Total War: WARHAMMER III

Total War: WARHAMMER III

Battle Weather Overhaul
John Matrix  [developer] Nov 20, 2024 @ 2:54pm
Feedback - Must provide screenshots!
Feel free to report issues here or even ideas and suggestions.
Keep in mind, I chose to structure this mod in a way that gives me a lot of freedom and allows me to be extremely specific and detailed for every single environment preset, for every individual map. However, this also means that changing things is A LOT of manual work for me since... i'll have to go through every single map. So... be kind!

Also, please always keep in mind the goal of this mod, which puts visuals, immersion, atmosphere and lore before gameplay and ideal visual clarity, fog clear distances or brigthness.
Last edited by John Matrix; Feb 24 @ 11:58am
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Showing 1-15 of 44 comments
TheOpiumMan Nov 21, 2024 @ 6:35am 
Hello John Matrix, great mod as always! One of my suggestions would be to remove forced FOV on all of the maps, like Mazisky did on his mod. The slight blur on the horizon is a style that CA imposes, but not realistic in my opinion
John Matrix  [developer] Nov 21, 2024 @ 10:39am 
Hey man! Thanks! So about the blur, I have heavily toned it down already so it shouldn't be too obvious (vanilla value is 0.5, I've brought it down to 0.2 more or less, I think similar to Mazisky). I can easily reduce it a bit more, but do you have a map in particular where you felt it was too strong? Maybe it's a specific problem. Or have you noticed it on multiple maps?
TheOpiumMan Nov 21, 2024 @ 11:09am 
Well, it seems more bearable than the vanilla maps, but yeah, I think it needs to be toned down a bit. I see this on most maps.
And for completely different suggestions: you can change the green moon to the real Morrslieb model, I think Mazinsky managed to do that for his mod. And also taking inspiration from him, you can try adding some subtle terrain modifications related to corruption (in his mod, you can see that the ground is more "swampy" under vampiric corruption for example, which is very immersive !). In fact, his way of doing so is very cool, because it's working like the snow texture, meaning your corruption texture can also affect trees and other things.

Big thanks for your work, when I will have more time, I will probably make some sort of a "review" of the different weathers, and add some more precise suggestions !
Last edited by TheOpiumMan; Nov 21, 2024 @ 11:14am
TeamWork Nov 21, 2024 @ 11:31pm 
An optional submod/config to disable DoF is a top priority yeah. It doesnt deal well with very foggy and dark maps leading to small black artifacts around objects in the distance when panning the camera ( twilight forest in WLCB pack) and is overall extremely ugly.

Checked the files and indeed the problem was a bunch of enviroments with blur_strength=0.5 or 0,4, even so a lot of us really prefer a completely clean image so a submod to reduce all the values to 0 would be invaluable
Last edited by TeamWork; Nov 22, 2024 @ 2:39am
RatboyW Nov 22, 2024 @ 4:59pm 
Fully agreed on the distance blur, it's gotta go. Even if you set its values close to Mazisky's, keep in mind how much other fog and occluding distant vfx he removed or pushed further out, so the perceived blur will be amplified regardless.

I honestly wouldn't mind it, I love fluffy visual effects when they're done well, hence why I'm here and not just auto defaulting back to Ultimate Lighting. Unfortunately, it's locked to such a weirdly low resolution, one of the last of its kind since the transition to WH3 and the new Ultra vfx values. Before Maz released his original blur/bloom edit I actually had to keep the camera pointed down whenever I zoomed out in battles, and not get too far from units, else I'd get a headache after a while lol.

To be clear, fantastic work you're doing. Not your fault CA's forced implementation of it is so poor, but it really only serves to mar their (and now your) work. If the people want blur, that's what the Depth of Field setting is there for. But forced blur just doesn't jive.
Last edited by RatboyW; Nov 22, 2024 @ 5:15pm
John Matrix  [developer] Nov 22, 2024 @ 7:43pm 
Thanks guys! Will be back home early next week, will remove the forced blur and push the update asap. No need for a submod!

@TheOpiumMan As for Morrslieb, do you mean the vanilla wh3? Or the skull faced proper Morrslieb that is in the files? I've played around with both quite a lot and for quite some time, unfortunately both don't look too good for me. They're weird PNG files that really don't blend well at all with the skyboxes. They look artificially placed and not part of the actual sky.
I imported the current moon from another tw title specifically because its vastly superior for me, and looks way better and more natural.

As for the ground textures yeah that is a whole new part of the mod I have yet to explore. I focused solely on lighting and weather, but I might get into ground textures too in the future.
The only ones I use and tweak in the mod are sand, snow and thena couple of new wet masks that I use during rains or in areas that I want to be fetid and humid like Lustria, Nurgle corruption and Sylvania to name a few. The wet effect is pretty much absent from vanilla, for example.

Anyways thank for the suggestions all!
TheOpiumMan Nov 23, 2024 @ 5:55am 
That's nice to hear! For the Morrslieb case, I understand. Yeah, I was referring to the skull faced Morrslieb, and it seems to work quite well on the Mazisky's mod. But of course, do what seems best

https://steamuserimages-a.akamaihd.net/ugc/2469738072718115705/67DCEE450BFBEA5E4FBBD5EA0B118B5969D78604/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
W1zarDiz Nov 23, 2024 @ 12:56pm 
Понятно
TheOpiumMan Nov 26, 2024 @ 11:41am 
So, while I'm testing, I think one part of your mod that could use some improvement is the corrupted skyboxes on "normal" land (not the chaos wastes). It would take some vfx on some maps to make it more magical. For example, a sort of rain of ashes for undivided would be a good solution. But above all, the corrupted skyboxes of the monogods seem unsatisfactory at the moment. I don't know why. I actually like the vanilla concept of having an opening of the realms of chaos on one side of the sky, but the grayish part seems a bit off for some reasons. I think it's because the color of the grey clouds doesn't match the main light source (which is the strong pink/red/green realm area). This would be improved with some dye of the respective god color on the grayish part I think

And I think a “light spore” visual effect for the different Ulthuan battle maps would be very cool to make everything seems more magical!

Edit : and you can also add the "floating small rocks" vfx from the chaos realms maps on some of the chaos wastes maps (when there is no other vfx like blood rain), they would be very fiting (especially with the big floating rocks on the horizon) !
Last edited by TheOpiumMan; Nov 26, 2024 @ 12:46pm
John Matrix  [developer] Nov 26, 2024 @ 12:54pm 
Hey there! Ill try and reply in order

- There actually is ash + rain in plenty of occasions. But as with a lot of stuff in the mod, there is a lot of variability and you may not ever see it because of RNG. For example, in the Empire you can get undivided with gentle ashfall, heavy wind ash storm or even ash + heavy rain.
As for the monogod skyboxes, im quite satisfied at the moment so for now i'll leave them be.

- In Ulthuan you get fireflies in the peaceful and clear nights. I did not add any magical spores during the day, but it might be a neat idea. I'll consider it!

- The floating rocks i currently only placed in Tzeentch corruption, as i feel it's most justified being a unique thing for him. I could place them in the Wastes too, but i feel they belong more to the Realms. But another idea to keep in mind :)
TheOpiumMan Nov 27, 2024 @ 4:02am 
Nice ! Well, I really hope CA adds the Realms of Chaos battle maps to Immortal Empire one day. But how can we make these maps more lore accurate and different from the chaos wastes with the current lighting system? The visibility should be very low, almost like the sea floor. Perhaps you can increase the DOF significantly only on those maps, to add a "dreamy" feel to the horizon? The saturation would also need to be very strong, to further distinguish them from chaos waste.

Well, this is just speculation for now, but if you want some suggestions for maps you see only on the quest battle currently, you have it
Last edited by TheOpiumMan; Nov 27, 2024 @ 4:02am
John Matrix  [developer] Nov 28, 2024 @ 10:21am 
That's a neat idea! I'll try it. I'll eventually get to the Realms, but until they have barely any presence in IE i won't spend too much time on them. However, as you said correctly, there are some quest battles in the realms, and those will be great to test some stuff!
bradcq Dec 24, 2024 @ 10:56am 
I might be running into a bug where only nighttime battles occur in my campaign. I played 5 battles and they were all night, then I reloaded to restart my 6th battle 3 times and each time I noticed it had the same exact weather/sky each time. The battle was in an imperial region occupied by vampire counts. I'm using the Old World campaign map and wakka's campaign battles and GCCM campaign map mods if that matters. Here's a screenshot: https://steamcommunity.com/sharedfiles/filedetails/?id=3391106925
John Matrix  [developer] Dec 25, 2024 @ 2:52am 
Hey there, thanks for the report! However, what you describe is not a bug.
In the game, Vamp Corruption is coded by CA to utilize all night environments of a specific area + 2 unique Vamp environments.
This means that in the vampire corrupted Empire, the maps while cycle through 3 natural nights i created for the Empire region as well as 2 unique Vamp environments (one is a night with a glowing Morrslieb, one is a day heavily shrouded in vampiric mist).
So, until there's vamp corruption in the area you will keep having a very high chance of getting night battles. You should however be getting different versions of night.

Having said that, always take into account that RNG is king an play some very tricky mind games.

Also, the environment of a map is established the moment you launch a potential battle. So even if you reload the map, you will ALWAYS get the very same pre-established environment. You're going to have to start a new, different battle to refresh the cycle, or load your previous auto-save to fight the same battle again before you clashed the armies.
Cheers!
Hdden Dec 29, 2024 @ 9:19am 
Hi John, I have encountered a bug since the latest update. This occurs when I use this mod by itself, and with your Campaign Weather Overhaul. I have tried reinstalling the mod to see if it was an error with the update, but it still crashes.

Here's a screenshot:
https://steamcommunity.com/sharedfiles/filedetails/?id=3395236439
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