Total War: WARHAMMER III

Total War: WARHAMMER III

Regional Unit Rename, YES IT STILL WORKS
53 Comments
_Zevon 6 Apr @ 2:26pm 
Ah good to know! Thank you!
prop joe  [author] 6 Apr @ 9:03am 
CA mod loader will report such error on scripts in custom subfolders (like /pj_regional_unit_rename/ is the subfolder here). I load those scripts manually ingame using require(). These aren't real errors and can't cause any issues in your game.
_Zevon 5 Apr @ 7:56am 
[out] <4.9s> module 'main_unit_to_land_unit' not found:main_unit_to_land_unitno field package.preload['main_unit_to_land_unit']no file '/script/campaign/mod/main_unit_to_land_unit.lua'no file 'script/uimf/main_unit_to_land_unit.lua'

no file '/script/_lib/mod/main_unit_to_land_unit.lua'no file 'c:\program files (x86)\steam\steamapps\workshop\content\1142710\3440758107\main_unit_to_land_unit.lua'
_Zevon 5 Apr @ 7:55am 
I'm getting an error in my crash logs for this mod.

Failed to load mod file
[out] <4.9s> [script\campaign\mod\pj_regional_unit_rename\main_unit_to_land_unit.lua], error is: cannot open main_unit_to_land_unit: No such file or directory. Will attempt to require() this file to generate a more meaningful error message:
Mumm-Ra 30 Mar @ 10:49pm 
Would be cool if you used the Mod Configuration Tool to choose whether you want to add the settlement and/or province to the units name. Also, what about adding a counter to remember how many units of each type you have recruited. This other modder added thematic names for each faction.

Auto Rename Units (BETA)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3032863208
prop joe  [author] 21 Feb @ 1:11am 
IT STILL WORKS THE SAME AS IT HAS ALWAYS WORKED
DarK PAladIN 3 Oct, 2024 @ 4:30am 
This mod is pretty fun for those of us who get attached to each unit in our armies. I would however like to suggest adding either an exception for chaos warband recruitment or some kind of script to rename warband units periodically. As of right now I'm playing an Everchosen campaign and I have a unit of chosen still named 6th Marauders or some such.
Skarin Skarinsson 1 Aug, 2024 @ 10:36am 
Is it possible to make it work for renamed settlements aswell?
GHinnyMonster 24 Jul, 2024 @ 9:15am 
@flashcrash i think there is a mod for that now idk if its compatible with this mod but i did see a mod like that once.
Lampros 5 Jun, 2024 @ 4:26am 
Could this work for characters?
Flashcrash 13 May, 2024 @ 5:43pm 
I had the same question as Barracuda. Not to interested in naming the garrison. Or name it 1st Altdorf Garrison or something so that the army regiments start with 1, 2, 3 etc. Not sure if it's possible but would be even more awesome than the mod already is.
iCovex 7 Jan, 2024 @ 9:26am 
Hello, thanks for the mod. I have a question - is there any possibility to add to heroes name their basic trait? It would be very useful to have it when you have long campaign, what is where, that you do not need to manually rename heroes
Barracuda 3 Dec, 2023 @ 6:49am 
Is it possible to make it so that the garrisons at the beginning of the campaign do not get names? If not this is still one of the great immersion mods on the workshop either way!
Filthy Pollo 🐔 30 Aug, 2023 @ 4:47pm 
Hi, I seem to have found a problem with the order of numbers from the beginning:

With MCT enabled and choosing historical before starting the game, then everything seems to be ok including the numbers in your army, then you have to recruit 2 more units (any type of unit).

One turn later, so 5th and 6th appear, it seems that 3rd and 4th were lost. It is possible that other factions caused this from the beginning.

This has to do with the function
function rename_all_forces_at_new_game()
With the historical method, it is possible that other factions have taken the number 3rd and 4th.
Blackwolf 6 Aug, 2023 @ 11:40pm 
IMHO adding that option that takes advantage of TTCAPS (a fairly popular mod) would help both standardize and automate the process of determining which units "should/could" be named or not.
(three checkboxes that units could be renamed, either COMMON, SPECIAL or RARE, check all three and then all units will be renamed, or whatever combination users prefer)

sorry the spam, i cant post more than 1000 characters and english is not my main language.

cheers for all your incredible work
Blackwolf 6 Aug, 2023 @ 11:39pm 
Also, I don't know if this might be beyond the scope of possible scripts, but:

What if instead of having the option to mark units to not rename them based on cost (something that might be a bit arbitrary, as an empire greatsword might cost 200 gold more than a skaven tier equivalent, just to bring an example ), instead, they are labeled according to "rarity", either BASIC (aka common units) SPECIAL or RARE, like in this mod, CAPS table tops:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2812165190&tscn=1691389118

It would be great to have the option to rename BASIC units (common/green jewel tag) as they are usually generic, but special units (silver dots) tend to be special enough to have a name of their own/ distinguished associate with them. , RARE units (purple jewel) tend to be quite rare (steam tanks there are like a dozen or more in total according to lore) or straight up ROR units with a unique history and related background.
Blackwolf 6 Aug, 2023 @ 8:53pm 
wow this look absolutely wonderful, just a question, is there a way to "discriminate" based on races? like this only applies to empire and kislev, yet all chaos factions doesnt have it activated (i dont think they are "organized enough" to have numbered/naming conventions based on recruitment locations)
prop joe  [author] 10 Jul, 2023 @ 5:40am 
@dafrandle
thanks, fixed

@Maska_zgz
reg_localised.." "..unit_localised, here .. is + for joining strings
dafrandle 8 Jul, 2023 @ 5:27pm 
looks like it handles numbers like 12 wrong:
https://imgur.com/a/gD0tHkr
Maska_zgz 8 Jul, 2023 @ 2:18pm 
Hello! I love your mod. A small change, but a major change for an old warhammer and role playing gamer. I've been looking at the script, and I love how it's done. Use the names of units and regions of each language is very intelligent.

However, I have a small request for help. I have tried modifying the script to alter the order of the words, as it is done in my language, but with no results so far.

In English, it is perfect for a unit to be called: "Altdorf´s Crossbowmen", but in Spanish, the order is reversed and should be: "Ballesteros de Altdorf". So my request is...

What should I change in your script to create a small patch of your mod and publish it for Spanish users?

Thank you very much for all your work.
BroYouGotThis 4 Jul, 2023 @ 2:18pm 
Great work! Always liked the idea of regiments working together from different regions
prop joe  [author] 17 Apr, 2023 @ 1:47pm 
It will work with mod units.

Har Ganeth Executioners don't work because they have Har Ganeth in their name and the script has some checks for region names and RoRs it tries to do, the logic of the check can probably be improved to work out better in this case, but that's the reason it happens for them here.
Lampros 14 Apr, 2023 @ 9:04am 
Just noting that this mod still appears to work after the Chaos Dwarfs patch.
Lampros 5 Apr, 2023 @ 5:21am 
P.S. Will this mod work with units added from outside? - e.g. the Thunderforge mod for Dwarves.
Lampros 5 Apr, 2023 @ 5:20am 
Possible bug report: When you start as Crone, Har Ganeth Executioners aren't numbered. The other units are all numbered and regionalized properly. I tested about half a dozen other starts, and the problem only existed with Crone.
Lampros 5 Apr, 2023 @ 3:59am 
Awesome; thanks!
prop joe  [author] 5 Apr, 2023 @ 1:03am 
you can customize it, in the description above
Lampros 4 Apr, 2023 @ 6:02am 
Hey, didn't this mod used to precisely number units, too? So instead of "Altdorf Swordsmen," you had "Altdorf Swordsmen I." Or is it my dementia? ;)
DIESEL 1 Apr, 2023 @ 10:33pm 
This mod is cool. I can't believe these huge ass long names fit without screwing the UI or something, it's glorious. "1st World's Edge Archway Miners (Blasting Charges)"
DonAndresDeUlloa 22 Mar, 2023 @ 8:11am 
i love this mod so much its not even funny
Gonderlane 22 Feb, 2023 @ 3:41pm 
Yeah I meant province, thank you!! :steamhappy:
prop joe  [author] 22 Feb, 2023 @ 3:25pm 
Updated:
- added 2 new naming methods:
1st Handgunners
1st Altdorf Handgunners

- added option to use province name instead of region name in naming methods:
Reikland Swordsmen instead of Altdorf Swordsmen
Gonderlane 22 Feb, 2023 @ 12:14pm 
Would it be possible to change this to region names?
Clopperz 9 Feb, 2023 @ 3:35am 
would be awesome if it change also the colors of the unit making them more Lorefriendly
Rewasder 28 Jan, 2023 @ 4:33am 
Lo que hace el mod es cambiar el nombre de las unidades con la region de donde los reclutas, es decir, si reclutas unos espaderos (swordsmen) en Altdorf la unidad se llamará Altdorf Swordsmen (espaderos de Altdorf), pero creo que solo tiene sentido en inglés, no cubre otros idiomas (o si, prueba). En cualquier caso es un cambio puramente estético, pero es chulo, cuando estes en el fin del mundo peleando contra el caos y veas que son los espaderos que reclutaste al principio de la campaña.
ruizruizboxing 21 Nov, 2022 @ 12:33am 
no entendi bien su funcion, osea que yo purdo agregar unidades de otras faccioners me puedes explicar gracias
FortheEmperor 18 Oct, 2022 @ 11:23pm 
Hi dont know if Is possibile but you can link in some way the unit to unit faction color table so unit use the colors associate to differents subfactions. In this way web can have a army with different provincial colors. Usefull for some factions as bretonnia or empire with many differences between troops recruited in different dukedoms/province and a great improve for modders that dont Need duplicate units for each dukedoms with the problema of compatibility that this create. Ty
GodLionSky 10 Sep, 2022 @ 1:53am 
It will be great!

UltraRanger 27 авг в 2:25
Hi could you do a similar mod but change the renaming to numbering? For example, 1st Swordsmen, 2nd Handgunners, 13th Reiksguards etc like how regiments are named and numbered in military history? I've been doing that manually myself.
staged_war1 4 Sep, 2022 @ 2:13pm 
No joy for any of Vlads legions :( I'd absolutely love to see some regional dire wolves et al, but it doesn't seem to work for any of the VC units.
A Good Boy 4 Sep, 2022 @ 2:04am 
will this work for modded units?
Solmyr 31 Aug, 2022 @ 2:36pm 
Breaks a bit with WoC warband upgrades. Marauder units upgraded to Chaos warriors are still called Marauders, etc.
Lyserus 29 Aug, 2022 @ 4:53am 
Does it work for other languages as well? :P
UltraRanger 26 Aug, 2022 @ 4:25pm 
Hi could you do a similar mod but change the renaming to numbering? For example, 1st Swordsmen, 2nd Handgunners, 13th Reiksguards etc like how regiments are named and numbered in military history? I've been doing that manually myself.
Magic Cookie 54 26 Aug, 2022 @ 8:37am 
Does this work/ will there be an update for IE?
Leaf 24 Aug, 2022 @ 2:53am 
is generic lords / heroes also included?
Your Mother 28 Jun, 2022 @ 4:01pm 
possible to make it compatible with Upgrade Units mod?
Your Mother 11 Jun, 2022 @ 1:18pm 
this is great! I can't help but think that the next step is to attach custom variants to regions using this mechanic, so an army made of soldiers from different regions can all look like they came from different regions
Karnak 11 Jun, 2022 @ 8:58am 
Only for the most civilized : humans/elves/dwarfs factions or work for races like Beastmen, greenskins, demons etc...?
Artfactial 10 Jun, 2022 @ 2:40am 
I've wanted this feature since I started playing Warhammer 2, thank you so much.:)
How does this work with mercinaries (Ogres), summoned units (Daemons) and allied regiments(outposts)?:)
Mon'Keigh Chirurgeon 50A 6 Jun, 2022 @ 7:27am 
Hehe.... so we can get 'Middenheim Daemonettes'?