Total War: WARHAMMER III

Total War: WARHAMMER III

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Campaign Colours Correction (BETA)
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graphical
Tags: mod
File Size
Posted
Updated
638.025 KB
22 Feb, 2023 @ 9:57am
3 May @ 8:24am
9 Change Notes ( view )

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Campaign Colours Correction (BETA)

Description


IMMORTAL EMPIRES ONLY


This mod is very minor and provides some simple lighting tweaks for the Immortal Empires campaign in order to makes colours and illumination more natural,It also provides small fixes to vanilla base game.


-Colors adjustments for all regions

-Removal of the weird blue tint that affected some regions if you played with "High" lighting settings.

-Fog levels adjustements and removal of weird and distracting "glass" effect on fog.

-Brightness reduction for too bright areas..

-Minor fixes to vanilla issues such as flickering Norsca Ice decals and flickering fog around Cathay (now fixed with CA 3.0 patch.)


SETTINGS

Intended to be played with lighitng on "HIGH".

If you play with Lighitng settings on "Low", the game will look darker and more flat, but some may prefere it.

It is up to personal tastes.



COMPATIBILITIES

Compatible with any lighting mod for battles.

Incompatible with any lighting or fog mods for campaign.


WHY BETA?

I called it BETA because I intend to use it as a base\framework to change and improve with your feedback and suggestions.


CREDITS

This mod also includes VFX mist for Woodelves and Vampires from [G-T-F] Gnombert mods, thanks to his kind permission.

You can check his workshop at this link:

https://steamproxy.net/profiles/76561198005393320/myworkshopfiles/?appid=1142710




116 Comments
Ozymandias 30 Jun @ 11:58am 
How does this interact with the campaign weathers mod?
wesker 14 Jun @ 2:00am 
old world beta testing
Ourg 3 May @ 8:18am 
@Mazisky

If still compatible you should at least press the blue folder button, you will avoid 95% of questions "when update"
NorscanWarlord 1 May @ 5:13pm 
Mazisky, love all your mods, thanks for the work you do for the community, i hope one day we'll get the night and day cycle mod back, i know you mentioned they changed something
Mazisky  [author] 1 May @ 2:45pm 
@Spitch

I just cut out the side stuff so I can focus on main mods.

This one works fine until they will add new regions, in which case I will update so don't worry bud!
Spitch 1 May @ 2:11pm 
I noticed many mods of yours have been abandoned. I just wanted to ask if you intend to continue support for this mod? Obviously the campaign-map has not had any additions in quite a while, so it still runs perfectly fine on my side, but I just wanted to check since it has not been updated in quite a while.

Thanks for all the awesome mods!
Mazisky  [author] 28 Feb @ 2:57am 
@Rav

Honestly I don't remember i even touched Y values, I think it may just make the "cylinder" disappear over a certain height which can be useful for a clean zoomed out image.

Not 100% sure tho

And yes trial and error is 99% of every mod I made ahah
|rav| 28 Feb @ 2:44am 
Hi @mazisky sorry to bother you with a lame question but I saw you had some interesting y (height) values in the environment cylinder file and I was curious what's behind that. Is there a specific way to determine such values or is it trial and error (and isn't just a value of 0 enough). Thanks
Dragon32 5 Feb @ 11:02am 
@NorscanWarlord
I think it's compatible in that they won't crash if run together but this mod makes no changes to the IEE map.
NorscanWarlord 5 Feb @ 10:47am 
Anyone knows if this is compatible with IEE?