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have you tried running only this mod/are you running any other mods? especially overhauls?
Also, check out any of those Wood Elf modlists. Wood elves feel much better with some tweaks
I have no idea how you find this difficult to observe. Have a ranged unit in forest fire on another unit in forest and watch no damage happen. Turn on mod, watch damage happen. Try using a troop with shining projectiles?
I don't want to add other mods, and then need to update when they update
However, if you read my description, you'll know it's easy to make it happen, it'll take you 10 min at most
FYI, changing the schema is very rare, the change in projectiles for chorfs was a surprise, they added some new columns
You mean it makes the A.I. not charge you?
I can near guarantee that this mod does not do that. A.I. does not take into consideration vegetation ignore time.
That being said, if would be incredibly easy to include other projectiles in the table.
The display picture clearly shows the projectiles_tables table where you can add entries to overwrite the game's base behavior as desired.
This mod is perfect, weed elves not being able to fight in forest...duh
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
3. open up 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.
This mod is "technically" SFO compatible, nothing will break
But for example in this mod a basic glade guard arrow has 170 range, 18 dmg, 4 AP
In the mod you linked its 190 range, 14 dmg, 5 AP.
Balance will be thrown off.
Also, that mod IS what you're looking for, it modifies 35 projectiles, including dragons breath, to ignore vegetation for 100 seconds, where the title/language seems to suggest it doesn't touch quite so many projectiles. I dunno if it edits ALL projectiles, but this mod only touches 19, and 35 sounds reasonable for SFO's increased units
Also, would you know if this is innately SFO compatible / needs work? I found another mod specifically labeled but... I fear the language barrier at the very least xD
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2930654799
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.