Total War: WARHAMMER III

Total War: WARHAMMER III

1,378 ratings
Map Replacer Framework (With Extra Assets)
14
6
3
2
2
2
3
3
2
   
Award
Favorite
Favorited
Unfavorite
campaign
Tags: mod
File Size
Posted
Updated
25.554 MB
30 Apr, 2023 @ 2:16am
3 Jan @ 7:44am
17 Change Notes ( view )

Subscribe to download
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]
93 Comments
Frodo45127  [author] 1 Feb @ 3:26am 
@Solree Not sure if it's possible. I already investigated this about two years ago, following some bug reports about unfortified maps not loading, and for what I remember, the way the game replaces unfortified settlement maps with land maps bypasses the tables used in this mod and forces specific maps to load. No idea where it pulls the maps from.
Solree 1 Feb @ 2:21am 
Hey. I've a feature request. Don't know how feasible it is or if you would want to bother with it but anyway. From what I gather every field settlement battle has a pre-determined map assigned to it and since this game is basically settlement hopping it's very rare to see a modded in field battle map (say from Waka's pack). Would it be possible to randomize all field settlement maps at the start of a campaign (based on rthe egion and whatnot) to just shake things up a bit? As an addition to this to have a seed value for the randomizer in MCT if some consistency is desirable. Thanks for your work regardless.
Frodo45127  [author] 12 Jan @ 7:29am 
I don't play mp, but the code is public. If someone has mp fixes, feel free to contribute them. Otherwise... I doubt it.
Mix 11 Jan @ 5:44am 
any chance one day this will work in MP again?
Dragon32 3 Jan @ 2:45am 
I guess this mod's author needs to have a word with the author of Runcher. Wait a minute...
Белый Пес 3 Jan @ 1:54am 
This can't be saved to a Runcher profile anymore. When loading the game, the save manager shows it as missing even if I checked it in Runcher. Then it, obviously, crashes when trying to load a save. And then Runcher doesn't show the mod in a list yet again. It certainly worked fine beforehands, I did enjoy a custom Karaz-a-Karak siege map as Skarsnik, before going on a hiatus in December.
Moody! 30 Dec, 2024 @ 4:32am 
Seems like every single map pack, I tried quite a few different ones (which obviously requires this) makes MP campaigns unplayable as soon as it loads in. Is there a solution I'm unaware?
SINCLAIR 15 Nov, 2024 @ 3:13pm 
this still works
Coolisron 14 Nov, 2024 @ 7:20pm 
I think this may need an update or the GCCM mod since the script log for my most recent campaign keeps crashing whenever the game tries to replace a map
mikelangelo70 14 Nov, 2024 @ 3:39am 
update please