Total War: WARHAMMER III

Total War: WARHAMMER III

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Settlement Organizer
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Tags: mod
File Size
Posted
Updated
48.678 KB
5 Apr, 2022 @ 4:25pm
25 Mar @ 3:29pm
17 Change Notes ( view )

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Settlement Organizer

Description
This is a simple QOL change for building arrangement in settlements.

I've always wanted the ability to re-arrange buildings in a settlement after capturing or after building early-game. This script allows you to swap buildings around in a settlement (excluding primary or port slot) in order to organize them in to a particular pattern without having to go through the hassle of demolishing and rebuilding.

Instructions:
1. The first click on a building in a settlement will set the start building. This should be indicated by a 'highlight' of the building (expanding gold border).
2. The second click on a (valid) building will swap it with the building you clicked the first time.

NOTE: clicking on an alternate-settlement building, on the primary building, on a port building, on the original building, on a damaged building, or exiting the building panel should all cancel a building move.

NOTE: For now, I don't think the Quick Building Upgrade mod is compatible with this one. Both of us appear to use a single-click on a building icon as the contextual mechanism for initiating script functionality. Theoretically, there is no way to differentiate from that single click as to whether the end user wants to swap a building or upgrade a building. So I'll need to figure out some solution (if possible) to differentiate that context.

NOTE: Nurgle is currently incompatible with the script, as Nurgle rotational buildings are dependent on an underlying Cco object that controls where in the building rotation the game should consider a building to be at any point in time. Unless an API call is fixed/developed to institute this, swapping buildings with Nurgle effectively breaks the "growth/decay" mechanic, so I've left his buildings disables for now.
Popular Discussions View All (1)
0
1
19 Jun, 2024 @ 1:58pm
lua error
Dat Boy
286 Comments
FailSafe 28 Jul @ 6:00am 
this CAN work with one click upgrade, you just need to go into the building browser view to rearrange! Thought I'd mention so you can include it in the description
d_oms  [author] 19 Jul @ 4:11pm 
@Dark Noxy is there a specific building swap that is crashing it? I've recently tested and didn't have any issues
Dark Noxy 19 Jul @ 8:24am 
could we get a update on this mod i love it but lately it has been crashing my game everytime i use it
행복한고자 8 Jul @ 7:12am 
Is this mod compatible with the latest version?
DudeChris33 11 May @ 10:18pm 
Bug report:
Concerning the Deeps for Dwarves. Moving tier III building to an empty slots, I could split the entire building chain into separate buildings of tier I, II and III.
慣性悪魔Nightfall 1 May @ 10:28pm 
Genius
Hairy Fairy 11 Apr @ 8:04am 
Bug report.
Concerning Kislev's Ice Court support building chain in regular province capital (not 3 major Kislev cities). Moving tier III building to an empty slots, I could split the entire building chain into separate buildings of tier I, II and III.

Also, thank you for great mod :)
Sera 10 Apr @ 7:21am 
very appriciate the mod but it seems doesn't work in co-op
Old Man Yells At Cloud 26 Mar @ 9:08pm 
Great mod! Thank you!
d_oms  [author] 25 Mar @ 3:40pm 
@Schemes Hordes are unfortunately a different beast from Cities\Foreign Slots. Hordes do not have building slot enumeration. It works kinda like a FILO queue, which means switching buildings around in a horde would require deconstructing ALL buildings UP TO a candidate, and then reconstructing all buildings in the swapped order after the candidate. While theoretically possible, I just don't think it can be done well without A LOT of validation, I may end up taking a crack at it, but it'd take a decent amount of work to ensure people's hordes aren't getting bricked/losing buildings.