Total War: WARHAMMER II

Total War: WARHAMMER II

No More Wood Elf Seeding/Colonizing (S&F Updated)
90 Comments
cexyscouse 25 Aug, 2022 @ 3:04am 
Great Mod, perfectly thematic! I hope to see this on WH 3 IE as wood elves are so annoying when they expand! Breaks the immersion a lot for me!
Carferry  [author] 6 Nov, 2021 @ 4:54pm 
It has been updated for S&F. Apologies for being so slow, I haven't been playing this game that much recently and stopped using this mod myself after the WE update so I kind of forgot about it.
Carferry  [author] 7 Sep, 2021 @ 11:27am 
@Marduk1813 Realized this mod wasn't updated since the Beastmen patch. I'll get it updated soon since it looks like game 2 probably has only 1 or 2 more updates before things go over to game 3. Personally I haven't been using this mod since the WE update last December since I haven't seen Bretonnia or the Grey Mountain Dwarfs getting as constantly steamrolled by WE as much as they used to. Thanks for the comment.
Marduk1813 7 Sep, 2021 @ 11:11am 
Hey dude,

first of all thanks for this mod. The WE snowballing has been a really big issue back then, and I remember I canelled a pretty neat Empire campaign because the WE had conquered all of the southern and badlands and were coming for me with serveral stacks.

I'm currently playing a Beastmen campaign and this mod seems to break the option to place a herdstorne. I just noticed it when I razed Lothern and had no option raise one. I replayed the battle with your mod disabled, and now the options is back.

Just to let you know. Again, thanks for the mod!
Carferry  [author] 17 Dec, 2020 @ 3:42pm 
yeah it probably is, this mod isn't intended to be used as the WE, it prevents the WE from expanding and is intended for non WE factions.
Adenrius 17 Dec, 2020 @ 1:51pm 
I'm not sure if it comes from this mod, but it seems this mod prevents the Wood Elf to colonize some Tree settlements, such as the Forest of Gloom.
Carferry  [author] 3 Dec, 2020 @ 2:49pm 
I'll get it updated but I'll have to look over what they've changed with the we update, I might have to change how the mod works
Carferry  [author] 25 Oct, 2020 @ 4:13pm 
can confirm that WE factions can resettle a ruin after losing their last settlement and alive, so only an issue if they have confederated.
Carferry  [author] 25 Oct, 2020 @ 4:13pm 
There are mods that remove amber however and are compatible with this
Carferry  [author] 25 Oct, 2020 @ 4:09pm 
Amber is unchanged, mod isn't intended for player use, though I'm not sure if the AI uses it anyway.
Paul 11 Oct, 2020 @ 7:59am 
Amber?
marktulip76 11 Sep, 2020 @ 9:51am 
you know what would be great and sort out the wood elfs campaighn amber for razing
Marduk1813 5 Jun, 2020 @ 5:31pm 
Thanks a lot for this mod.
Carferry  [author] 21 May, 2020 @ 8:32am 
I basically just recreate it from the updated db every time as it basically involves deleting 2 lines
Commiss4r 21 May, 2020 @ 8:31am 
did you have to update any of the db? i see there were a bunch of new/edited tables with this update
Carferry  [author] 21 May, 2020 @ 8:29am 
Updated for Warden and Paunch
Carferry  [author] 14 Apr, 2020 @ 1:30pm 
It should be fine
Lutinhas 9 Apr, 2020 @ 8:26am 
updated?
Commiss4r 18 Jan, 2020 @ 8:57pm 
gotcha, I figured out the right combination and it does require keeping the "data__" name :) thanks!!
Carferry  [author] 18 Jan, 2020 @ 7:09pm 
Only change I made was deleting occupation options
Commiss4r 18 Jan, 2020 @ 11:50am 
did you only get this to work by being data cored? i'm attempting to combine this with a VC mod and realized you left everything like vanilla just deleted the WEF occupation option
Carferry  [author] 12 Jan, 2020 @ 1:41pm 
Sounds like they probably edit the same file, if changing the load order works then that's great.
Commiss4r 12 Jan, 2020 @ 12:07pm 
for some stupid ass reason, this conflicts with VCoast edits...i had to put this ABOVE "vamp coast sack only" to get noseed to work. not sure if this is a CA issue (linked tables) or what
Commiss4r 12 Sep, 2019 @ 3:52pm 
thanks for the continued awesome mod
Carferry  [author] 11 Sep, 2019 @ 10:42pm 
Got it! Should be updated now. Thank you Commissar Rotke for the suggestion
Carferry  [author] 11 Sep, 2019 @ 4:18pm 
cool thanks for letting me know
Commiss4r 11 Sep, 2019 @ 3:47pm 
hey Carferry, you should join Cataph's discord- they have a whole layout of table changes and more
Carferry  [author] 11 Sep, 2019 @ 3:32pm 
If anyone knows where plz let me know
Carferry  [author] 11 Sep, 2019 @ 3:30pm 
Ok so in the new update it looks like they have moved the occupation stuff from the occupations_options table, so it might take me a bit to find how to update this
Carferry  [author] 7 Jul, 2019 @ 12:30pm 
thanks for letting me know
Commiss4r 7 Jul, 2019 @ 11:14am 
hello, i did some testing and the fact that this is datacored, is why it works with SFO! i couldn't get it to work otherwise :(
Carferry  [author] 1 Jun, 2019 @ 7:08pm 
Yes I'll try that, also @MINOS I will look into AI changes but I'm not that big into modding
Commiss4r 1 Jun, 2019 @ 5:42pm 
can you also rename the db file itself so this isn't datacored :( it overrides Vampirate Curtailment and makes them able to occupy again.
MINOS 21 May, 2019 @ 7:47pm 
Instead you could also tweak the Woodelves AI to be more passive in their Isolationist Tasks Management and make Orion AI Personality an Isolationist, instead of aggressive, which would keep the Options still functioning.
But this works also...if the Player is not playing them, but they can never reconquer then, like you wrote.
Both Options are not perfect, though, because the AI tends to ignore Orders for not colonizing sometimes - thats why Empire and Bretonnia AI are also conquering Norsca sometimes :D
Carferry  [author] 10 May, 2019 @ 5:30pm 
hmm, I'll double check it but it seems to work for me, if you have any mods that at all edit capturing settlements that might conflict
danwright405 10 May, 2019 @ 9:42am 
doesnt seem to be working
Roronoa 14 Apr, 2019 @ 1:08pm 
I actually like this mod for playing WE, it forces you to ally with other factions in order to complete your campaign objectives and to go anywhere beyond Athel Loren. I should mention I was also using the true campaigns mod so "good" factions were more likely to ally with me against their enemies.
valky 28 Mar, 2019 @ 10:12am 
I think it's similar done like Norsca and it'd need the appropriate regions to be included in the occupation_decision - but am not quite sure, how the restriction is handled. (all is handled within 'campaign_group_member_***' tables)
On the other hand, I've never seen the AI coming close to raze/occupy/threatening the WE but the player - and the latter usually has the necessary force to undermine re-settlement ^^... in 3 ME campaigns (at least up to point it gets boring - WE are typically within the top3 factions with quite a serious/massive force to defend against invader + their forest bonus + anti-agent-bonus and what not else...)

Thy forest shall burn!
Carferry  [author] 28 Mar, 2019 @ 7:38am 
Thank you, yes I believe the WE by default have all or almost all climates suitable. Once I have time I may try to create a climate based version to eliminate the drawback from this version of them not being able to recapture their own settlements, though I am not that experienced of a modder.
valky 28 Mar, 2019 @ 7:26am 
THX! While I wanted to avoid it first, I just use it further in my Norsca campaign. They go crazily wild for any razed settlement and become a major nuisance, if left unchecked and have lvl 1 outposts to fallback and recover like every-frigging-where.
(they don't seem to care about any climate at all, that just makes it even worse...)
🎀Happy Neyka🎀 24 Jan, 2019 @ 1:03pm 
In my first game they were number 2 by conquering the world lol - not any more it shall be! :)
danwright405 24 Dec, 2018 @ 10:53am 
please make this work for sfo
Matthias 22 Dec, 2018 @ 5:19am 
@Carferry

thanks a ton for this WE are all ofter the plac in my game and that stupid missle and melee damge bonus they gain from outposts makes them melt everything
Carferry  [author] 26 Nov, 2018 @ 1:26pm 
Im not sure I understand
Taste of Capitalism 26 Nov, 2018 @ 12:31pm 
how about deleting outpost building data? I will try this too.
Carferry  [author] 24 Nov, 2018 @ 1:04pm 
No, the mod is not really intended to be used as Wood elves, though I suppose you could use it with a mod that removes amber.
manx2007 24 Nov, 2018 @ 9:34am 
hi. if you play as this faction, you can colonize?
Takarazuka 14 Aug, 2018 @ 5:57pm 
I wish this or any mod like this would work with SFO ugh.... for anyone wanting to have this effect but using SFO, you can go in to PFM and the SFO pack file, find the table mentioned in the mod description, and delete the lines for the wood elves that have to do with occupying. That is the only way I know how to stop them from taking over the world.
ZombieKiller8989 12 Aug, 2018 @ 4:46pm 
k ill let you know if I have any problems
Alex the Great 12 Aug, 2018 @ 2:29pm 
Yea, I had to resubscribe to make it work. It’s fine. This is something that’s needed.