Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Consul Scriptum | Rome 2 Scripting Console
64 Comments
bukowa  [author] 25 Jun @ 7:17pm 
Hey, no time atm
Dark Diamond 23 Jun @ 4:27am 
Nice, could you make a civil war one?
Felixdogdog1314 16 Jun @ 8:02am 
ok, thank you i will take a look at it and learn to create one
bukowa  [author] 16 Jun @ 7:15am 
Rome 2 has no docs for API but most of the Atilla or Troy works https://wiki.totalwar.com/w/Total_War:_ATTILA_KIT_-_Campaign_Script_Interface
https://chadvandy.github.io/tw_modding_resources/Troy/index.html
https://tw-modding.com/wiki/Main_Page
I started building one docs myself https://bukowa.github.io/twr2docs/
Look into source code of Consul to see how its used
Felixdogdog1314 15 Jun @ 9:19pm 
hi may i ask how do i find other command scripts like add money to my faction or give movement point to my troops? is there a list of command script i can look for?
oujosh29 2 Jun @ 11:49pm 
Can you dm me? I'm willing to pay for some mods or scripts.
bukowa  [author] 29 May @ 4:15am 
I dont know this mod
oujosh29 28 May @ 6:35pm 
I asked in that discord. I've asked in a couple, no luck. All I've learned is the Major Factions mod is definitely not working.
bukowa  [author] 28 May @ 5:46pm 
oujosh29 27 May @ 3:27pm 
I'm really trying to learn scripting to fix the Major Factions auto resolve mod. Is there any chance you can dm me help with please?
bukowa  [author] 26 May @ 10:45am 
It can be ported probably if someone has questions lmk
Mr. Vakarian 26 May @ 10:28am 
Indeed @Succulent Chinese Legend,
@bukowa, do you think this mod can be ported into Attila? Or would it need to be redone from scratch?
bukowa  [author] 23 May @ 4:22pm 
Some very nice AI generated docs https://deepwiki.com/bukowa/ConsulScriptum
Succulent Chinese Legend 23 May @ 7:07am 
Thanks for making this! I can see this becoming like the Console Command mod for the Warhammer TW games with some more scripts, would you ever consider making something like this for Attila?
Techpriest Enginseer 20 May @ 10:23pm 
I think you could update the description for this mod to include the additional commands. :)

Subjugatio has an inaccurate description; it should say it will force-form a satrapy since a faction that can only form client states can be given satrapies from this command.

Very cool mod!
bukowa  [author] 17 May @ 7:24am 
I don't think so
KingBeard 17 May @ 6:01am 
could a script be used to transfer a character to another faction? similar to the Province transfer but for characters?
bukowa  [author] 9 May @ 5:00am 
@Switching Doom if it doesn't modify all_scripted.lua
Switching Doom 8 May @ 3:03am 
Compatible with Medieval 1100 AD? :crusader_helmet:
Rest 8 May @ 2:59am 
Allow very funny situations hahaha
Nice one
bukowa  [author] 30 Apr @ 10:10am 
I don't think so
Raven 29 Apr @ 5:16pm 
could i in theory use this to change campaign difficulty from normal to hard mid campaign?
bukowa  [author] 16 Apr @ 10:43am 
You can't pass cities to rebels.
Dejan Tepic 16 Apr @ 9:00am 
Is it posible to add a city to a rebel character created with Add Rebellos command?
Basically creating a new faction.
I click on a city first then on the rebell character bu nothing happens.
It works for standard faction characters but not for rebells or i'm doing something wrong?

By the way this mod is amazing.
slessav 27 Mar @ 12:48am 
hey, sent you a friend req, related to the code base!
bukowa  [author] 26 Mar @ 10:49am 
You can now use Consul in campaign battles with access to the Battle Script API.
Just flip the switch: type /use_in_battle in Consul before entering battle. This setting is persistent in your config file.
Pinhead Larry 25 Mar @ 5:10pm 
I'm pretty sure it does. Looking forward to a port to Attila in the future :)
bukowa  [author] 20 Mar @ 4:48am 
@Pinhead Larry Yes, does Attila have the same multiplayer chat like Rome2? I've reused these controls
Pinhead Larry 19 Mar @ 10:33pm 
Do you think a Attila port is possible?
bukowa  [author] 12 Mar @ 6:28pm 
@Stix_09 Great there's still room for improvements and more scripts, contributions welcome / or feel free to fork and make it better.
Stix_09 12 Mar @ 3:56pm 
BTW thanks for making this mod, I considered it a while ago, but UI modding in R2 put me off.
UI modding in R2 is not something I ever want to have to do.
Stix_09 12 Mar @ 3:05pm 
UI's also have better functionality in later titles Warhammer for example even has in game tools to view UI elements with its "The UI Context Viewer"

https://www.tw-modding.com/index.php/Tutorial:Context_Viewer_(Warhammer_3)

Quality of life modding tools and functionality is far better for UI modding in recent titles like Wh3.

R2 is a very old game now so thats to be expected.
Stix_09 12 Mar @ 2:49pm 
@klevi19
RE: so how has it taken 10+ years for someone to do this for R2

One of the advantages of later games like wh is the UI is very easy to mod, older games like R2 its not. User Interface modding in R2 is PITA. UI's like the console in this mod where you type the script text of this mod are very clunky in older games like R2, and also not easy to mod.
R2 compiles UI's as binary files, so to even work on them you have to uncompile and recompile them with PITA community made tools. UI modding is far easier in later games and better supported.
bukowa  [author] 7 Mar @ 7:25pm 
But I should also tell you that I wouldn’t be surprised if Rome II were the most bug-ridden Total War game in terms of scripting, especially UI-related issues. However, I’ve never really played other titles. It’s a mess, and sometimes doing normal things breaks everything. For the most part, they didn’t even implement a simple null check in their codebase.
bukowa  [author] 7 Mar @ 3:19pm 
Thanks
klevi19 7 Mar @ 2:12pm 
I don't have all my TW games currently installed, but I do recall basic scripters for Attila. And though I don't play it, Warhammer has the Region Trading console mod. The mod most similar to this though is "The Gathering" group of mods by Inter-object for 3K. It's a scripting/event handler console tool with a plethora of various commands.
bukowa  [author] 7 Mar @ 12:29pm 
@klevi19 Thanks for the kind message, really appreciated. Can you elaborate on the scripting tools for other TW games?
klevi19 7 Mar @ 11:33am 
Perhaps it's hyperbole, but I feel like this tool is...revolutionary? Simple, powerful event handlers and scripting tools exist for like every other TW game, so how has it taken 10+ years for someone to do this for R2? I have been waiting for this exact thing for a long, long time. Thank you for your efforts, @bukowa. This deserves way more attention than it's getting right now.
bukowa  [author] 5 Mar @ 1:44pm 
Can you do that?
NothingFancy 5 Mar @ 12:01pm 
for the civil war comment: my best guess is a script that sets your "civil war chance" to 100% for next 1 turn
TR3 5 Mar @ 5:39am 
Alright... :steamthumbsup:
bukowa  [author] 5 Mar @ 4:05am 
@TR3 I don't know much about how politics work but I also can't find a simple way to force a Civil War. If anyone knows how to do it then sure.
TR3 5 Mar @ 1:20am 
Nice mod, thx! :steamhappy: Can you add on "Civil War" script?
bukowa  [author] 2 Mar @ 4:31pm 
I think that rebellions are limited by recruitment slots just like normal armies. So only one per region can grow.
J. Eldar [6th GA] 2 Mar @ 3:41pm 
The rebellions that spawn don't seem to grow after each turn. Other features work well!
bukowa  [author] 2 Mar @ 3:20am 
@emerald10005 I don't think it's possible at the moment. I'm not an expert in database stuff, but I believe that all values coming from the database cannot be easily modified by the scripting engine. If you can find a way then sure.
emerald10005 2 Mar @ 12:27am 
Could you add rename settlement and faction script? That would be an immersion game changer
Daryûn 1 Mar @ 4:37pm 
Oohh nice tool that will allow lots of new features! Wp :swordcross::steamthumbsup:
bukowa  [author] 1 Mar @ 2:11am 
@oujosh29 Should be possible via scripting
oujosh29 28 Feb @ 10:38pm 
So if I want a strong AI rome, can I make them spawn a ton of armies?