Total War: WARHAMMER III

Total War: WARHAMMER III

Chosen Archers of Tzeentch
54 Comments
BFC|Insomnia  [author] 23 Jul @ 6:37am 
Indeed.

I've noticed that rotating the model would change the VFX.

I don't remember exactly what I did to "fix" that but it but if I've done something, it probably was something similar to what you ended up doing.

I hope I was able to help and if not me directly then I hope I was at least able to point you in the right direction :)

Pic looks good btw:steamthumbsup:
Vuux 22 Jul @ 10:52pm 
It's important to note that the Avelorn Bow isn't really generated by the VFX folder, all the VFX *really* does is adjust its tint, and glow. Rotating the bow in Asset Editor actually breaks the VFX, and causes a lot of distortion, and while you can get a similar result, unless you match the sisters or handmaiden's rotation perfectly you'll see a lot of rainbow colors and distorted bloating, and the alpha breaks letting you see the hard edge of the VFX. The game handles it differently, not only generating the effect internally, but rotating it in-game through the embedded animations. I was able to replicate it and got it down pretty 1-1 without any distortion. https://i.gyazo.com/9dcb2001e2db7aecd32eda4cf9c2f063.png
BFC|Insomnia  [author] 28 Jun @ 2:30pm 
The visuals for the magical bow aren't found in either of those places, they are in the "VFX" subfolder.

If you've subscribed to the mod, you have the files of the mod locally downloaded and should be able to reverse-engineer how I applied the effect.

Iirc; simply linking to the files in the VFX folder in your VMD should do what you want it to.

I hope that was in any way useful :)

If you need more help, the modding discord and the tutorials from "Blind leading the Colorblind" and "VenrisSFO" were how I figured it out.
Vuux 28 Jun @ 1:48pm 
Hey! i'm working on a mod and wanted to use the avelorn bow effect, but im having trouble replicating the glowing bow, any chance you could offer some advice? Cant see it in the props or varientmeshes, just wondering how you achieved it
DeadDragon 7 Mar @ 2:10pm 
Can someone make the Chosen Archers of Tzeentch mod more powerful for sfo?
Arachosian 8 Feb @ 7:28am 
Will this ever support all tzeentch factions? That way legendary lord mods would also be affected
rainmen 26 Dec, 2024 @ 2:13pm 
good evening, I really like your modification and would like to continue using it. If possible, the mod could use an update and, as mentioned below, compatibility with other modifications that expand the number of legendary Jincha lords. For example, all of the available units are focused on using demons in the squad. let's take Belakor, yes, he can be transported on the map as a jinchita, but this unit does not fit well into his squad, he would have played more successfully in the army of Archaon, perhaps with deman prince.
Swinky 26 Dec, 2024 @ 9:41am 
Looks like it doesn't work for mixu's Legendary lords Cabal faction.
Consaibot1 13 Nov, 2024 @ 2:11am 
Ok, I love this mod. I also love that you added them to DoC Skirmish Roster :3
TdizzleGod 7 Nov, 2024 @ 12:49pm 
understood thanks man probably something on my end
BFC|Insomnia  [author] 7 Nov, 2024 @ 3:56am 
@TdizzleGod
The unit can already be found in tzeentchian devoted major settlements in the T4 "sorcerer" building.

If you cannot find them there, the mod isn't working or some other mod is incompatible although that is very unlikely.
TdizzleGod 6 Nov, 2024 @ 2:41pm 
any plans on adding these guys to daniels faction
BFC|Insomnia  [author] 24 Oct, 2024 @ 5:30am 
@GreyGhost14
The unit can be found in belakors roster under the warband upgrade section for tzeentch units. They are an upgrade to chaos warriors of tzeentch.

If you cannot find them there, the mod isn't working or some other mod is incompatible although that is very unlikely.
GreyGhost14 24 Oct, 2024 @ 4:55am 
please add this to belakor, i tried but i cant only mod med2 not warhammer 3 :)
Kniggar 13 Sep, 2024 @ 5:02am 
Polearms on the back looks goofy
BFC|Insomnia  [author] 21 Aug, 2024 @ 6:56am 
Thanks for the kind words ^^
Keeping the mod functional is the least I can do :)
Kaneda 21 Aug, 2024 @ 6:31am 
thanks for update
lightofsun88 21 Aug, 2024 @ 6:18am 
bro, It's really cool mod. thanks for your effort
BFC|Insomnia  [author] 21 Aug, 2024 @ 6:04am 
The issue should be resolved with the latest update :)
Sorry for the inconvenience
lightofsun88 21 Aug, 2024 @ 5:39am 
it crashes after new update...unfortunately..
Rumpel Foreskin 11 Aug, 2024 @ 11:01am 
Holy Moly Tzeentch must work in mysterious ways. I was thinking this morning 'I wish there was an archer type unit for Tzeentch' (as I like the archer firing arch during sieges) and then this mod appeared! Nice work dude!!
I Am Alpharius 7 Jul, 2024 @ 8:44am 
The unit itself is great, so I can't wait to see how that turns out.
BFC|Insomnia  [author] 7 Jul, 2024 @ 4:32am 
I have not come around to make this unit fit into SFO more closely.

It's something I want to do for sure :)
I Am Alpharius 6 Jul, 2024 @ 9:25pm 
Hello, is anyone aware of an SFO patch for this mod?
BFC|Insomnia  [author] 6 Jul, 2024 @ 2:13pm 
@woempi

The animations you're looking for already exists in the regular high elf archers so copying those for your unit should give them the skeleton appropriate sword + bow animations :)

Editing an animation set is not too complicated / not too hard to learn. There's a 34min YT video which should cover all your needs to do what you'd like to do. "Modding Warhammer 3: The Basics of Animations" by Blind leading the colorblind, is what I used to learn. There are more resources for more and other purposes, only one google search away :)

I don't mind using "my work" for inspiration but I'd like to be asked if it was to be publically uploaded.
woempi 6 Jul, 2024 @ 1:07pm 
Thanks for pointing me in the right direction. I almost managed to achieve what I wanted by analysing your mod, but creating animations on my own seems too complex to me, for now. I tried some things and could make it work by copying your animation (I hope you are okay with that - just for personal use, I won`t upload it).
One last question though: Would it be difficult to turn your animation into a "bow+sword" version instead of "bow+shield+spear"? Or maybe would you even be willing to do that? Sadly I`m not able to do it myself and have no idea how difficult or time consuming that would be for you, so I thought I could at least ask you. And if you don`t have time for that, no problem. You already helped me anyways, so thank you.
BFC|Insomnia  [author] 6 Jul, 2024 @ 7:07am 
@woempi

The easiest solution seems to be to copy the male model and then edit the VMD (Varient Mesh Definition) and simply copy paste the Sisters bow.

The glowing effect comes from a "material.xml" file which links to the bow. You're gonna have to copy the bow and then likely rotate it to align correctly.

I'd suggest to find your locally downloaded workshop folder and find my mod and load it into rpfm and see what I did :)

I created this mod with the help of the "creating a unit" modding guide on steam, the modding wiki, the correct "Blind leading the colorblind" YT tutorials and the modding discord.
woempi 6 Jul, 2024 @ 5:14am 
Hi, I wanted to do something similar to your mod, but simpler, since I am new to modding and hope you are willing to help me.
All I want is to replace Sisters of Avelorn with male High Elf Archers that use the beautiful glowing bows.
If I replace the sisters bodyparts in variantmeshdefinitions I end up with deformed bodies. I can prevent that by changing the "Man animation" in "land_units_table" from "hu1b_hef_avelorn_sword_and_bow" to "hu1d_elf_sword_and_bow". Then the unit looks fine but the glow effect from the bows is gone - probably because it is part of the sisters animation?
So is there any simple way to achieve male Archers with glowing bows?
I would be very grateful for help. Thanks
BFC|Insomnia  [author] 4 Jul, 2024 @ 11:47am 
According to the modding tools and me booting the game with the mod enabled, yes.

I have "updated" the mod to prevent the manager from saying that it "may not be up to date" if that's where your concerns are coming from.

If you're experiencing crashes, they shouldn't be due to this mod :)
MuffinTop 4 Jul, 2024 @ 11:29am 
Does this currently still work
Waka 19 Jun, 2024 @ 1:38am 
Can you do a slaanesh version and SFO compatible.
MOON_MAN 10 Jun, 2024 @ 1:16pm 
This is great. Would love to see a slannesh or undivided variant down the line.
BFC|Insomnia  [author] 2 Jun, 2024 @ 10:01am 
Glad to hear your problem had a simple solution :)
Wolvesgaar 2 Jun, 2024 @ 5:35am 
Update: I deleted the previous game with Kairos and started a new one. The archers are now in the building you mentioned, it seems the previous campaign was just bugged and didn't show them.
Sorry for the trouble.
BFC|Insomnia  [author] 1 Jun, 2024 @ 4:17pm 
Wolvesgaar So I just tested both "Realms of Chaos" and "Immortal Empires" and the unit shows up in the correct building (here: T4 Caster building)

If you don't see the unit there, make sure the mod is enabled and if that's the case, can you DM me the modlist for the save you're trying to load? Maybe there's some incompatibility with other mods.

The mod should be compatible with everything but maybe I'm wrong :)
Wolvesgaar 1 Jun, 2024 @ 7:09am 
Seems Kairos is unable to recruit them, they don't show up in any military building.
Sturmlied 30 May, 2024 @ 10:38am 
This is great! Would love to see such Archers for all Chaos Factions!
Inerael 19 May, 2024 @ 3:30pm 
Thanks you verry much ! :)
BFC|Insomnia  [author] 19 May, 2024 @ 10:08am 
The most recent hotfix seems to have changed the name of a multiplayer cap variable which caused the crashes.

I updated the variable to it's new name and the crashes should be resolved.

If you ever played multiplayer battles and the unit is no longer found where you used to find it, please let me know.

Sorry it took longer than usual to find this change.
Swallowed_Light 19 May, 2024 @ 8:11am 
Something is wrong with the mod, which is a shame because you did a GREAT job making this. I mean the design is impeccable. When you start up the game, however, it crashes before you even see the load screen. I have went through and determined that this, wonderful, mod was the cause.
Horizonsfall 15 May, 2024 @ 6:07pm 
stopped working randomly, need to be updated?
Inerael 15 May, 2024 @ 1:51pm 
hey, looks amazing, sadly game crash when launching , i think it needs an update :)
Bönstugan 30 Apr, 2024 @ 10:21am 
dude this is so fucking cool :steamhappy:
BFC|Insomnia  [author] 8 Apr, 2024 @ 4:22am 
I had forgotten to answer that question with the in-game descriptions...

up until now! This latest update added unique descriptions for the unit.

Forgive my amature writing :)
JASZo 6 Apr, 2024 @ 6:07pm 
Why do they have martial prowess?
LEGION-V 6 Apr, 2024 @ 4:17pm 
Hi, we really ask you to do for the chaos warriors, for them this is an actual fighter ... I'm sure many people expect even such archers more for chaos than for Tzincha in general...
BFC|Insomnia  [author] 6 Apr, 2024 @ 3:47pm 
Thanks for pointing out the inconsistancy with the LOD-distance.

This should now be fixed :)
Bigfoot 5 Apr, 2024 @ 5:22pm 
The bows dont render in unless you get really close
BFC|Insomnia  [author] 21 Mar, 2024 @ 6:56am 
With this latest update I fixed the popping animations as much as was possible and I readjusted the melee weaponstrength to be as close to the original stats while having a more vanilla-like split.
Translated into numbers: 8/12 Basedamage to AP-damage split is now 7/14.
BFC|Insomnia  [author] 18 Mar, 2024 @ 4:20am 
That's the thing, I am working on making a mounted version and you're absolutely right, giving them archer animations is not simple.

Making a horse mounted version wouldn't be as hard as making a disc of tzeentch version but I hadn't considered that so far.

Maybe I'll come around to making a chaos steed version of them :)