Total War: WARHAMMER III

Total War: WARHAMMER III

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MP Sync
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graphical
Tags: mod
File Size
Posted
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490.673 KB
3 Jun @ 8:55am
3 Sep @ 8:51am
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MP Sync

In 2 collections by BlackJackGear
Mod List Multiplayer
65 items
Fully Custom Garrison - Recommended Mods
10 items
Description
Overview
This utility mod provides easy to use multiplayer sync functionality to modders that use lua tables or custom ui elements.

What it does:
Provides a toolset built over the vanilla CampaignUI.TriggerCampaignScriptEvent that keeps lua tables in sync, sends and reassembles strings of arbitrary length and manages the buffer.

What it does NOT:
This mod does nothing by itself, it will not magically make things more compatible on its own.
See the list of supported mods below, for all others it does nothing.

MCT:
Provides MCT options that let you adjust the timers and the size of the buffer.
For more info see the MCT guide in discussions.

Supported Mods


My Mods:


How to Multiplayer
This is a small guide on how to get into a multiplayer match, it is tailored to my MP Sync mod, but some points apply more universally.

1. Getting Started
First point is not to use the vanilla launcher, use a mod manager like this one instead.
Why?
Saving presets takes managing mods between sessions from impossible to easily done.
Additional info about each mod is shown, making it easier to spot potential troublemakers, more on that below.
Should you use mods in data for multiplayer (god forbid) this mod manager will show them in red and allow enabling / disabling them without having to move the mod file around.
Provides additional functionality that is very very handy for multiplayer, such as mod list sharing, on demand steam collection creation for used mods and force updating mods.
Going forward the guide assumes that you use this mod manager.

!All players need to use the mod manager, if only some use it you will get version mismatches when trying to join games in mp!

2. Mod Manager
Before starting the game, make absolutely sure that everyone has the same mods.
If you have the correct mods selected, that you want to use, do the following.

1. Press the "Other Options" button and scroll down to "Share Mods" section.
2. Press the "Share Mod List" button and select "Export to Clipboard".
3. Send the list to the other players.
4. On the side of the other players, make sure that you have NO mods selected.
5. Follow the same steps to get to the "Share Mod List" screen. ("Other Options" -> "Share Mods" -> "Share Mod List")
6. Paste the list you received into the import window and press "Import"


That should set you up with the same list reliably.
If you are still worried about mismatch or want to do it manually this is the way:

1. Go to "Other Options", scroll down to "Share Mods" and select the "Copy Mod List" button.
2. Now send the copied mod list to the other players and they can compare the names manually.


Finally make sure that the "For Modders" options in "Other Options" are the same for everyone.

3. Version Mismatch
If you did all of the above already but still get version mismatch warning when trying to join the lobby, you can do the following.

Steam is sometimes slow to update mods, if a mod was recently updated you can end up with different versions for different people.
Setting the "Automatic Updates" Steam settings of the game to "Immediately download updates" can help with this, apart from that do this:

1. Sort mods in the mod manager by last updated.
2. If a mod was updated in the last few days right click it and select "Force Download" to get it updated.
3. Do this for every mod updated recently. If you are using only small mods or have quick internet you can just use the "Force Re-Download" button in "Other Options"
3. Sort mods correctly again by sorting by "Order" or "Enabled"


If after that you still get the version mismatch warning, validate game files in Steam.
That has helped with my multiplayer games before.

4. MCT
At this point you should have resolved all the mismatch issues and be in a multiplayer lobby.
This part applies only for starting a new game, for ongoing games the used settings are stored in the save file.
Now everyone in the lobby needs to open their MCT settings and carefully compare them.
They have to be identical for everyone, MCT has a sync that keeps them the same, BUT only after the game started / finished loading, everything before that will use local settings.
With that you should be able to get a modded multiplayer game going.


Thanks
Many thanks to the people over at Da Modding Den for all the tools and help they provide!
Without them none of this would have been possible!
Popular Discussions View All (2)
0
3 Jun @ 3:12pm
PINNED: MCT Options Guide
BlackJackGear
0
3 Jun @ 2:51pm
PINNED: Documentation
BlackJackGear
26 Comments
BlackJackGear  [author] 2 Sep @ 10:29am 
I agree with Chera if you use it correctly MCT is not the issue
Chera 1 Sep @ 11:35pm 
I've been playing MP campaigns with MCT for years with only occasional desyncs that could be traced to various different mods, very very rarely to MCT. We usually use between 30 and 110 mods, depending on the active overhauls. How exactly has multiplayer been left to rot by MCT?
Markliuz Da Jesterly 1 Sep @ 1:22pm 
For modders... not the general player and its specifically for your own collection of mods. change that title as soon as possible or run into arguments, with the people looking for solutions to their own MP desync issues.
I'll also add that MCT is behind a ton of desync issues in multiplayer, and therefore should not be used under any circumstances, especially if you're planning to play modded sessions in multiplayer with your friends. i mean polishing a turd aint exactly gonna make it desync any less, afterall the makers of MCT left the multiplayer to rot. XD
BlackJackGear  [author] 15 Aug @ 9:49am 
@ᛣ Munin ᛉ not sure what you mean, Mixus Unlocker has no mp issues, I am aware of and the mods dont interact at all
ᛣ Munin ᛉ 14 Aug @ 1:03pm 
Does this work with mixu unlocker?
Fireborn23 4 Aug @ 7:29pm 
i really hope we get to see this used for submods for things like Recruit defeated legendary lords or mercs and managment
BlackJackGear  [author] 22 Jun @ 10:26pm 
@OHM No
OHM 22 Jun @ 7:50pm 
Stupid question, please humour an old git. I don't play multiplayer, do I still need this activated to use with your garrison mod?:cozyspaceengineersb:
Louie04k 10 Jun @ 4:54pm 
hey thanks man! so many good mods that dont work in coop its a shame. cheers!
BlackJackGear  [author] 10 Jun @ 12:08pm 
No promises, but I will take a look