Total War: WARHAMMER III

Total War: WARHAMMER III

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Settlement Organizer
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Tags: mod
File Size
Posted
Updated
48.678 KB
Apr 5, 2022 @ 4:25pm
Mar 25 @ 3:29pm
17 Change Notes ( view )

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Settlement Organizer

Description
This is a simple QOL change for building arrangement in settlements.

I've always wanted the ability to re-arrange buildings in a settlement after capturing or after building early-game. This script allows you to swap buildings around in a settlement (excluding primary or port slot) in order to organize them in to a particular pattern without having to go through the hassle of demolishing and rebuilding.

Instructions:
1. The first click on a building in a settlement will set the start building. This should be indicated by a 'highlight' of the building (expanding gold border).
2. The second click on a (valid) building will swap it with the building you clicked the first time.

NOTE: clicking on an alternate-settlement building, on the primary building, on a port building, on the original building, on a damaged building, or exiting the building panel should all cancel a building move.

NOTE: For now, I don't think the Quick Building Upgrade mod is compatible with this one. Both of us appear to use a single-click on a building icon as the contextual mechanism for initiating script functionality. Theoretically, there is no way to differentiate from that single click as to whether the end user wants to swap a building or upgrade a building. So I'll need to figure out some solution (if possible) to differentiate that context.

NOTE: Nurgle is currently incompatible with the script, as Nurgle rotational buildings are dependent on an underlying Cco object that controls where in the building rotation the game should consider a building to be at any point in time. Unless an API call is fixed/developed to institute this, swapping buildings with Nurgle effectively breaks the "growth/decay" mechanic, so I've left his buildings disables for now.
Popular Discussions View All (1)
0
1
Jun 19, 2024 @ 1:58pm
lua error
Dat Boy
282 Comments
DudeChris33 May 11 @ 10:18pm 
Bug report:
Concerning the Deeps for Dwarves. Moving tier III building to an empty slots, I could split the entire building chain into separate buildings of tier I, II and III.
淨壇使者孫虎叁 May 1 @ 10:28pm 
Genius
Hairy Fairy Apr 11 @ 8:04am 
Bug report.
Concerning Kislev's Ice Court support building chain in regular province capital (not 3 major Kislev cities). Moving tier III building to an empty slots, I could split the entire building chain into separate buildings of tier I, II and III.

Also, thank you for great mod :)
Sera Apr 10 @ 7:21am 
very appriciate the mod but it seems doesn't work in co-op
Old Man Yells At Cloud Mar 26 @ 9:08pm 
Great mod! Thank you!
d_oms  [author] Mar 25 @ 3:40pm 
@Schemes Hordes are unfortunately a different beast from Cities\Foreign Slots. Hordes do not have building slot enumeration. It works kinda like a FILO queue, which means switching buildings around in a horde would require deconstructing ALL buildings UP TO a candidate, and then reconstructing all buildings in the swapped order after the candidate. While theoretically possible, I just don't think it can be done well without A LOT of validation, I may end up taking a crack at it, but it'd take a decent amount of work to ensure people's hordes aren't getting bricked/losing buildings.
d_oms  [author] Mar 25 @ 3:31pm 
Updated for version check. I saw a thread on Reddit about mods crashing due to capitalization? The script\folders in this mod are all lower case, so should be ok. I booted up on Cathay and did a quick test on Nan Gau, and worked ok. Let me know if any issues.
Schemes Jan 18 @ 3:34pm 
Is it possible to get this working for horde/airship buildings?

Really nice mod regardless.
战锤 Jan 7 @ 3:31am 
Simple but great mod
HarKans Jan 5 @ 2:14am 
Thanks for the update ! :)