Total War: WARHAMMER III

Total War: WARHAMMER III

Embedded editor for Tabletop Caps
90 comentarii
Irradiated_Haggis 12 iul. la 10:20 
This was working for me, then I had to delete the .ini files since I needed to restore things to their default values, and ever since then it doesn't persist across play sessions.
Vlad74ru  [autor] 8 iul. la 23:04 
@The Red Prince Yes
The Red Prince 8 iul. la 0:54 
Does this save settings between different sessions? If i play with unit costs during my dawi game, will these changes be reflected in my empire game?
Doge Reincarnated 27 iun. la 19:26 
This is very useful & convenient to use. :steamthumbsup:
nugget 26 iun. la 8:17 
Yeah, can see it in MCT but it's not showing in race selection.
DinoZeus 23 iun. la 4:48 
im the same as Khaibit, i have it downloaded but its not showing
Khaibit 22 iun. la 5:22 
I don't see the "Tabletop Caps Editor" button. Is it broken in the current version of the game?
velosorjmd 19 iun. la 12:28 
Is there any way I can revert the changes I've made back to standard settings tabletop caps?
Zey 9 iun. la 18:44 
Ok, I have detected the problem, the changes are not reflected in the character selection menu, they only appear when you start the campaign.

This is not very convenient if you add unit mods after modifying the file, but oh well... We'll have to change the method.
Zey 9 iun. la 18:37 
Same issue than Flecha and Jolc3r, I have the file but the mod doesn't read it or something happend that the changes are not imported when I restart the game
Autumnchain 8 iun. la 16:41 
Does this work with modded units that are not part of the main mod?
Sloppy Rob 5 iun. la 11:07 
I found something to look into. The units you get from Imperial Supply from Markus Wulfhart's campaign aren't affected by the changes. I guess they're technically a separate unit than the normal variants. (E.g. I set greatswords to be a core unit. I can recruit a unit of greatswords from the regular recruitment pool and it is still a core unit, but if I get a unit of greatswords from Imperial Supply, that specific unit of greatswords still costs 1 rare point.)

Otherwise, great mod!
Jolc3r 10 mai la 9:33 
It is there, has a bunch of entries but they are not importing for some reason
Vlad74ru  [autor] 10 mai la 9:01 
Jolc3r
See slide #3 for this mod. It shows where the settings file is saved. Make sure that this file is created. Your computer's security settings may be blocking the creation of the settings file.
Jolc3r 8 mai la 20:40 
Same issue, I have saved/stopped editing several times and exited the game, and when restarting it doesnt save any settings. Seems to only save for individual campaigns but not globally.
luich 3 mai la 18:16 
it's so hard for me to save changes, I use the Stop Editor button but when I come back nothing has changed
easy_profit 27 apr. la 18:19 
It's loaded in the MCT and everything else is working.
easy_profit 27 apr. la 18:11 
Couldn't make the addon work at all for some reason the button isn't there.
Vlad74ru  [autor] 1 apr. la 7:45 
@Insomninja
There is no such possibility now. I had the idea to generate a complete lua script to insert into the mod. But... Who needs it? A year after the release of the mod, you are the first one to ask such a question.
Insomninja 31 mart. la 23:58 
What a work of genius! Is there a way to import the generated ini file directly into rpfm to generate a mod for uploading? It would be much better visually than editing it directly on rpfm
Vlad74ru  [autor] 26 mart. la 10:41 
@Kenny 6.1 - this contain error. We are waiting for the developers to fix it. See note for path 6.1.1
Kenny 26 mart. la 10:34 
Great work. But in 6.1 the tabletop caps itself will cause crash. Pls update if that mod get fixed.
Seethe 28 febr. la 18:49 
Goddamn, finally I can use Tabletop Caps with the mods I want. Awesome!
Strongsteel 9 febr. la 1:59 
@vlad74ru: I have tried, and this mod does not appear to work in multiplayer campaign mode. For example: The "tabletop caps editor" button shown in your screenshots in spell browser do not appear in the multiplayer mode. Tabletop caps cannot be edit in multiplayer mode. I have tried editing the tabletop caps and then starting a new multiplayer campaign, also to no effect.

I agree the tabletop caps work in multiplayer campaign, but THIS mod - the tabletop caps EDITOR - has not worked in multiplayer despite any of my efforts.
If you disagree, can you please explain how to get it working in multiplayer campaign?
Vlad74ru  [autor] 8 febr. la 7:48 
"Strongsteel This mod works in multiplayer mode. Perhaps you are interested in a certain aspect of its application. Formulate the question that interests you more clearly.
Strongsteel 7 febr. la 19:10 
@Vlad74ru - can this mod, or other similar supported mods, work for multiplayer campaign?
Barras 3 febr. la 14:43 
Thanks =)
Strongsteel 31 ian. la 0:06 
I changed the limits for Special and Rare using another mod, called the "Mod Configuration Tool - v0.9 Beta" by Groove Wizard.

I'm still hoping there's a way to customise what units are special, what are rare, etc. But I haven't made much traction or heard from the mod author for this mod
Barras 30 ian. la 13:31 
@stronsteel Interestingly, changing the limits of Special and Rare *does* work in multiplayer. Is there any way to customise the unit costs for multiplayer campaign?

Can you explain how you did that ? =)
Strongsteel 25 ian. la 1:39 
@boiled04 the saved settings are as per the screenshot, in the folder: ....Steam\steamapps\common\Total Warhammer III\ and you'll find the settings there called something like "Vlad74ru_caps_default"

Has anyone been able to use custome tabletop caps through the editing tool, or any other supported mod, for Multiplayer campaign?
boiled04 25 ian. la 1:05 
Where do I find saved settings?
I just want to copy my settings to my laptop
Strongsteel 22 ian. la 2:57 
I've just downloaded this mod and the Reborn mod, and I'm excited to give it ago. I've also downloaded the Mod Configuration Tool.
Sadly, I can't seem to get this mod working (or any custom changes to the Tabletop Caps) in Multiplayer campaign. The embedded editor button is not there in a multiplayer campaign, and the costs for each unit are as per the vanilla values in the mod, and not the profile I have selected in the MCT settings. I've confirmed it works correctly in Single player, and I've even sent the .ini file to my friend, who also has the right settings in Single player, but we both have no luck in Multiplayer.
Interestingly, changing the limits of Special and Rare *does* work in multiplayer. Is there any way to customise the unit costs for multiplayer campaign?
Krakenous 15 ian. la 6:42 
Actually... scratch that..I think it is working fine it just doesn't always show the live cap icons in the army panel or campaign map. No bother it's all good :)
Krakenous 14 ian. la 16:47 
Does this work on modded units? I can make the changes in game, set the caps, save them, it saves to the file in the .ini file but when i exit the game and load the game back up again...it seems to remove the changes. Not on all units...but most modded units. No idea why. For example it works on the goblin zepplin mod but not on dark land orcs mod...and ideas?
JonnycXD 4 ian. la 6:05 
I'm sure you are already aware but Malakai's adventure unit's are also bugged, seems to be an issue with these unit versions being hidden from the "Spell Browser" list.
rme7277 2 ian. la 22:24 
Could the caps affect individual factions instead of the whole race? just an idea...loving the mod
Arcana 2 ian. la 5:51 
Edit option doesn't appear in multiplayer campaigns, is this intentional or did I break something on my end?
Macabrenoob 26 dec. 2024 la 17:21 
What a chad move.
Vlad74ru  [autor] 25 dec. 2024 la 21:35 
@horngeek
All changes save
horngeek 25 dec. 2024 la 14:07 
A quick question- do the changes made in the editor carry open between campaign, or do you need to make the changes again with each new game?
urge9982 22 dec. 2024 la 2:32 
godlike
Candyman 21 dec. 2024 la 3:21 
Nice thank you very much. Didnt even know df stopped modding very sad :(
Alex_Roslyn 21 dec. 2024 la 3:20 
Hello! It may be useful to know that there is a reborn version of the original mod, whose author has retired from modding.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3386989556

Good day!
JonnycXD 20 dec. 2024 la 2:24 
Hmm, maybe make sure you have the right configuration selected? I was just using default and that was the unit I tested on and was working fine
Candyman 19 dec. 2024 la 13:33 
Weird. For me it doesnt apply the changes to the new ogre units in my campaign. Its shows the changed caps on the browser but in game they are all core
JonnycXD 19 dec. 2024 la 12:14 
just tested and it works fine for new units :)
Candyman 17 dec. 2024 la 10:03 
I dont think it works on the new units. At least it doesnt for me but maybe im doing something wrong.
Probably will have to wait for the main mod to update.
SoteksChosen 16 dec. 2024 la 19:52 
So this mod will let you set values for the new units that the original mod hasn't gotten to yet, think they'll actually apply? I haven't bought Omens dlc so can't really check for myself. Probably not the biggest deal, doubt I'm at risk of the AI creating a Slaughterbrute doomstack or anything, was more just curious.
mtegui 14 dec. 2024 la 3:55 
This mod is great, I like army caps but I think some units are miscategorized, this is perfect
Vlad74ru  [autor] 10 dec. 2024 la 21:28 
@Mafiasto Open spell browser. The tabletop editor button is located on this screen.