Total War: WARHAMMER III

Total War: WARHAMMER III

Wood Elf Arrows Ignore Trees [Oct2024 update]
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?
Immane  [author] 12 Aug, 2024 @ 8:54pm 
How often do your arrows hit trees?
_FredoWasAPimp 10 Aug, 2024 @ 11:42pm 
is it op or is somewhat balanced for vanilla?
Immane  [author] 18 May, 2024 @ 5:49pm 
It works in my current campaign
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?
Tombalacı Mehmet 18 May, 2024 @ 1:32pm 
does this still work ? it is really hard to observe.
Stephince 23 Apr, 2024 @ 2:26am 
Now i can finally see the wood for the trees!
Kami 18 Apr, 2024 @ 5:27pm 
Also thanks for the mod, as easy as it is frankly I didn't even know there was a vegetation timer so it's a cool idea. Running it for my current WE campaign.
Kami 18 Apr, 2024 @ 5:26pm 
@AI-Man it's insanely easy to do man, it took me 2 minutes, albeit I have prior experience with modding TW but frankly this is about as easy an edit as one could possibly make. You just download RPFM, open up the file you want to edit, open up the projectiles_tables section and then scroll over to Vegetation Ignore Time and change it from 1 to 15. Voila, you're done.
Immane  [author] 29 Mar, 2024 @ 4:00am 
:) just tested the Kurnos shot, and it aims now, there WAS a discrepancy.
ktoffel 29 Mar, 2024 @ 3:22am 
Thanks for checking and the update @Immane :steamhappy:
Immane  [author] 29 Mar, 2024 @ 2:24am 
I was SO prepared to be like, suuurre Walpup, whatever, but no you're right there's database changes. Updating now.
Immane  [author] 24 Mar, 2024 @ 7:29pm 
@Walpup wow actually? How about arrows from eagle riders? I'll double check on that, but that definitely wasn't the case when I last played Wood Elves
Walpup 22 Mar, 2024 @ 8:02pm 
Love this mod, really nice to have the wood elves be good at fighting in the woods. However i did notice that while using this mod the arrow of kurnos ability for the glade captains lost its homing ability. I disabled this mod and tested to confirm it was this mod causing the issue.
Cipher 18 Mar, 2024 @ 4:26am 
Hey thanks for the mod. I'm a bit late @AI-Man but I'll post a submod today for my Asrai Unit Pack with these changes for you and any others that dont have a great time with database editing :steamthumbsup:
AI-Man 28 Jan, 2024 @ 10:28pm 
i never modded a game before so i understood nothing from the instructions in your description, would you add compatibility with that mod if you have some free time, you said for you it would take only 10 min but for me it would take hours and then it would be broken and not working properly and then there is the issue of updates
Immane  [author] 28 Jan, 2024 @ 7:34pm 
If they use the same projectiles yes, if not no.
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
AI-Man 28 Jan, 2024 @ 12:09pm 
does this mod affect the units from "Asrai Unit Pack (Wood Elves)" ? so they also shoot through trees? if not, would you please make them compatible
Immane  [author] 10 Nov, 2023 @ 9:24pm 
I honestly doubt it, it's a set of database table entries, but if they changed the schema then yes, if they didn't change the schema then no
FYI, changing the schema is very rare, the change in projectiles for chorfs was a surprise, they added some new columns
Immane  [author] 10 Nov, 2023 @ 9:23pm 
You tell me
Solaire 10 Nov, 2023 @ 8:29pm 
Is this in need of an update since you updated for Chorfs?
Beedle 30 Apr, 2023 @ 12:38pm 
Awesome! its working well.
Immane  [author] 29 Apr, 2023 @ 2:36pm 
Updated for Chorfs, I reimported the projectiles tables, I expect this to solve the issues. I'm going to start my own game to test, lmk if issues remain
Immane  [author] 24 Apr, 2023 @ 7:19pm 
I updated the title. I'm not currently playing Total War, will fix when I get back to it. The idea that changing projectile ignore forest time, which is a single value in the table causes these issues is ridiculous, but I'll investigate it later. If you want to try it for yourself, my immediate thought is that the layout of the database entries for projectiles_tables has been changed
MerinDaze 24 Apr, 2023 @ 5:48pm 
I don't know why... but for some reason this mod causes the AI to not attack even when they are the attackers.I tested it with only this mod on.It doesn't make sense to me but it is what it is
Immane  [author] 21 Apr, 2023 @ 9:19pm 
I'm not currently working on modding Warhammer. If I get another comment on this I'll mark it down. This is SUCH a simple mod though, with nothing to do with beastmen. I just don't see how it's possible?
Beedle 20 Apr, 2023 @ 8:31am 
That is why i found it so strange it shouldn't. I tested this mod alone with no other mods on and they are still doing it.. Just thought i'd bring it to your attention could have been something to do with 3.0, I started a endless as well vs beastmen and they ran away to defend at the back of the map until i shot enough of them.
Immane  [author] 20 Apr, 2023 @ 7:10am 
Ooookay? This mod changes projectiles_tables?
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.
Beedle 18 Apr, 2023 @ 7:22pm 
This mod for some reason makes the ai always on the defensive, regardless of if they attack
Macrosoft 29 Mar, 2023 @ 10:17am 
Fantastic mod! Honestly should've been in the base game considering the wood elves are clearly designed to be able to shoot from within forests with the accuracy buffs they get inside them.
Immane  [author] 29 Mar, 2023 @ 2:38am 
@Vaeringjar This does not affect ANY non-wood elf arrows AFAIK. It DOES affect all wood elf hero arrows, including arrow of kurnos, Sisters of Twilight shots, and Orion shots.
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.
Vaeringjar 27 Mar, 2023 @ 1:20pm 
does this also affect high elf handmaiden and other hero's arrows? Noticed handmaiden's getting borked by trees, though gotta check again after enabling this
Aethel 21 Mar, 2023 @ 6:08pm 
Alright thanks !
This mod is perfect, weed elves not being able to fight in forest...duh
Immane  [author] 21 Mar, 2023 @ 4:41pm 
Also rename the file so Steam doesn't try to overwrite it next time an update happens
Immane  [author] 21 Mar, 2023 @ 4:40pm 
@Aethel 1. 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

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.
Aethel 21 Mar, 2023 @ 10:35am 
More precisely i'd like to add Singe's units for Wood elves
Aethel 21 Mar, 2023 @ 10:32am 
What app can I use to open the pack file and modify/add mod units for this mod ?
Immane  [author] 18 Mar, 2023 @ 9:12pm 
@Kalessin If you want me to make that mod I could. I just don't personally think it would make sense, there's no well defined line or lore that suggests it should be the case.

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
Rustic "Kalessin" Citrus 18 Mar, 2023 @ 5:53pm 
Thank you for considering my humble 2 cents! I would think that artillery would absolutely get clear of stuff with ease.... The amount of WOOSH would shove everything out of the way if they were firing in trees at least? So at the very least a few seconds, but not for coming back down into trees?

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
JFK 18 Mar, 2023 @ 3:03pm 
@Immane Thanks for all this infos <3 !!! This mod is really a good idea. Because let's be honest, is someone has ever witness a movie with a wood elf shooting at the trees in the forest ^^ !
Immane  [author] 18 Mar, 2023 @ 9:53am 
@JFK The original 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.
JFK 18 Mar, 2023 @ 12:46am 
i always thaught they had a little more vegetation ignore time in vannila. What was the origal value 2 seconds ?