Total War: WARHAMMER III

Total War: WARHAMMER III

Variant Selector
 This topic has been pinned, so it's probably important
Marthenil  [developer] 13 Apr, 2023 @ 6:55pm
Compatibility - For Modeurs
Compatibility - For Modeurs
The way compatibility works with mods that add new variants (and completely new characters!) is actually quite simple: All you need to do is create a .lua file (really just a fancy .txt file) in the following directory within your packfile:

marthvs/mod

You can name the file whatever you want, but do keep the .lua extension. You can also have multiple files (with different names, unless you want to overwrite something).

There you have to fill a table with the character subtype key(s) and the art set id(s) that your mod is adding/modding.

You can do this in two ways:

You can download this template from Github[github.com] and fill it out yourself. You can add spaces and/or newlines at will but those quotes, brackets and commas need special attention (last entries don't get commas!).

Or if your mod has multiple characters/art sets, you can use the following script I've made (sadly requires a repl.it account):

https://replit.com/@Marthenil/TableConv#main.lua

After you've made an account, fork the above then

Open your mod in RPFM
Go to campaign_character_art_sets_tables
select ONLY the art_set_id and agent_subtype columns
right click, click copy as lua table
paste in the indicated spot on repl.it
select a filename, and the filter_singles boolean
click run

A complete file should show up in the file list and you can download it by clicking the three dots.

That's it!
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Showing 1-8 of 8 comments
Marthenil  [developer] 26 May, 2023 @ 7:18am 
Feel free to ask questions here.
stiginge-oy 5 Oct, 2023 @ 9:51pm 
Is there a limit to numbers of variants ?
Marthenil  [developer] 6 Oct, 2023 @ 9:24am 
Not really and if there was it would be rather huge.
Marthenil  [developer] 24 Feb, 2024 @ 5:24pm 
The repl.it script has been updated with a word filter
Amped Normal 18 Jun, 2024 @ 1:44pm 
I feel like I'm missing something obvious, I've made a mod for an armoured version of Elspeth, made 2 variant meshes, one for the vanilla head and one for Mixu's head. The variants are 90% working, the only thing that doesn't change is the portraits, so like unit card and stuff.

I've change the mixu head to be the deafult and the vanilla head as optional for reference.

The tables I've added variant stuff to are:

agent_uniform_tables
Added a second entry so we have
wh3_dlc25_uniform_emp_elspeth_von_draken
wh3_dlc25_uniform_emp_elspeth_von_draken_1
and for filename, battle filename and campaign porthole filename:
wh3_dlc25_emp_cha_elspeth_von_draken
wh3_dlc25_emp_cha_elspeth_von_draken_1
The default here before was wh3_dlc25_emp_cha_elspeth_von_draken.

campaign_character_art_sets_tables
Added a second entry, wh3_dlc25_art_set_emp_elspeth_von_draken_1

campaign_character_arts_tables
Added a second entry, wh3_dlc25_art_set_emp_elspeth_von_draken_1
uniform changed to wh3_dlc25_uniform_emp_elspeth_von_draken_1 for the second entry

variants_tables
Added a second entry, wh3_dlc25_emp_cha_elspeth_von_draken_1, with the new variant filename emp_elspeth_von_draken_1

I've then added the second set of unit card, porthole and icon to the same folder as the base game, the base game versions are called "emp_elspeth_von_draken_0", which I've replaced with the mixu ones. I've then added the vanilla ones as "emp_elspeth_von_draken_1".

In game, it only shows the mixu ones even when you switch to the second variant and the model changes to the vanilla head. Any idea how to fix it?
Marthenil  [developer] 18 Jun, 2024 @ 2:10pm 
You need the portrait settings files, those assign the pngs to the new variants. Here's a tutorial made for WH2:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1194811468

HOWEVER you can now make the portrait settings files directly in RPFM, no need for selfie.
TRIALON 17 Sep, 2024 @ 12:55am 
Easy to understand, thanks.
OHM 24 Jun @ 9:18am 
Hello Marthenil, forgive me you'll have to bear with an old bloke like me (trying to tinker with things so I don't have to request from real modders for things I'd like implemented. We all have IRL stuff in our lives after all).

What I want to do is have a reskin of a character, ie: Ulrika, to be a variant model/skin as opposed to a replacement.

How do I achieve this?
Is it only possible if a separate (unit) model is created?
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