Total War: WARHAMMER III

Total War: WARHAMMER III

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Map Replacer Framework (With Extra Assets)
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File Size
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25.554 MB
30 Apr, 2023 @ 2:16am
17 Jun @ 7:28am
18 Change Notes ( view )

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Map Replacer Framework (With Extra Assets)

Description
What's this?

This mod is a framework to make it easier for mapmakers to insert maps on campaign, and also includes some extra assets (prefabs, rigids and extra buildings) so they can be used by any map. This mod doesn't contain any maps and the only changes it does when used by itself are:
  • Improved vanilla empire walls to be more consistent between themself: When making WH3 new walls, CA seems to have messed up the empire ones, with a large artistic difference between pre and post WH3 walls. This mod partly fixes that.
  • Fixed wall merlons obstructing stairs in empire walls: For some reason CA put merlons (the things units cover behind in walls) at the exact places ladders are docked in some walls, causing units to go through them when climbing. This mod fixes that.
  • Fixed instances of merlons remaining after destroying certain empire walls.
  • Fixed stepup and stepdown wall pieces not being marked as walls.
  • Fixed empire stepup having missing ef lines: This means units can't dock to this wall piece. This mod fixes that.

For Mapmakers Only: Preparations

In order to use the custom buildings and prefabs added by this mod, you need to:
  • Open this mod's Pack in RPFM, move it to the data folder, and turn it into a Movie-type Pack.
  • Extract the "art" folder into the assembly_kit/raw_data folder.

After doing that, Terry should display the new prefabs and buildings, and also should display all vanilla buildings which are usually hidden by default. Just remember to do this again after this mod get's updated.

For Mapmakers Only: Adding a map to a Campaign

It depends:
  • If you just want to add your map to an existing pool: you don't need this mod. Just add your map to the relevant pool of maps on "db/battle_catchment_override_group_battles_tables".
  • If you just want to add your map to a specific position on the map:
    • Create a "db/battle_catchment_override_battle_mappings_tables/" table for your map.
    • Create one line in that table for each area in "db/battle_catchment_override_areas_tables/". This is to make sure it works. If you know for sure what area you're going to overwrite, you can add only the entries for that one, but if you're not sure, just add all of them.
    • Set the "Battle Type" column to whatever battle you want to replace the map for.
    • Set the "Battle Path" column to what campaign you want the replacement to be effective. If you want it to work on more than one campaign, you'll need to duplicate the entries for each area and set one for each campaign.
    • Set a value for "Required Tile Upgrades" and "Battle Group". Make sure it's not already in use by other map mod.
    • Create the table "db/battle_catchment_override_group_battles_tables/" and add an entry for your map.
    • "Battle Map Location" column is the folder for the tilemap of the map, under "/terrain/battles/". IT MUST END IN / OR THE MAP MAY FAIL TO LOAD.
    • "Group" column is the "Battle Group" value you specified before.
    • Create the table "db/battle_catchment_override_groups_tables/" and add an entry for your group. Only fill the "Group" column with the same value as before.

    • Add this mod's Pack to the dependencies of your Pack (so you check it's scripts and buildings from RPFM's dependencies window).
    • Create a lua script under "script/campaign/mod/" with the following contents.
      cm:add_first_tick_callback( function () if map_replacer then -- Only add this if you want to replace any battle of the provided type in a radious around the X and Y position. -- This takes priority over the rest of replacements. map_replacer:add_coordinate_replacement(campaign_key, battle_type, pos_x, pos_y, range, tile_upgrade_key, unique_key) -- Only add this if you want to replace any battle of the provided type in a specific region. -- This takes priority over province replacements. map_replacer:add_region_replacement(campaign_key, battle_type, region_key, tile_upgrade_key) -- Only add this if you want to replace any battle of the provided type in a specific province. map_replacer:add_province_replacement(campaign_key, battle_type, province_key, tile_upgrade_key) end end )

    • Edit said script to adjust to what you want to do. For more documentation, check the "script/campaign/mod/!!!!map_replacer.lua" script on this mod.
    • Optional: To have MCT support, create another lua script under "script/mct/settings/" with the following contents.
      if get_mct then --- Function to load checkbox settings in the IME Coordinates category. mct_map_replacer_load_checkbox_ime_coordinates(battle_type_key, setting_key, default_value); --- Function to load checkbox settings in the ROC Coordinates category. mct_map_replacer_load_checkbox_roc_coordinates(battle_type_key, setting_key, default_value); --- Function to load checkbox settings in the IME Region category. mct_map_replacer_load_checkbox_ime_region(battle_type_key, setting_key, default_value); --- Function to load checkbox settings in the ROC Region category. mct_map_replacer_load_checkbox_roc_region(battle_type_key, setting_key, default_value); --- Function to load checkbox settings in the IME Province category. mct_map_replacer_load_checkbox_ime_province(battle_type_key, setting_key, default_value); --- Function to load checkbox settings in the ROC Province category. mct_map_replacer_load_checkbox_roc_province(battle_type_key, setting_key, default_value); end
    • Edit said script to adjust to what you want to do. For more documentation, check the "script/mct/settings/!!!!map_replacer.lua" script on this mod.


FAQ
  • My Map has X/Y/Z problem: Nothing to do with this mod. Complain to the map maker.
  • My game crashes when loading a battle: Nothing to do with this mod. Find the map that causes it (a broken key in one of the tables mapmakers have to use may cause this), and complain to its author.
  • Does this mean GCCM is back?: No. I made this because I want to add a map I'm working on to the campaign, and decided to release this earlier than the map so others can also begin to inject their own maps on campaign.
  • What's that map on the screenshot?: The one I want to add to the campaign. Not finished yet.
  • Something didn't work?!: Enable script logging and check the logs for "Frodo45127:".Errors when adding maps through those functions and when checking if a map should be replaced are logged there.

    For more documentation on the framework, for reporting a bug, and for more detailed info for modders, feel free to check the mod's repo on github.
    [github.com]
116 Comments
OHM 20 Jun @ 3:01pm 
Ok thanks. It's just others scroll smoother so you can when you go up or down.
Frodo45127  [author] 20 Jun @ 7:35am 
That's how MCT works. Nothing I can do about it.
OHM 20 Jun @ 3:24am 
Mr Frodo ser, could you make your sliders...slide more smoother please. If you will. Scrolling skips too much with all the maps I've got, even when dragging the scroll bar.
Frodo45127  [author] 19 Jun @ 10:20am 
The mod has been compressed to reduce its size. This means it only works in 6.2. If you want it in 6.15, you'll have to open it in RPFM, and decompress it.
Trust in Trance 19 Jun @ 7:44am 
After the 6.2 update, i rolled back to 6.1.5 to continue my campaign. I get crash always when getting to the ambush battle that my save is at, it looks like the game isnt loading the map correctly since the map preview isnt an ambush. Is there previous version of this mod available?
Frodo45127  [author] 1 Jun @ 7:57am 
@豺狼医生 Define "fail after reloading". Don't know about trade any settlement, but I've checked the fort invasion one and I don't see anything that may interfere, at least after a quick view of the scripts. The only thing I'm sure is muranji seems to have misunderstood how this mod works. It doesn't "change the keys of the region". It just injects maps under certain conditions.

Try enabling the script logs (there's a mod in the workshop for that) and check if when that happens, there's an error in the logs. That may tell you what's the reason for the mods not working.
豺狼医生 31 May @ 8:01am 
I used Murranji's Empire Fort Invasions Mod and Trade Any Settlement Mod, and found that using this framework mod would cause these two mods to fail after reloading. Can you please take a look at the situation
ZAKKENA [BE] 24 May @ 12:40pm 
I think this mod makes my game crash after 5 minutes in a siege battle, 100% of tyhe time, anyone else has this issue ?
Dragon32 24 May @ 2:25am 
@Thuynder
They do completely different things
Thuynder 23 May @ 9:51pm 
Does this work fully with the "Restore chokepoint battles" mod? :)