Total War: WARHAMMER III

Total War: WARHAMMER III

Submod hub for Dirty Dan's Upgrades
 This topic has been pinned, so it's probably important
Apex  [developer] 1 Sep, 2023 @ 3:56pm
How to add mod compatibility (and fix crashes/upgrades not showing)
This is a quick guide on how to add mod compatibility for any mods not covered by the hub.

This guide assumes you have an understanding of RFPM - if not it is fairly easy to pick up.

Step one:
Copy the land_units_tables and main_unit_tables data for the units you want to add compatibility with, into the land_units_tables and main_unit_tables in the hub mod.

Step two:
RFPM will likely show errors where it cannot reference any modded data entries. Change these to any base game value. This step means that you can enable/disable unit mods as you like. If you don't change the values to base game values, you will always have to have those unit mods installed.

The land_unit_tables and main_unit_tables in the hub mod are dummy tables and will be overwritten by any unit mod you have installed. Just pick any base game reference for that data type.

Step three:
Copy the key from main_unit_tables (not land_unit_tables!) into unit_purchasable_effects_set_tables. You will need to add a line for each upgrade you wish to add to a unit.

The Purchasable Effect column is where you copy the key for the upgrade you want to add to the unit. Easiest way is just to copy from a similar unit already on the list.

Some factions all units get the same upgrades, for others they get a selection. Just choose whichever you think fit.

The "Is Exclusive" column is where you set whether the unit can have more than one upgrade. Tick to allow only one upgrade to be chosen.

And that's it. It's a simple process once you get the hang of it.

Troubleshooting

The game crashes on launch:

This can be generally be two things. Either:

You have copied the wrong data into the main_units_table or land_units_table

There are non base game references in the main_units_table or land_units_table. This one can also occur after an update where CA changes the base game data values. RFPM will flag the updated data values, just change them to an up to date base game value.

Units aren't showing upgrades:

Check:

Have you copied the correct key from main_units_table to unit_purchasable_effects_set_tables

Has the unit mod author pushed an update that changed the unit keys in main_units_table. If this has happened the new unit keys will need to be added to unit_purchasable_effects_set_tables.

Anything not covered above, please ask below!
Last edited by Apex; 1 Sep, 2023 @ 4:26pm
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Showing 1-13 of 13 comments
Thanks for this guide! I was adding compatibility for a wood elf unit mod and this works! The only thing I noticed is the blessing of Loec, Vaul, and a few others have the normal upgrade icon in the top right replaced with a blurry, large, crossed hammer and machete. Cheers!
OHM 12 Jun @ 8:55am 
Thanks for this!
OHM 12 Jun @ 8:59am 
What about the other files like scripts and LOC are they not needed. Many of DD's packs have them.
Apex  [developer] 13 Jun @ 1:26pm 
Originally posted by OHM:
What about the other files like scripts and LOC are they not needed. Many of DD's packs have them.

Shouldn't be needed if all you are doing is adding unit compatibility.
Scripts will likely be needed if you are looking to add the upgrade system to a custom faction.
OHM 14 Jun @ 5:36am 
Ah understood.
Hello, I have modded before on other games but can someone please explain how to do Step 2 to me? I've tried researching it on the internet and found nothing at all.
Apex  [developer] 19 Aug @ 9:30pm 
When you copy the land_units and main_unit data from the mod you are trying to add, it may have values in the table that are non-vanilla (ie the modder has created). RFPM will flag these as potential errors because it cant reference the original mod to check if they are right.

This is useful as it flags the values that will likely cause crash on start up if you don't also have the associated mod loaded.

All you have to do is look through the list of errors in RFPM and click to take you to the cell that RFPM thinks is wrong. If you then click on that cell it should bring up a drop down of base-game values to choose from. Pick anything, it doesn't matter.

From memory RFPM also highlights the cell in red so you can quickly see what cells data you need to change.

Step 2 is what allows the hub to be loaded without all of the covered mods loaded at the same time. You can skip it but it means you always have to run that unit mod, even if you're not using it.
Help me plz. I want to add the compatibility for 2 Cathay's mod, but when I try do it, I don't find the table for Cathay in land_units and main_unit data :C
Apex  [developer] 24 Aug @ 6:30am 
I never got round to updating the hub to include dirty dans cathay upgrades so the tables aren't set up for it. You could add in the tables for Cathay and then add the mods you need
I simply create new tables for Cathay and follow the steps you mention in this thread. Don't I have to make some kind of "connection" to the original mod or something similar? And thanks for the help.
I can't find a way to create a new table :c
Kaldreth 15 Sep @ 2:48pm 
When clearing out errors, can I just delete the reference and leave it blank?
Apex  [developer] 18 Sep @ 9:58am 
Originally posted by Kaldreth:
When clearing out errors, can I just delete the reference and leave it blank?

Sometimes, it depends on the reference. Some references the game requires to have a value. I never got round to testing by trial and error for each one so I tend to keep them in to be safe.
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