Total War: WARHAMMER II

Total War: WARHAMMER II

Wood Elf Enchanted Arrows upgradable units
120 Comments
Autumnchain 8 May, 2023 @ 9:30pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2973517945
I've done the port of the Enchanted Arrows for characters mod. Are you going to port this to TWW3?
Altey 14 Dec, 2022 @ 2:47pm 
Update?
Stellavolu 12 Dec, 2022 @ 12:22am 
Please port it to TWWH3
a tree 10 Sep, 2022 @ 2:52pm 
Take your time and enjoy your life :) It is done when it is done!
InΔmatus 8 Sep, 2022 @ 1:09pm 
Any updates on port perhaps? I've already finished a WE campaign and was thinking about you quite fondly <3
npdejong 14 Aug, 2022 @ 11:27am 
Great! And fully understandable :) I hope that you will consider the lore of Athel Loren as well for this.
Drakyrie  [author] 13 Aug, 2022 @ 6:17pm 
I will be trying to port this over to TWWH3, but I want to get some IE campaigns finished first. So don't expect it to be too soon, unless I can port it over easy :)
npdejong 13 Aug, 2022 @ 1:26pm 
Thank you so much for making this :) Wil you also make this for Warhammer 3 as well? I would love to use it in immortal empires as well :)
=[NK]= Col. Jack O'Neil 30 Apr, 2022 @ 10:04pm 
@FullautoAttack.
It works, so maybe try troubleshoot your mods and identify any conflicts.
FullAutoAttack 30 Apr, 2022 @ 9:47pm 
Crashes on launch for me
Zaiyaku 27 Apr, 2022 @ 12:40pm 
i love the idea, but am concerned about the 360 glade guard mod i have,
something for consideration?
Dozer 27 Feb, 2022 @ 11:21am 
Many thanks for this mod and the associated "Add-on" as well. It's really helped improve my enjoyment of playing from a tactical and fun level. Cheers and thanks again!
Dozer 27 Feb, 2022 @ 11:20am 
SFO fans who want this mod and the associated "add-on" (which adds WARHAWK RIDERS and WAYWATCHERS), here's the info you need to find them.

Whose workshop features the mods?

HashutChampion's Workshop

What is the name of the mods?

(SFO Submod) Wood Elf Upgradable Arrows

...and the second one is called...

(SFO Submod) Wood Elf Upgradable Arrows Add-on

Been running all four mods without issue. The two (2) SFO mods require that you also have both base mods loaded as well. Base mods are here, obviously, made by Drakyrie
Autumnchain 3 Oct, 2021 @ 11:15pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2619029758
Hi again. I've finished the mod that grants access to enchanted arrows to characters and referenced your mod in its description. While my mod doesn't require yours to works, I think they make great complements so I think you should link my mod in the description of yours.
你干嘛,哎呦 19 Sep, 2021 @ 5:19am 
did this still work now?:MaterialGirl_expression2:
Autumnchain 24 Jul, 2021 @ 2:53pm 
Great. I'll credit you when it's done, though my mod won't require yours, it'll be ideal if they are paired together.
Drakyrie  [author] 24 Jul, 2021 @ 5:35am 
Sure go right ahead! Good luck with your mod!
Autumnchain 23 Jul, 2021 @ 12:08pm 
I want to make a mod derived from yours that takes the enchanted arrows from all these unit upgrades and makes it that they can be equipped to Lords and Heroes that use bows as followers. I'm asking your permission for etiquette purposes.
Dom 5 Jul, 2021 @ 6:09am 
alright thanks for that. I will go test em all out in custom battle. Hope you get the time to work on your other mod!
Edit: Yep it all works as expected now, great work!
Drakyrie  [author] 5 Jul, 2021 @ 4:45am 
Just updated the bonus mod with these changes too. Let me know if you see an improvement there as well.
Regarding how I found it, I didn't have a particular method. I knew I had played around with these values trying to get a nice trajectory so that was the likely cause.
I do't want to put foliage ignore time to all the other arrows in this mod as I want my mods to be stand-alone, however after the next DLC, if I get the time I will try get my WE combat revision mod out which will have those changes that will be compatible with this one.
Dom 4 Jul, 2021 @ 11:45am 
Oh and I see you haven't updated the other mod that adds arrows to the Warhawk Riders and Waywatchers. They definitely also have something funny going on with the trueshot arrows, although its more subtle.
They won't start firing until the enemy is well within their firing range. Maybe they need the same fix you found here?
Dom 4 Jul, 2021 @ 11:36am 
Great! I'm kind of interested in how you figured out that was the issue?
You could add foliage ignore time to all the other arrow types aswell in this mod, or do you feel that would dillute the difference between the arrow types or some other reason?
Drakyrie  [author] 4 Jul, 2021 @ 6:04am 
I found a fix. It seems to be an interaction between moving, gravity and muzzle velocity. If I increased muzzle velocity I could get the arrows firing again while moving but unfortunately lose the aesthetic high firing arcs. These changes have been uploaded.

Thanks for your kind words. Also I completely agree that all Wood Elf arrows should go through trees! I included that in a WIP WE combat rework mod I was working on but I never got around to finishing it. Glad you found a solution for yourself!
Dom 3 Jul, 2021 @ 4:16pm 
No problem hope you figure out what's wrong, cause I couldn't!
For now I added "foliage ignore time" to all the arrows since that was the main draw of the true-shot arrows, and it seems lore appropriate anyways.....I mean they aren't called WOOD elves for nothing, right?
Drakyrie and shadowcrew I don't know if this would work for your use case guys, but you could always look into the picture editing program called GIMP. Its free and quite powerful. I've used it in the past when I mess around with image editing with really good results.

Oh and love the mod BTW, can't live without it now. It really makes the elves feel like a flexible guerrilla army!
Drakyrie  [author] 2 Jul, 2021 @ 7:45pm 
Thanks for the testing Dom, I am looking into to it now and hopefully I can find a solution! I will post here if I am able to solve it.

Hi Shadowcrew - I don't have any art editing software so I actually used a website called pixlr to do it. I just manually erased all the pixels that were't part of the art, saved that as a layer and put it over the top of the main unit cards.
Dom 29 Jun, 2021 @ 2:53pm 
did some testing on my theory and I don't think its the homing thing- I tried removing the homing trait and adding 75 accuracy instead and it didn't change anything-the 3 units with Trueshot arrows from this mod don't fire unless extremely close to the enemy when they are moving. Its like they don't know they have more than 50 or so range. The Warhawk Riders and Waywatchers are a little better but they also need to be a fair bit closer to the enemy before they start firing.
Hope you can replicate my issue and find out whats wrong!
Dom 29 Jun, 2021 @ 5:15am 
I have a theory that the issue could be caused by the homing ability as another modder said that it often bugs out. He added accuracy instead to simulate the homing ability.
Dom 28 Jun, 2021 @ 6:58pm 
After extensive testing I can now say that the trueshot arrows are not really working properly for gladeguard and deepwood archers when they are moving. They are pretty wonky for the waywatchers aswell.

Problem:
When moving they will not fire their arrows unless around 50 distance away from their enemy. When standing still they work fine. Waywatchers will fire alot less than with their other ammo and they wont fire at all untill enemies are around 80 distance into their firing arc initially when moving.

To test this start a custom battle with all the archers and their ammo types and try to make them shoot when moving around enemies inside their firing arc.

I wonder what is causing this and if it's fixable?
Also someone else please make this test and report back if you get the same result!
shadowcrew 19 Jun, 2021 @ 2:37am 
May I ask a question?
How could you make these unit card? I don't know how to extract the "arrow type" icon which are so tiny. Could you teach me?
LimeUser 7 May, 2021 @ 2:11am 
Oh and i just realised there's actually a ranged tree kin unit in SFO would it be possible to add some upgrades for them on the SFO submod?
LimeUser 7 May, 2021 @ 2:10am 
Can i glue the arrows to my treekins?
Aerindor of Arcane 16 Apr, 2021 @ 11:19am 
That's my bad @Drakyrie, I didn't read the entirety of the mod description. I was playing Talysn (Durthu) and saw that he doesn't get the upgrades. My bad!!!
Drakyrie  [author] 13 Apr, 2021 @ 6:27am 
Hi everyone, sorry for the wait I have been very busy!
I think I have updated it now, (this was my first time updating a mod to a patch so please let me know if it didn't work)

I also have removed the deepwood scouts (swiftshiver) from the Laurelorn landmark. Thank you for the report Cataph!

Aerindor if you are still around, were you running the mod alone or with others? For me the mod is still working, so maybe try the update and if it still isn't working let me know.
detailstop 1 Apr, 2021 @ 7:14am 
brother,can you update? thanks a lot
Cataph 27 Mar, 2021 @ 1:17pm 
heya, the Laurelorn landmark can access the derpwood archers with swiftshivers
Aerindor of Arcane 25 Mar, 2021 @ 11:26am 
Doesn't work anymore RIP.. Bots can utilize, but there is no scrap upgrade available for glade guards/ deepwood archers
N3V3RFORGOTT3N 28 Feb, 2021 @ 10:39am 
when using this mod and SFO submod the deepwood scouts i can upgrade have 45 models while the other ones i can recruit (swiftsilver shards) have 60 models
Drakyrie  [author] 15 Feb, 2021 @ 3:29am 
I believe HashutChampion made an SFO compatible version a while ago but I am not sure what version of the mod it is. So you can try that and let me know! :)
CallMeHolli 14 Feb, 2021 @ 9:00pm 
Is there any chance it will be made compatible with SFO? Love the mod my dude.
Hans 14 Feb, 2021 @ 6:36am 
So is this with SFO compatible or is there a SFO version? :)
benettonkkb 26 Jan, 2021 @ 9:45pm 
I'm guessing this probably isnt compatible with Symbiosis. Dang.
cybvep 23 Jan, 2021 @ 3:53pm 
Excellent mod. This should have been Talsyn's unique feature in Vanilla.
137438 23 Jan, 2021 @ 2:30am 
how's this works with sfo, this is such an excellent mod
Malloxfire 19 Jan, 2021 @ 4:22pm 
I love this mod.

Do you think there could be ammunition options for glade lords, waystalkers and sisters of the thorn cavalry.
Bastilean 13 Jan, 2021 @ 9:09am 
Super cool
Drakyrie  [author] 13 Jan, 2021 @ 4:37am 
By popular demand, please find the add-on that adds these arrows to Warhawk Riders and Waywatchers here. This mod is required to use the new one, make sure both are enabled! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2360344755

The more loreful upgrade to Waywatchers which I mentioned earlier in these comments which gives them changable ammo in battle will come in a later seperate.
Drakyrie  [author] 11 Jan, 2021 @ 3:57am 
Thank for the feedback, its a request I have gotten a lot so I think I will eventually have to acquiesce. This will likely just be a sub-mod which is parallel to my other waywatcher upgrade mod coming soon. While you wait check out my latest mod which adds the missing lore of magic to the wood elves.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2358229147
Sablesword 9 Jan, 2021 @ 2:51pm 
The more I use this, the more I want to be able to use Trueshot arrows on Waywatchers and Hawk Riders. It seems odd that the more elite archers are somehow unable to use the magic arrows that their less well-trained fellows can use...
🌊hi midnite 𝓭𝓻𝓲𝓿 8 Jan, 2021 @ 11:24pm 
Yeah, I had glade guard with starfire shafts (native to the game not through mod) be able to fire whilst moving chasing after a broken target, but my glade guard with true flight arrows didn't fire at all during moving. I might try it out with other arrow types as well to be sure, but just wanted to bring this to attention. Either way, love the customization of WE archers :)
Drakyrie  [author] 8 Jan, 2021 @ 8:58pm 
Glad you are enjoying the mod. Yes all the glade guard still have fire whilst moving. Keep in mind the reload rate of glade guard is close to 10 seconds, so after they fire it takes quite a while before they shoot again.