Total War: WARHAMMER III

Total War: WARHAMMER III

Extreme Smoke & Flash
118 megjegyzés
Tachyon 4 órája 
Thank you for your excellent work. Without this mod, the combat feels a lot more bland and lame.
Is there perhaps a way to make the smoke effects stay a bit longer?
Molcarat  [készítő] 16 órája 
@Jet Jaguar
There should be no particular issues.
If I had to say, this mod makes smoke more susceptible to wind. Therefore, in stormy weather like gales, it might be affected too much by the wind. (Vanilla wind is gentle)
Tommy DINODOR dec. 9., 18:17 
@Molcarat I was only trying to help point people to an alternative mod they could try for longer smoke. Won't "spread" anything else and I deleted the comment. Lesson learned.
Jet Jaguar dec. 9., 15:23 
Love the mod, but the battle lighting sucks and i'm wondering if I use Ultimate lighting 2.0 or Battle weather overhaul if it'll conflict with this mod?
Karazykrew dec. 9., 6:04 
Aw thanks! Just in time for a new campaign! <3
Molcarat  [készítő] dec. 9., 5:43 
Fresh updates have arrived.


@Tommy DINODOR
Let me warn you, that mod is not a “fix.”
The author claims that although dozens of smoke effect files exist, only one was actually being used.
But do you really believe something that foolish could be happening?

Now, do all the cannon smoke effects in my mod look the same to you?
If not, then please stop trying to spread such a mod.

That author only looked at the database. In reality, smoke effects are tied to animations. So while he thinks he “fixed” it, in truth he merely pasted extra smoke from the database.
AKL dec. 9., 2:32 
needs an update
kaiserito dec. 6., 12:28 
pls update
Cobalt Coconut okt. 17., 7:40 
Can you make the smoke effects last longer?
kaiserito szept. 23., 6:00 
Update, please
n.pedrazaliz szept. 3., 21:14 
Hello the mod is outated in my mod manager uptate please
Colsarico aug. 30., 12:09 
doesn't work on handgunners
sephiroxical19981202 aug. 26., 19:32 
For me, Dwarf cannons have inconsistent flash vfx. The flash would quite often appear a few seconds after the cannons actually fired.
Vikingbanana aug. 9., 7:36 
Are you able to make the smoke last way longer?
Louie04k aug. 6., 17:51 
@Tommy Trials you can open mod pack files and edit them with RPFM, editing the mod would be simple, just time consuming figuring out which value affects how long the smoke stays, which i do not have the time for unfortunately
Rat Shaker aug. 4., 13:43 
@Tommy Trials, please let me know if you figure that out, it's the only thing I miss from the previous smoke mod that's now deprecated
Tommy DINODOR júl. 29., 0:58 
So I'm sure with some guidance I could figure it out, but as far as I can read, it requires me to edit a .pack file and that is WAY over my head. If ever I figure it out, I'll try and let people know here
Tommy DINODOR júl. 29., 0:49 
Silly question but I can't seem to find the answer, is there a config file for this mod where a simple number can be fiddled with the get the smoke to last longer? I'll look about and report back if I manage to find something, but I strongly doubt I'm smart enough for that!
Louie04k júl. 9., 9:16 
can you make the smoke stick around even longer?
fretkaf júl. 1., 10:06 
Man my RTX 5070 cant handle this mod
逆战来也 márc. 31., 19:58 
You are my hero
Ramon(f_finder) márc. 26., 0:29 
@Seriouis Lee
yeah man hahah I noticed that some times later, what a dumb newb I was heh
thanks anyway, have a good day :steamthumbsup:
Serious Lee márc. 25., 13:38 
@Ramon(f_finder) Thats just the indicator that the lord or hero has used up all their movement. Its a vanilla thing really ;)
Serious Lee márc. 25., 13:37 
thank you so much for keeping this mod up to date!
全神贯注 márc. 21., 21:19 
thanks,guy
Solkundor márc. 18., 13:27 
yeah would be very cool if the smoke lasts 3x longer :)
Donut_Warrior márc. 15., 9:52 
Great mod hope it will stay updated
Mofunkles márc. 3., 6:38 
This could do with making the smoke last 2-3x longer
Ramon(f_finder) márc. 1., 2:29 
nevermind my previous replies haha, just finishing the turn fixed the issue.
Ramon(f_finder) márc. 1., 1:50 
in fact, not all of my models but some of them became black and white
Ramon(f_finder) márc. 1., 1:44 
Hi, appreciate for the mod and it works mostly fine I think.
but there's one thing though, after activating your mod all of my character models' color in the world map became unsaturated, like black and white.
it's not a big deal cuz this happens only in the world map, not in battles.
however I'd like to fix this issue if there's a way.
thanks for reading, cheers.
AlpokoLoco febr. 25., 12:49 
My smoke also just blows away very quickly
Greeny febr. 16., 17:54 
Im having the same issue as Forsaken, the smoke just instantly blows away, is there something i can do on my end to fix this or is it something else?
Swords febr. 1., 11:54 
@Sylph: Play the mod and find out. Both your questions are things you can figure out with 5 minutes of playtime.
Serious Lee jan. 16., 5:09 
This mod semi works with Araby. The Janissary have more smoke but still the pathetic vanilla muzzle flash. Is there a chance you could so something on your end to enhance it? :)
forsakenmyhonour jan. 16., 2:29 
Why is it so windy when i use the mod. The smoke flies away instantly as if we're in a hurricane
Candyman jan. 11., 4:36 
It definitely has an impact but it depends on how many gunpowder units you have and how far you zoom in.
Really close it tanks the frames but if you are on normal distance it doesnt affect it too much in my experience.
But it is honestly worth it because it looks amazing when your gunner line starts blasting.
DeathNote jan. 9., 23:48 
Does this have a big impact on performance?
Honk Hill jan. 8., 18:42 
Can confirm the same issue Jack Jackson is having with this mod and the Marienburg one breaking landship animations
PhazezGova jan. 2., 5:34 
Works great, awesome mod :) smoke transparency fix mod has not been updated yet, do you have plans to make it?
Jack Jackson 2024. dec. 26., 10:42 
Heads up, using the mod with SCM Marienburg mod seems to mess with Landship rigging/animations.
Molcarat  [készítő] 2024. dec. 23., 1:42 
No problem. If you're worried, just do a quick test with a custom battle.
Sin 2024. dec. 19., 17:09 
Does mod work now? I see it was updated on Dec 12th but confused by last comment which was on Dec 15th
DORN 2024. dec. 15., 12:42 
doesn't seem to work after patch 6.0
Molcarat  [készítő] 2024. dec. 12., 9:10 
Sorry for the lack of replies and updates for a while.
And TraderPisces, thanks for the valuable information!

However, I want to let you all know that I can't answer your question about compatibility with other mods. This mod changes the base game smoke, and smoke is usually tied to unit animations. So if the mod changes the smoke there, it will not be reflected, and if it uses the base game smoke, it will be reflected. Of course, if the mod changes the base game smoke itself, it will not be reflected. So without looking inside the mod, we will never know the truth. Oh yeah, the Empire units had a bug where smoke was not generated when ToD was released, so mods that use that data as-is may have smoke issues. See my previous comments if you want to know more about this.
beef92 2024. dec. 11., 23:12 
I'm noticing that it doesn't affect outriders with the repeaters, but does effect ironsides who are using the same repeaters (via SFO). Do outriders have their own vfx file that needs to be added?
Eisen 2024. dec. 10., 6:39 
Amazing, this is how CA should have made the game look like.
Breepzz 2024. nov. 8., 0:04 
Amazing mod ;-)
Breepzz 2024. nov. 7., 12:24 
@TraderPisces

Ok, then with Total War is the opposite than Skyrim or Bannerlord load order ;) I didn't know for sure, even if I play Total War since MTW2 ahah

Thks again
TraderPisces 2024. nov. 7., 9:06 
@Breepzz Great to hear! :)
Smoke transparency fix after this mod (I don't think it matters much, because this mod does not override anything from smoke fix mod (I've just checked), but you still have to do this if you got a lot of mods which override any of those mods, just to be safe).

Highest mod in load manager => highest priority. It will override other mods modifying the same entries (for graphics, this works, as you've noticed). I can only theorize, as we do not have access to source code how game engine handles this to know for sure, but from observations can conclude that if mod A and B mod the same entry X and B is higher than A in load manager, then game engine loads entry X from mod B, then if mod A also contains same entry X, it will skip it. This works the same way as many firewall rules.