토탈워: 워해머 3

토탈워: 워해머 3

1,712 평점
Map Replacer Framework (With Extra Assets)
16
6
3
2
4
2
2
3
2
   
어워드
즐겨찾기
즐겨찾기됨
즐겨찾기 해제
campaign
태그: mod
파일 크기
게시일
업데이트일
25.554 MB
2023년 4월 30일 오전 2시 16분
2025년 6월 17일 오전 7시 28분
업데이트 노트 18개 (보기)

다운로드 위해 구독하기
Map Replacer Framework (With Extra Assets)

설명
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]
댓글 124
Allegate 2025년 10월 17일 오후 7시 37분 
Causes game aborted when entering MP, rendering many map mods unusable for multiplayer. Pretty sad.
Chera 2025년 9월 22일 오전 9시 24분 
I can confirm the previous observations, as soon as my friend and I try to start or load a MP campaign, it aborts it immediatly after loading.
MiniMeth 2025년 9월 7일 오후 11시 59분 
This causes "Game Aborted" upon starting or loading a multiplayer campaign.

We are using alot of other mods, but I can't spot anything that could conflict with this mod.

You are welcome to take a look at the collection: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3550619532
The US Senate Finance Committee 2025년 9월 5일 오후 2시 12분 
@n.pedrazalis - it doesn't need to be updated for it to work with the newest patch. a bunch of my favorite mods are not "updated" but work just fine. give it a shot and see if it works!
n.pedrazalis 2025년 9월 3일 오후 7시 43분 
Hello the mod is outated in my mod manager uptate please
ᛣ Munin ᛉ 2025년 8월 28일 오전 3시 06분 
This causes "Game Aborted" upon start of a new mp campaign
Ixybus 2025년 8월 11일 오후 12시 47분 
Hi there, I am seeing this playing TOW with Sigvald and having CTD

[out] <141.0s> Frodo45127: pending battle, checking for map replacement...
[out] <141.0s> Frodo45127: possible land battle replacement for battle of type: settlement_standard.
[out] <141.0s> BIG FAT SCRIPT ERROR
[out] <141.0s> [string "script\campaign\mod\!!!!map_replacer.lua"]:272: attempt to index field '?' (a nil value)
[out] <141.0s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:62: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
Chase Mate 2025년 8월 3일 오전 1시 37분 
This mod has stopped working in MP. Since the last update for either fort maps for encampment stance or Mixer :)
OHM 2025년 6월 20일 오후 3시 01분 
Ok thanks. It's just others scroll smoother so you can when you go up or down.
Frodo45127  [작성자] 2025년 6월 20일 오전 7시 35분 
That's how MCT works. Nothing I can do about it.