Total War: WARHAMMER III

Total War: WARHAMMER III

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Zane87 Feb 27, 2022 @ 2:23pm
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PSA: Rusted Pack File Manager was updated today for Warhammer 3!
While the steam workshop implementation and official modding tools probably still are a while away given the current state of the release and the focus on bugfixes, Frodo45127 did an amazing job in updating the RPFM for WH 3 compatibility.

What does that mean?:
It means from this day on, we have full access to the pack files, including the data.pack which stores most of the games tables and scripts (and a lot of other stuff relevant to modding).

It also means we can now see and more importantly edit those pack files hence making our own modifications, albeit with the limitation of them being local mods only.

Great, so how do I start modding?:
Grab it here:
https://github.com/Frodo45127/rpfm/releases

Then extract it somewhere, briefly set it up by adding correct paths after starting it and you are good to go.
Then head into the Total War WARHAMMER III\data folder and open the data.pack via RPFM to get an overview over the tables, scripts and the rest of the files.

DO NOT adjust the data.pack itself, if you screw up you might need to verify files. Also since patches are frequent, this means your changes would be overwritten every time. Instead, create a new pack file, import the correct tables/files within that modded pack file and mod them inside.

Cool, cool. But how do I actually enable mods I made/downloaded somewhere else (i.e. Nexus)?:
The best way is via manually adding each mod you want to activate via the user.script.
After placing a mod in your \data directory, do the following:
Open windows explorer and drop this line in your folder line, then press enter:
%appdata%\The Creative Assembly\Warhammer3

This should take you directly to the WH 3 folder within AppData\Roaming\The Creative Assembly (or go there manually if it doesn't work - but it should).
There, open the \scripts folder and add the following file: "user.script.txt"

Open it with your favorite text editor (I recommend Visual Studio Code btw, it is great, not just for modding)[Do not use Word].
Then for each mod, add the following line:
mod "*modname.pack*";

Where *modname.pack* is the full name of the mod in your WH3\data directory. I made a test mod called zane.pack, thus my line would look like mod "zane.pack";
If everything works, next time you start the game via Steam, you should see your changes in game.
I made the very simple test mod above that just changed 2 lines in db/campaign_variables_tables (and renamed the db + removed all unmodified lines because we don't want dirty edits, they cause all kinds of troubles). Within it, I merely changed "faction_gdp_other" and "faction_gdp_other_minor" from 2500 to 5000. This is your background income and if you see 5000 after starting a new campaign you know your mods are working. This is imo a very quick way to verify if everything works.

Can I also disable mods I do not want to use but still keep around:
Yeah, that's very simple actually. Just open the user.script.txt and add "//" before each mod line to disable that specific mod. If you want to re-enable it, just delete those again.

FYI:
The old "save as a movie" method still works to my knowledge, because packs labeled as movies are always loaded. I however cannot recommend this for a very simple reason:
You will forget about them once the workshop support drops. And then you have outdated (because the workshop comes along an update) mod remnants in your data folder that causes all sorts of hiccups and you have no idea why. So just don't ^^


Enjoy! :D
Last edited by Zane87; Feb 27, 2022 @ 2:27pm
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Showing 31-37 of 37 comments
Warpspider Mar 9, 2022 @ 11:58pm 
Originally posted by Warpspider:
Originally posted by Gorilla General:
Hey everyone,
so I tried editing Kislev's unit sizes, reload, morale, etc. and it's not working. I have followed the directions to the letter and saved my mod file with the " and the ; and the * but nothing seems to be working despite the menu says in the top right corner that it's modded.:steamfacepalm: I don't suppose anyone has any new ideas? :steamthumbsup:
Have you renamed your databases files? Like the tables themselves shouldn't be called data__ but anything else, like zane, or gorilla or w/e
Oh yeah and also you don't need the * unless you named your mod like *name*, else it's just: mod "name.pack";
Sin317 Mar 10, 2022 @ 6:27am 
Originally posted by Warpspider:
Originally posted by Sin317:
Making my own little modded versions here:

(nothing big)

https://steamcommunity.com/sharedfiles/filedetails/?id=2774386799

basically a version for no rifts at all, a version with rifts more often, but no soul race and for each a version with full attrition for AI. It's the little things ;)
damn nice!

I am play testing the "with rifts and with attrition for AI" on vh/vh and it's a game changer.
Cotton Eye Joe Mar 10, 2022 @ 11:44am 
it seems that absolutely no changes made to land_units table are being applied.
Gorilla General Mar 11, 2022 @ 2:42pm 
God, I can't wait for the workshop to be released. I'm looking forward more to that than mortal empires lol
Sin317 Mar 11, 2022 @ 3:00pm 
Added a version with less rifts over time.

https://steamcommunity.com/sharedfiles/filedetails/?id=2774386799
Zane87 Mar 11, 2022 @ 3:08pm 
Originally posted by Jack:
it seems that absolutely no changes made to land_units table are being applied.
I can from my own testing - sadly - confirm this. (sorry for the delay, but I am kinda burned out already on WH 3, which is incredible sad)
Last edited by Zane87; Mar 11, 2022 @ 3:09pm
Sin317 Mar 12, 2022 @ 12:51pm 
Updated Guide (new title, new description).

Also, having less rifts spawn is absolutely changing the game for the better (few rifts instead all over the place).

https://steamcommunity.com/sharedfiles/filedetails/?id=2774386799

https://www.twitch.tv/sinsgamingchannel
Last edited by Sin317; Mar 12, 2022 @ 12:53pm
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Date Posted: Feb 27, 2022 @ 2:23pm
Posts: 37