Total War: WARHAMMER III

Total War: WARHAMMER III

Extreme Smoke & Flash
105 Comments
Vikingbanana 9 Aug @ 7:36am 
Are you able to make the smoke last way longer?
Louie04k 6 Aug @ 5:51pm 
@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 4 Aug @ 1:43pm 
@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 Trials 29 Jul @ 12:58am 
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 Trials 29 Jul @ 12:49am 
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 9 Jul @ 9:16am 
can you make the smoke stick around even longer?
fretkaf 1 Jul @ 10:06am 
Man my RTX 5070 cant handle this mod
逆战来也 31 Mar @ 7:58pm 
You are my hero
Ramon(f_finder) 26 Mar @ 12:29am 
@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 25 Mar @ 1:38pm 
@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 25 Mar @ 1:37pm 
thank you so much for keeping this mod up to date!
全神贯注 21 Mar @ 9:19pm 
thanks,guy
Solkundor 18 Mar @ 1:27pm 
yeah would be very cool if the smoke lasts 3x longer :)
Donut_Warrior 15 Mar @ 9:52am 
Great mod hope it will stay updated
Mofunkles 3 Mar @ 6:38am 
This could do with making the smoke last 2-3x longer
Ramon(f_finder) 1 Mar @ 2:29am 
nevermind my previous replies haha, just finishing the turn fixed the issue.
Ramon(f_finder) 1 Mar @ 1:50am 
in fact, not all of my models but some of them became black and white
Ramon(f_finder) 1 Mar @ 1:44am 
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 25 Feb @ 12:49pm 
My smoke also just blows away very quickly
Greeny363 16 Feb @ 5:54pm 
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 1 Feb @ 11:54am 
@Sylph: Play the mod and find out. Both your questions are things you can figure out with 5 minutes of playtime.
Serious Lee 16 Jan @ 5:09am 
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 16 Jan @ 2:29am 
Why is it so windy when i use the mod. The smoke flies away instantly as if we're in a hurricane
Candyman 11 Jan @ 4:36am 
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 9 Jan @ 11:48pm 
Does this have a big impact on performance?
Honk Hill 8 Jan @ 6:42pm 
Can confirm the same issue Jack Jackson is having with this mod and the Marienburg one breaking landship animations
PhazezGova 2 Jan @ 5:34am 
Works great, awesome mod :) smoke transparency fix mod has not been updated yet, do you have plans to make it?
Jack Jackson 26 Dec, 2024 @ 10:42am 
Heads up, using the mod with SCM Marienburg mod seems to mess with Landship rigging/animations.
Molcarat  [author] 23 Dec, 2024 @ 1:42am 
No problem. If you're worried, just do a quick test with a custom battle.
Sin 19 Dec, 2024 @ 5:09pm 
Does mod work now? I see it was updated on Dec 12th but confused by last comment which was on Dec 15th
DORN 15 Dec, 2024 @ 12:42pm 
doesn't seem to work after patch 6.0
Molcarat  [author] 12 Dec, 2024 @ 9:10am 
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 11 Dec, 2024 @ 11:12pm 
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 10 Dec, 2024 @ 6:39am 
Amazing, this is how CA should have made the game look like.
Breepzz 8 Nov, 2024 @ 12:04am 
Amazing mod ;-)
Breepzz 7 Nov, 2024 @ 12:24pm 
@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 7 Nov, 2024 @ 9:06am 
@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.
Breepzz 7 Nov, 2024 @ 7:12am 
@TraderPisces

Many thks it's working!! But the transparancy fix must be loaded after or before the mod?

It's strange, normally last mod erase first if same stuffs. The other smoke mod works last in order.
TraderPisces 7 Nov, 2024 @ 1:33am 
@Mumm-Ra @BunnyMuffin You're welcome!
@Breepzz Put it higher in mod loader, I've put it near the top, works fine after that (reason for that are overrides from other mods, now you override them by placing it higher => loading first, afaik only works for graphics (such as animations, variantmeshes, etc.) and not for db and script which are determined by sorting name)
Breepzz 6 Nov, 2024 @ 1:15pm 
I have no smoke at all... At least not like screenshots here.
I use the fix and the mod is the last in the order.
The other mod "smoke gun and spectacle" is working, I don't understand.
KiyamaHarumi 31 Oct, 2024 @ 8:13am 
Some new units from mods don't trigger this effect, can you explain how can I add them on?
BunnyMuffin 25 Oct, 2024 @ 3:27am 
@TraderPisces If only Steam allowed to award comments, this was very useful info/link.

Thanks!
purzelplays 24 Oct, 2024 @ 11:15am 
It didn´t work in Multiplayer. Any Sollutions?
Mumm-Ra 12 Oct, 2024 @ 10:35pm 
@TraderPisces

Thx. I was just about to ask what the difference was between this one and BrutusCz
TraderPisces 9 Oct, 2024 @ 1:08pm 
Now 2 months later, back at WH3 recently. I can NOT play without this mod any gun unit faction anymore, this mod is incredible, adds so much immersion. I see you've updated it since my last comment, well done. The other mod people talked about in comment section will not be updated, that mod author quit.

For anyone asking what the difference is between this and the other, this one works even with high vfx, the other requires ultra, so you'll get much better performance with this one, because even on high end gpu on higher resolutions will decrease fps a lot, worse, it fps drop/spikes, causing stuttering, but with this mod, no problem! The siege weapons are incredible in this mod, the other one small effects (still hoping for fuze on cannon + mortar for indication when it's about to shoot). Vanilla almost non-existent effects, so this mod is REQUIRED to have good experience! See difference this mod vs other @ https://www.youtube.com/watch?v=M3oZDSTBots
Pendra [GER] 2 Oct, 2024 @ 10:23am 
is this also supposed to work with modded units?
Nullified 20 Aug, 2024 @ 5:45pm 
Hey I've noticed you updated your mod, I've rolled back due to a campaign and mods being out of date, your mod was working smoothly now i'm getting extreme frame drops, could you send or upload the previous version before the recent update, version 5.1.3 please
TraderPisces 9 Aug, 2024 @ 3:58am 
Nice mod, the cannon unit is very well done, good job! Could you add a fuze on units like cannons and mortars (for example, more units that use this mechanism, the better)? This would take 2 birds in 1 stone: noticing when a unit is about to shoot (to position camera to enjoy the muzzule and smoke vfx show) and increasing immersion.

Could you also make a mod that adjust trails? There are a few out there, most of them are outdated and some entries override your mod (noticeable with cannon going back to vanilla vfx, which looks ugly).

And lastly, could you increase the muzzle flash and smoke density more for units with bigger guns, like rifles vs pistols, both look the same, but rifle should have larger effect, imho. Thanks and again, good job and thank you for this great mod, works fine on vfx high without much performance degradation!
Molcarat  [author] 2 Aug, 2024 @ 7:19am 
@Clopperz
That's strange. I checked and it's not a problem. All types of outriders do not work? Also try with custom battles with all other mods removed.

@JohnnyCJK
Dreadquake doesn't have any smoke effects. I didn't add a new smoke effects because I didn't have the inspiration to do so since it didn't exist originally.
Clopperz 1 Aug, 2024 @ 12:17am 
im using also transparency mod, i cant see smoke on outriders