Total War: WARHAMMER III

Total War: WARHAMMER III

Less buff and effect VFX 3
321 Comments
Ourg  [author] 8 Jul @ 11:25am 
updated for 6.2.2 hotfix modification
Ourg  [author] 4 Jul @ 2:02pm 
because you probably have another mod that modify this ability.
To increase compatibility my mod is suppossed to have the lowest priority, but it result that some effect can display when used with mods that modifiy the same spells/abilities
Darkwolf 4 Jul @ 1:29pm 
I have this mod active, but i'm still having the large blue circles after activationg "Stand Your Ground". Am i missing something?
Ooh-la-la, It's GAGA!! 22 Jun @ 5:45pm 
Step on me daddy
Ourg  [author] 21 Jun @ 2:05am 
they've changed the vfx for the sword of khain on the lord in WH3. Didn't get it since then, gonna look at this when I step on it
Ruji 7 Jun @ 6:05am 
can I get a sword of Khaine update 🙏
my fucken skarbrand is running around showering in red particles its crazy

WH2 version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1603798304

please and thank you
Ourg  [author] 4 Jun @ 12:53pm 
I usually don't remove non generic effect on the banner
Dream 3 Jun @ 12:30pm 
Can you remove "The Eyes of Grungni", "Artillery Master", "Master of Ballistics", "Extra Powder" passive aura effect? (It gives a yellowish spark/smoke over every nearby unit/artillery). Or maybe disable that effect graphics in particular since all the aforementioned passives use the same one. Thanks!
Luciano77 2 Jun @ 2:14pm 
Thanks!! :steamthumbsup::steamthumbsup:
Ourg  [author] 2 Jun @ 8:29am 
will look at it next update
Luciano77 2 Jun @ 8:25am 
Hi Ourg!! Can you remove the tornado effect that Isabella and Vlad cast? (I think it only works against air units). Thanks so much for your mod!!
Ourg  [author] 15 Apr @ 6:37am 
update : warrior priest and arch lector will use the animation for all prayer (not only soulfire). I've also reduce the size of the VFW which is way too big
I've also ended up removing all generic circle during casting
Ruinous 5 Apr @ 3:11pm 
@Ourg Sir, I am in your debt. This awful effect was making me consider not using spiders anymore just to avoid it. Thank you so much. I will continue preaching your great mod to all who will listen.
Ourg  [author] 5 Apr @ 2:08pm 
@Ruinous I've update with removing the slow death contact effect on units
Ourg  [author] 5 Apr @ 2:06am 
will check that
Ruinous 4 Apr @ 6:47pm 
Fantastic mod. Any chance of removing the 'Slow Death' (contact effect) vfx from Ostankya's spiders'? Covers pretty much the entire battlefield and makes it impossible to see anything.
Dizzy Ioeuy 29 Mar @ 3:10pm 
Yes, ty for update, kang!
Vékell the Shape-Shifting 28 Mar @ 10:23am 
Thank you for a good mod.
Ourg  [author] 27 Mar @ 7:20am 
update : i've added the small changes in the 6.1 and fixed the pit of shade bug
Ourg  [author] 25 Mar @ 1:27pm 
mod is working, will check later for the small adjustment of the patch on spell/abilities
Lycia Pintella 1 Mar @ 1:32am 
Looks like this mod's definition of Pit of Shades (non overcast) won't let you target the ground. =(
Swords 26 Jan @ 8:43am 
Been using this mod since TWW2 and refuse to play without it now. Thanks for making it.
Ourg  [author] 13 Jan @ 10:54pm 
while check that
HUNTon 13 Jan @ 7:28pm 
Hi! First of all, thanks for the mod, I can't imagine the game without it!

I noticed that my spiders with venomous attacks leave a nasty cloud over the enemies with green confetti. Is it possible to include this effect in the list of those that are not displayed in this mod?
☢GASMAN☢ 1 Jan @ 1:22pm 
Finally the game looks less of a joke without all these effects active here have a :scum_banana:
Ourg  [author] 14 Dec, 2024 @ 2:22pm 
in that case it should trigger in both
nparkinglot 14 Dec, 2024 @ 2:15pm 
I know they're supposed to be the same but that's not what's happening on my end. I can take some comparison videos if you want to see but yeah. Spirit Leech is a good example. Playing battles: no giant skeleton hand. Watching battles: giant skeleton hand.
Ourg  [author] 14 Dec, 2024 @ 11:37am 
there is no difference between replay and battle. Should trigger the same.
nparkinglot 14 Dec, 2024 @ 11:19am 
Maybe someone has already mentioned this, but has anyone else noticed this mod doesn't seem to work during replays? It's been hard for me to tell if it's completely not working or only partially not working, but I know for sure that during replays I always see spell effects I don't see while playing regular battles.
Molag Bal 12 Dec, 2024 @ 4:14pm 
Yes, now works. Thx :chug:
Ourg  [author] 12 Dec, 2024 @ 1:57pm 
unsubscribe / resubscribe

typical steamworkshop bug
Le druide 12 Dec, 2024 @ 1:41pm 
Molag Bal : For me too. It's a scandal !
Molag Bal 12 Dec, 2024 @ 1:26pm 
Looks like you updated the mod for the last DLC but it still crashes for me :cody:
Ourg  [author] 12 Dec, 2024 @ 12:55pm 
updated for last dlc. Didn't test last abilitites yet
monky 12 Dec, 2024 @ 12:48pm 
the duality of man
Le druide 12 Dec, 2024 @ 11:54am 
Don't take your time, work faster, lazy. :steamsalty:
Ace 12 Dec, 2024 @ 8:14am 
understandable take your time
Ourg  [author] 12 Dec, 2024 @ 8:01am 
it needs to be updated
Ace 12 Dec, 2024 @ 7:49am 
Mod cause crash on the latest update
ӍcGrá†ћa™ 8 Dec, 2024 @ 12:09am 
When playing as the empire this is a must.
Aten 29 Nov, 2024 @ 5:52pm 
Amazing mod, thankyou soo much!
Ourg  [author] 27 Nov, 2024 @ 12:15pm 
nop
GenuinelyEric 24 Nov, 2024 @ 6:30am 
Does this mod remove graphical effects around weapons? In particular, Ghal Maraz? I hate wielding a fog machine, I'd love it if Ghal Maraz looked like a proper hammer. :empirecross:
Breepzz 9 Nov, 2024 @ 6:16am 
What a pleasure to play with this mod ;)
Torylon 1 Nov, 2024 @ 2:57pm 
Thanks!
Ourg  [author] 1 Nov, 2024 @ 3:01am 
thx for the report, it's now fixed
Ourg  [author] 31 Oct, 2024 @ 10:14am 
updated for 5.3 with abilities/spell balance changes
ReCore 23 Oct, 2024 @ 2:19pm 
Cant deactivate the mod midgame... ;(
Ourg  [author] 23 Oct, 2024 @ 7:45am 
most runes uses generic buff display and I hide all generic buff display
Aradir 23 Oct, 2024 @ 6:30am 
I have to agree with PIXY_UNICORN that removing the effects of the rune magic feels a bit too much.