Total War: WARHAMMER III

Total War: WARHAMMER III

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Chosen Archers of Tzeentch
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Tags: mod
File Size
Posted
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9.497 MB
5 Mar, 2024 @ 9:54am
21 Aug, 2024 @ 6:02am
44 Change Notes ( view )

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Chosen Archers of Tzeentch

Description
This mod adds a unit of "Chosen Archers of Tzeentch".

It's a hybrid unit with a tzeentchian twist on the magical bow that the sisters of avelorn are known for, combined with the spear and shield of the doom knights, rebalanced to not be OP for vanilla.

The unitcards are not particularly well done, I'm aware but I'm no artist so they will have to do, sadly.

The unit is (now) recruitable where you'd expect to be able to recruit it.

The full list is currently (5.3.1):
Daemons of Chaos (Daniels Faction)
All tzeentchian factions (Kairos and The Changeling)
Warriors of Chaos (Vilitch and Be'lakor)
In all cases, the unit can be recruited through a T4 tzeenchian building or via the Warband upgrade mechanic.

It's not currently available as a "gifted unit" for warriors of chaos but that may change depending on demand.

The unit is now affected by techonology and character skills properly.

The unit name in the files is: "Chosen_Archers_of_Tzeentch"
62 Comments
willyinuyaz 15 Sep @ 6:10am 
@BFC|Insomnia Thank You very much Sir!! :steamhappy:
BFC|Insomnia  [author] 15 Sep @ 5:32am 
@willyinuyaz Absolutely, go for it :)
willyinuyaz 14 Sep @ 9:46pm 
@BFC|Insomnia I lke your model, Could I use it to make other unit? I'll credit to Sir :steamhappy:
BFC|Insomnia  [author] 11 Aug @ 4:04am 
Glad to hear that it worked ^^

Also good to know which tag is the correct one
Oz 10 Aug @ 5:22pm 
Alright, the first unit name worked with adding them to my Cabal army, so it looks like it's case sensitive.
Oz 10 Aug @ 5:06pm 
I'll give it a whirl next time I play, thanks
BFC|Insomnia  [author] 10 Aug @ 7:53am 
The unit name has been added to the description. I honestly have no idea if that is the way to spawn them in so let me know if it works.

If this ends up not working, you can look at the file yourself by getting the rpfm program and loading the mod into it. ^^
Oz 9 Aug @ 11:18pm 
doesn't look like they deploy with the Legendary Lords Cabal faction. Could you add the unit code to the description so I can just console command them into my army?
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