Total War: WARHAMMER III

Total War: WARHAMMER III

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Faster Bullet Projectiles
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Tags: mod
File Size
Posted
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165.543 KB
Aug 26, 2023 @ 8:54am
May 4, 2024 @ 1:42pm
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Faster Bullet Projectiles

In 1 collection by Malaysian Child
Mods
21 items
Description
***Updated for 5.0 Patch***
- Now includes projectiles from new units, Including Dwarf Engineer, Landship crew, Hochland Rifles, etc.
- FIXED issues with high knockback. Lowered mass of all projectiles appropriately, both from new units and the old ones.


Doubles the muzzle velocity (projectile speed) of all gun bullet projectiles in the game.

Does not include any artillery units. Does not include any bow / crossbow unit.

The intention of this mod is to make the guns feel more like actual guns. This is a similar kind of speed on bullets that would have been seen in previous CA titles, such as Shogun 2.
This mod changes absolutely nothing else other than doubling bullet speed, so should not affect game balance too much. I do not foresee any compatibility issues with any other mods, as this only changes two variables on certain units, no new animations/textures/scripts etc have been added.

The units affected by this mod are basically every unit which uses the “musket” category of weapon, with some exceptions. This is any firearm which fires once and then is reloaded. This even includes units which ride other units. Blowpipe weapons also technically fit into this category. Special abilities which summon projectiles should work.

Some examples of affected units:

- Handgunners
- Thunderers
- Streltsi
- Warplock Jezzails
- Rotting Promethean Gunnery Mod
- Chameleon Skinks
- Sky-junk
- Chaos Dwarf Blunderbuss

etc.

There are some units which do fall under the “musket” category but are not included in this mod as they do not exactly fire one bullet or reload in the traditional sense.

For Example:

- Ratling Gunners (bullets are fast enough anyway)
- Irondrakes
- Warpfire Throwers

etc.

This mod was created as any other mod which changes projectile speeds also seems to change lots of other values, such as arcs, damage, reload time, etc, which is fine if that is what you want, however if you just want to change the FEEL of the guns rather than game balancing, something simple like this would be better.

Best paired with “Guns, Smoke & Spectacle mod” and the “Reloading Animations” mod to fully complete the feel of making guns feel like real guns.
39 Comments
Rustic "Kalessin" Citrus May 13 @ 12:33pm 
I sure hope so ::WH3_greasus_rofl: Using Prop Joe's Mod Manager
Malaysian Child  [author] May 13 @ 12:29pm 
@Rustic "Kalessin" Citrus Ok, thanks. I'm not sure how mods which add units work exactly, but if it is indeed just through inheritance then I don't see why this wouldn't work, assuming this mod is earlier in the load order, which I assume it is in your case?
Rustic "Kalessin" Citrus May 13 @ 12:21pm 
Idk if my 2 cents help, but... I think so? My original comment was made (and still is) while also using Sigmars Heirs https://steamcommunity.com/sharedfiles/filedetails/?id=2890463744 , and guns of the empire https://steamcommunity.com/sharedfiles/filedetails/?id=2856619530
Malaysian Child  [author] May 13 @ 12:06pm 
@< blank > I would say probably not, because this mod works by modifying individual unit stats. However, if the mods which add units first inherit from base game units (which are modified by this) then it might work.

Put this mod earlier in the load order and try it?
< blank > May 12 @ 1:26pm 
works with units adds by mods?
Malaysian Child  [author] Apr 24 @ 9:03am 
@Rustic "Kalessin" Citrus Thanks a lot man, glad to know its still basically working despite me not updating it. Just so you know, any gun unit that's been added since 5.0 won't be covered by this mod, which I don't think is many. I'll get around to patching it eventually but it will still work on 99% of units.
Rustic "Kalessin" Citrus Apr 10 @ 3:19pm 
This mod is SO tasty on ranged armies. I love seeing a volley of xbow bolts and gunfire of different paces and arcs, smoke filling the screen... Thank you for the great and simple work!~ <3
PIXY_UNICORN Jun 7, 2024 @ 10:59am 
Ah that makes sense. Thank you for clarifying.
Malaysian Child  [author] Jun 7, 2024 @ 10:27am 
@PIXY_UNICORN in a nutshell, when I first made this mod I didn't really account for knockback changes. This meant a lot of infantry units would get knocked over more easily, therefore triggering their invincibility frames and making them harder to kill.

As I said though, this is no longer a problem, I've addressed this by adjusting projectile mass accordingly and now the knockback is the same as the base game.
PIXY_UNICORN Jun 7, 2024 @ 9:22am 
"There was an issue before where knockback was increased but that's been fixed."
Why is this an issue?