Total War: WARHAMMER III

Total War: WARHAMMER III

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Wood Elf Arrows Ignore Trees [Oct2024 update]
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898.355 KB
17 Mar, 2023 @ 1:25pm
31 Oct, 2024 @ 9:14am
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Wood Elf Arrows Ignore Trees [Oct2024 update]

Description
Wood Elf Projectiles Ignore Trees!
Wood Elves! Known for their bonuses fighting in the trees! Grace and great skill in archery!

Except that in Total War their arrows get stuck

All Wood Elf Projectiles that I know about now ignore vegetation! (for 15 seconds, Idk what you're shooting if it's in the air longer than that)

This includes wood elf specific abilities stuff like arrow of kurnos, Orion javelins, Dart of Doom, but NOT general spells and projectiles fired by wood elves like an Amber Spear or a bound fireball from equipment which are not wood elf specific

Simple mod, but overwrites Wood Elf Projectiles, which is responsible for the damage, trajectory, and the toggle for arrow trails. Therefore this should rarely if ever break, and does not interact with any graphical changes.

I want edit other projectiles, How Do?
If a custom unit mod adds projectiles, you can add an entry here or edit the projectile entry in the unit mod. It should be straightforward once you know where projectiles_tables is.

To do so: (example using singe's wood elf archers mod)
1.Get rusted packfile manager, get on github

2. go to your workshop file for singes units, gonna be in like Programs Files\Steam\steamapps\workshop\content\USER#\WARHAMMERID#\SINGESMOD#
Move that to your data folder \Steam\steamapps\common\Total War WARHAMMER III\data
Rename the file so your edit won't get overwritten by workshop updates

3. open up the name edited singes mod that you just used using rusted packfile and edit the vegetation ignore number like in one of the pictures of this modpage in singes mod

4. Profit. (also, remember to activate your mod)

What were original numbers?
The original vegetation ignore time varied by type. For example
Vampire coast handgun bullet 0.42 seconds
High Elf Handmaiden 0.56 seconds
Dark Elf Crossbow 0.93 seconds
Skaven Gutter Runner 0.84 seconds
Lizard Chamelon Skink 0.75 seconds
Wood Elf Waywatcher 0.74 secons
Wood Elf Glade Guard 0.93 seconds

Most Artillery ignore vegetation for 0 seconds and Skaven poisoned wind mortars ignore for 8.4 seconds, the highest of any vanilla ignore time

This is why I made this mod. Wood elves weren't particularly good at shooting in the woods.

Put at top of load order!
Projectiles_tables is responsible mainly just for bullet damage and speed.

If you're like me and are running every mod under the sun, you need this high in load order as many mods edit the stats of projectiles! This will be semi-compatible with those mods. For example, Elves Ultimate does not conflict but something like SFO makes major projectile nerfs, so this while "compatible," SFO drops accuracy and damage, and this mod would give it right back if below in the load order.

Sometimes it's hard to tell what would conflict however, "Enchanted Arrows For Characters," makes new projectiles which do not interact with mine. The added arrow types will not ignore foliage, so uh, no conflict I guess

Updated for the Oct2024 renaming thing. Didn't affect this mod actually. Let me know if problems exist
56 Comments
Immane  [author] 1 May @ 2:57pm 
There WAS a hotfix literally yesterday, hopefully they didn't touch the table this mod sits on
have you tried running only this mod/are you running any other mods? especially overhauls?
Oryx'The'Ram 30 Apr @ 7:07pm 
(I went ahead and put it at the top of the load order and made sure no other mods affecting ranged weapons, animations, or projectiles were active.) Still no dice.
Oryx'The'Ram 30 Apr @ 7:06pm 
Projectiles currently still seem to be colliding with all trees and terrain.
Immane  [author] 20 Apr @ 6:39pm 
glad it helped and i totally agree, but wood elves in my fantasy mind would flit through the trees in three dimensions, not move like... dumb units like in Total War anyway, so keeping to my fantasy was a wash in the first place
Mora 20 Apr @ 9:03am 
I appreciate including instructions on how to edit the relevant files. I needed that since I'm using a mod that edits and adds some wood elf projectiles, so I made the changes to that mod in order to avoid unwanted changes to other values in the projectile tables. I also decided that 15 second vegetation ignore time is probably too OP so I wanted a lower number. I'd wager you'd have to be even better at archery than an exceptional wood elf archer to aim for an arc that stays in flight for up to 15 seconds and consistently avoids all vegetation even in a dense forest. After a certain distance in flight there's just too many minor variables to account for that the archer may not even be able to see.
SuDDi 19 Mar @ 11:30am 
A simple tweak but a total game changer when playing Wood Elves and makes them much more thematic.
Immane  [author] 18 Mar @ 11:51am 
Glad to hear it. There was a recent update, let me know if this mod was affected!
Also, check out any of those Wood Elf modlists. Wood elves feel much better with some tweaks
Vékell the Shape-Shifting 18 Mar @ 9:44am 
I've been waiting for a mod like this since the release of the first part of the game, only 8 years have passed, finally I'll play for the elves in the forest.
Immane  [author] 1 Jan @ 5:38pm 
yes but thats outside the scope of this mod, that's a unit attribute
Skipper 1 Jan @ 1:08pm 
Is it possible to make projectiles ignore friendly units?