Total War: WARHAMMER III

Total War: WARHAMMER III

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Wood Elf Arrows Ignore Trees [2024 db.pack update]
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File Size
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456.386 KB
17 Mar, 2023 @ 1:25pm
29 Mar @ 2:28am
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Wood Elf Arrows Ignore Trees [2024 db.pack update]

Description
Wood Elf Projectiles Ignore Trees!
Wood Elves! Known for their bonuses fighting in the trees! Grace and great skill in archery!

Except that in Total War their arrows get stuck

All Wood Elf Projectiles that I know about now ignore vegetation! (for 15 seconds, Idk what you're shooting if it's in the air longer than that)

This includes wood elf specific abilities stuff like arrow of kurnos, Orion javelins, Dart of Doom, but NOT general spells and projectiles fired by wood elves like an Amber Spear or a bound fireball from equipment which are not wood elf specific

Simple mod, but overwrites Wood Elf Projectiles, which is responsible for the damage, trajectory, and the toggle for arrow trails. Therefore this should rarely if ever break, and does not interact with any graphical changes.

I want edit other projectiles, How Do?
If a custom unit mod adds projectiles, you can add an entry here or edit the projectile entry in the unit mod. It should be straightforward once you know where projectiles_tables is.

To do so: (example using singe's wood elf archers mod)
1.Get 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
Rename the file so your edit won't get overwritten by workshop updates

3. open up the name edited 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. (also, remember to activate your mod)

What were original numbers?
The original vegetation ignore 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.

Put at top of load order!
If you're like me and are running every mod under the sun, you need this high in load order as many mods edit the stats of projectiles! This will be semi-compatible with those mods. For example, Elves Ultimate hardly changes the stats within, so this is "compatible" but something like SFO makes major projectile nerfs, so this while "compatible" will throw off that balance

Projectiles_tables is responsible mainly just for bullet damage and speed

Updated for the 2024 IDK why they moved db projectiles tables to a separate .pack, reimported the projectiles tables. Let me know if problems exist
44 Comments
Immane  [author] 18 May @ 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 @ 1:32pm 
does this still work ? it is really hard to observe.
Stephince 23 Apr @ 2:26am 
Now i can finally see the wood for the trees!
Kami 18 Apr @ 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 @ 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 @ 4:00am 
:) just tested the Kurnos shot, and it aims now, there WAS a discrepancy.
ktoffel 29 Mar @ 3:22am 
Thanks for checking and the update @Immane :steamhappy:
Immane  [author] 29 Mar @ 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 @ 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 @ 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.