Total War: WARHAMMER III

Total War: WARHAMMER III

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[Ui] More Buttons For Mechanics - 3 ROWS+
   
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Tags: mod
File Size
Posted
Updated
1.860 MB
27 May, 2024 @ 9:54am
14 Oct @ 4:26am
15 Change Notes ( view )

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[Ui] More Buttons For Mechanics - 3 ROWS+

In 4 collections by ChopChop
The Empire: Immortal Empires Expanded | IEE 6.3+
215 items
ChopChop's Workshop: All Released Mods
61 items
Project: Performance Boost
56 items
ChopChop's Workshop: UI Mods
9 items
Description

This mod is datacoring the hud_campaign.twui.xml in order to change shape and position of the campaign mechanics buttons. It also moves up the mission ribbons to not overlap with the new placement.

Due to datacoring the hud-campaign.twui.xml this mod may not be incompatible with other mods that also directly change this twui.xml and datacore it too. Up to my knowledge this mainly used to affect mods introducing Greenskins unit Scrap Upgrade mechanic to new factions like Dirty Dan's unit upgrade mods (Imperial Armoury, Prayers of the North etc.) however thanks to Rhox' script - this is no longer a problem as this kind of mods are not datacoring the hud_campaign.twui.xml, which further means that this mod should not interfere with Scrap Upgrade mods that are using scripted feature.

As of July 2025 I know 3 mods that could cause issue with my mod, therfore to avoid it you should do 2 things:
1. Use a mod that contains a scripted Scrap Upgrade feature (like Dirty Dan's mods) which will also unlock the button for all remaining mods - even those that dont have the script

2. Use custom Load Order and make sure my mod is above any of 3 mods below:
- Armourygeddon by Ragnarok
- Resourceful Purpose Compilation by Ragnarok
- Scrap Upgrades UI Framework by BagHolder


  1. This mod is changing placement of campaign mechanics buttons to horizontal in 3+ rows.
  2. It also moves the pinned missions red flyer ribbons to match the shift of buttons.
  3. This allows to clear and nice display up to 17 mechanics buttons from all custom mods.
  4. Displayed number of mechanics will adjust to the number of enabled campaign mods.
  5. Recommended number of buttons to use with this mod: 11-17


21 Comments
Bregveleg 14 Sep @ 3:44pm 
I managed to get it working by replacing line 18825 in mod with:
context_function_id="Component("units", "main_units_panel").ForceContainsUpgradableUnits && IsContextValid(SelectedCharacter.MilitaryForceContext.FactionLoanedFromContext) == false && PlayersFaction.FactionRecordContext.Key != "wh2_main_skv_clan_moulder"">
ChopChop  [author] 14 Sep @ 4:40am 
Thanks and sorry friend, CA made it very hard for me to maintain this mod since Gorbad update. Upon last update of this mod i didnt have an updated scrap upgrade code from BagHolder and i had to update my mod asap to work with 6.3. I wil try to fix soon
Bregveleg 13 Sep @ 11:58pm 
Hey, Chop! If i use the custom load order that you recommended the button for the scrap upgrades still disappears
ChopChop  [author] 9 Aug @ 8:43am 
MOD UPDATED

Please read the new IMPORTANT INFO in regards to load order & mods using / adding Greenskins unit Scrap Ugrade mechanic :steamthumbsup:
ChopChop  [author] 16 Dec, 2024 @ 12:11pm 
please read the important info added to description
ChopChop  [author] 16 Dec, 2024 @ 11:44am 
mod updated, pls resub
Huppias 7 Oct, 2024 @ 5:14am 
I think the multi-platoon army ability UI is a cool idea 。Like Dark Elves
War Boss 5 Jul, 2024 @ 3:26pm 
Can you create a button to end and star new age of reckoning when its full.
muhammaddeen4121996 21 Jun, 2024 @ 3:31am 
Is their a mod that add other faction abilities? like gunnery school to kal franz, laboratory to ikit claw etc
ChopChop  [author] 3 Jun, 2024 @ 9:39am 
New version of the mod released and added to desctiption ✌️