Total War: WARHAMMER III

Total War: WARHAMMER III

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Less buff and effect VFX 3
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graphical
Tags: mod
File Size
Posted
Updated
1.883 MB
5 Apr, 2022 @ 8:09am
14 Jul @ 12:53am
69 Change Notes ( view )

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Less buff and effect VFX 3

In 1 collection by Ourg
TWW 3 mod
12 items
Description
This is the sequel from my TWW2 mod : https://steamproxy.net/sharedfiles/filedetails/?id=1567055147, so it does the same thing.

The purpose of this mod is to lessen the number of graphical effects vfx on screen and only keep the essential.

This is what you want if you want immersive replay or making RP video on battle with K mode.

the list of what the mod is doing :

1 : // no more lunar beam on lords/heroes //

2 : // no more graphical vfx on aura buff, to prevent spam when units go in/out of aura range //

3 : // no more graphical "white flies" on banner during buff/debuff on units/lords/heroes //

4 : // In addition I've managed to rework complety the spell and ability targetting as I wanted to be the most immersive possible, about the big circle and the central rune (like the green rotating triangle) on any spell and ability.

In the game spell/ability are in 3 phases :

- targeting : When you select the skill and go with you mouse where you want to apply
- casting : Period when the caster is incantating the spell, mostly instant for most abilities
- activation : Period when the spell/ability is applying the effect, sometime instant

In vanilla it was a mess as you had sometime the big circle and central rune in any phase or not. To have a more immersive and consistent experience without breaking the gameplay, this is how I've done for each phase :

- targeting : Same as vanilla, you can have all the information about the range of aera spell/ability
- casting : Only the central rune will remain, like the caster is invoking a rune
- activation : both are hidden

This should work on any spell/ability

So no more lord running with a rune around him or big circle staying in the middle of the battlefield for ages. //

5 : // no more targeting effects for army ability (bottom right abilities) during casting time. Still present when targeting with the mouse but will fade out just after casting. so you won't see them on replay. //

And much more....


Graphical vfx on spell application is still here to keep a minimum of visibility

you could espect little performance gain on battle

If you see any bug or mistake post a comment

Note : this mod is purely graphical, no gameplay change. Can have some issue with other mod which modify spell/ability tables.



You can also look at my other mods : https://steamproxy.net/id/Ourg/myworkshopfiles/?appid=1142710
262 Comments
Ourg  [author] 14 Jul @ 12:50am 
@wesker it's not real error, it's just i've put a space at the end when copy/paste. It still work in game
Max 13 Jul @ 11:28pm 
You're right Dev mod doesnt crash it was a literal stuck old file - some mod manager (stock) i apologize
wesker 13 Jul @ 4:25pm 
packfile errors :

Invalid reference "wh2_dlc09_tomb_kings_banner_unstable " in column "banner_vfx".
Invalid reference "wh2_dlc13_weapon_abilities_kill_shot " in column "targetting_aoe".
TRON 12 Jul @ 8:35am 
Thanky you !
Ourg  [author] 12 Jul @ 2:33am 
the mod doesn't make the game crash. Try unsubscribe and resubscribe
Max 11 Jul @ 9:24pm 
Dear developer, with all DLCs mod crashes the game doesnt even get to launch screen. Tried with no other mods. Thank you.
Dizzy Bat 11 Jul @ 2:30pm 
As an FYI to SFO players this mod will need a submod to work with it. It'll 'work' with the table change in that... SFO will overwrite the entire mod so it doesn't do anything. There's no reason to bug the creator of this mod about it, since it'd require a full submod to fix.
Ourg  [author] 11 Jul @ 11:55am 
yes not a bad idea. I've added z_ on starting name table. You can test now
Vaxar Kun 11 Jul @ 11:44am 
perhaps an easy solution would be to rename the internal tables to start with z_ so that they have low priority. I know that renaming the tables like that helped with compatibility with dukes damned nations. Ofc if you dont want to make this change, that's your choice/call as it's your mod.
Ourg  [author] 11 Jul @ 11:32am 
To be clear. I don't play SFO so i'm not willing to make or test compatibility.

As my mod modify almost all unit_special_abilities table it could have compatibility issue with mods modifying some spell and skill data (like cd time, mana cost, duration, etc...) like SFO