light nights of vanilla. It's tricky! Keep in mind all the current nights have all been "lightened" up quite a lot compared to the original release of the mod.
Also, i have unique nights for all different biomes: Empire nights have all different parameters to Kislev nights which are entirely different from World's Edge nights and so on. So it's really impossible to generalize as some nights are distinctly brighter than others. I'd need more specifics to go an tweak specific environments.
Finally, there's the issue of different maps sharing the same parameters, and the moon being obstructed in some and clear in others (casting pitch black shades). This is unintended but it not an easy fix!
Jack Greedy Nov 20 @ 1:42pm 
John i can't play without Your mod. I cannot see anything in night battles but they are rare , other than this Mod is a work of pure genius and one of most talented modders for Total War.
Every Battle has 100% Warhammer feeling right now.
Please if possible just make levels of light on night maps vanilla.
hsm2242939 Nov 16 @ 1:48am 
good!!!
龍Saint Nov 11 @ 2:51pm 
Not necessarily just cities but night battles in general are way too dark.
龍Saint Nov 11 @ 2:50pm 
I like everything, minus the night battles. They are so dark. Battles in Skaven cities and Beastmen cities are almost pitch black.
chegod01 Nov 9 @ 12:22am 
+
Waveshaper Nov 6 @ 11:07pm 
Skaven cities - or at least the one I besieged with Kroq-gar - are completely dark outside the walls. Like, pitch black and cannot see anything unless I turn on unit highlight. Is this intended behaviour?
Chitmell Oct 30 @ 2:13pm 
Always doing great work:steamhappy: Thanks so much for helping to keep the game alive:steamthumbsup:
xinxin99080 Oct 27 @ 10:54pm 
nights are too dark,hope the mod without nights.
spacesource Oct 27 @ 8:25am 
Yesterday, I had occasional FPS drops on the Cathay maps with rain. It wasn't the case in all areas of the map, but in some places it dropped to 24 fps.
My hardware and social media are in my Steam profile.
Rustic Clover Oct 26 @ 7:21pm 
Yeah the nights could be brightened just a bit to still look like night, but playable.
Hot Trash Oct 24 @ 11:20pm 
Looks great but some of the darker schemes like skaven/night do just make it difficult to play
hashsuliman Oct 22 @ 7:35am 
nice
Nokia Phone Oct 14 @ 11:45pm 
@WarBlackstone I am having the same issue as well
[83rd]1in1class Oct 12 @ 3:29pm 
Have been jumping back to this with the updates but those nights are just way dark. Know that's been a hit and miss with people. Would you be able to make a sub-mod to this where the nights are vanilla? This would be tops! Really enjoy this mod, seen a sub-mod that made less nights but that's taking away in it's fields. Sub-mod for vanilla nights would bring some top joy!
TheOpiumMan Oct 9 @ 1:24pm 
Oi John Matrix, I think you should remove the rain VFX in the Nurgle-tainted Chaos Wastes to avoid the “black bars” bug. I was playing this faction recently, and it’s a bit immersion-breaking. Still, fantastic mod by the way — I’m always excited to see the new improvements you keep adding!

https://steamcommunity.com/sharedfiles/filedetails/?id=3583826800
WarBlackstone Oct 9 @ 11:06am 
i have map replacer framework campaign map weather and dynamic world i un subbed to this mod and the flickering is gone, any idea? like the neon lights marking map bounds and how much coned range missle units have and the icon marking the unit above the battlefield i have a 5070 ti and a 9800x3d
John Matrix  [author] Oct 9 @ 3:20am 
It might be the new Night and Day cycle mod, could be conflicting in some way.
Pwner1 Oct 9 @ 12:58am 
It's something CA done with their shenanigans.
John Matrix  [author] Oct 9 @ 12:13am 
@Pwner1 @WarBlackstone I have no flickering whatsoever and never had. It's surely another mod you're using that may be conflicting with this one. Have you subbed to something else recently? Also this mod doesn't touch grass at all.
WarBlackstone Oct 8 @ 4:52pm 
alot of flickering
Pwner1 Oct 8 @ 2:16am 
It breaks grass? Flickers and switches between models.