Total War: WARHAMMER III

Total War: WARHAMMER III

3,642 ratings
Console Commands (Modding Tool), the mod works 100000% please just use it and enable the script break warning
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Tags: mod
File Size
Posted
Updated
484.225 KB
Apr 8, 2022 @ 11:23am
Jan 1 @ 6:22am
31 Change Notes ( view )

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Console Commands (Modding Tool), the mod works 100000% please just use it and enable the script break warning

In 1 collection by prop joe
Prop Joe Mods
24 items
Description
Adds a bunch of commands that help with mod making and testing. Type the command into a text box that is opened using a new button in the top left (see screenshot). Press the button to the right to execute the typed-in command.

List of DB keys and how to find them

Some commands have arguments in <bold> and you need to supply a valid value there, e.g. wh_main_emp_empire instead of <faction_key> (so without the <>, it's here to increase visibility):
  • give gold <number> - gives <number> of gold to the player (can also be negative), if you have a settlement selected it will give gold to the faction owning the settlement
  • give gold - gives 50000 gold to the player, same faction things as above
  • fow on - fog of war on
  • fff - fog of war off
  • am - restore selected char movement points
  • mov - gives the selected character a buff with bonus movement points (applied after you end the turn)
  • mov off - removes the buff with bonus movement points from the selected character (removed after you end the turn)
  • au <unit_key> <number> - add <number> of units with unit_key to selected army*
  • au <unit_key> - add unit with unit_key to selected army*
  • add axp <number> - add <number> of ranks to all units of selected army
  • add axp - add 1 rank to all units of selected army
  • add xp <number> - add <number> of xp points to the selected character, unembed heroes to give them xp
  • primary <number> - set primary slot level of selected region to <number>
  • primary - set primary slot level of selected region to max
  • region - gives 1000 growth, 1000 horde growth and 1 turn build speed to all player regions
  • region off - turns off region
  • gr - gives the player ownership of the selected region
  • gr <faction_key> - gives <faction_key> ownership of the selected region, if a faction has no regions or armies on the map you can't give them a region, spawn them an army first
  • abandon - makes the selected region be abandoned
  • kill - kills (or wounds if immortal) the selected character and his army
  • technology - gives the player +2000% research speed
  • technology <number> - gives the player <number>% research speed (can also be negative)
  • technology off - remove the technology bonuses
  • global rec <number> - changes the player's global recruitment time by <number> of turns (use negative value to lower)
  • global rec off - remove the global recruitment time bonuses
  • heal <number> - sets health of each unit in the selected army to <number>, that is between 0-100
  • to_pool <agent_key> <agent_subtype_key> - adds a lord to the player faction recruit pool, the name will be blank and the character won't be immortal, cross-race stuff won't work without table adjustments
  • item <ancillary_key> - gives the player an ancillary (items characters can equip), giving mounts won't work, some items are culture-locked
  • tele - first select a character, then select another character or a settlement as a teleport target, after that typing tele will teleport the character
  • at <trait_key> - adds a trait to the selected character, e.g. add trait wh2_dlc09_trait_defeated_settra
  • at <trait_key> <points> - for traits with multiple levels
  • rt <trait_key> - removes a trait
  • spawn <subtype> <faction_key> <units> - spawns an army next to selected character or settlement, use agent_subtype in the Character art sets table, where the agent_type is "general", faction_key and units are optional

More command descriptions here since I hit the workshop word limit:
  • shroud2
  • kill2, killc, killc2
  • agent agent_type agent_subtype
  • bb building_key
  • prg, ancies
  • etc.

Commands related to resources, you probably want one of the pooled resources:
  • res <pooled_res_key> <number> - add <number> of a <pooled_res_key> to the player faction (can be negative), look in the discussion thread for a list of keys
  • hef_inf <number> - gives the player a faction buff that gives <number> of High Elf influence per turn, can be negative
  • hef_inf off - remove the High Elf influence bonuses
  • other_res <number> - way to change chivalry, type other_res <number> to adjust how much you get those every turn, you don't need to specify the resource name here

Commands related to diplomacy, you can disable fog of war to be able to select any region:
  • alliance - make a military alliance with the owner of the currently selected settlement or character
  • peace - make peace with the owner of the currently selected settlement or character
  • trade - make a trade agreement with the owner of the currently selected settlement or character
  • confederate - confederate the owner of the currently selected settlement or character
  • war - starts a war between the player and the owner of the currently selected settlement or character
  • vassal- some thing as above
  • milaccess - military access
  • defalliance - defensive alliance
  • alliance2, peace2, trade2, confederate2, war2, vassal2, milaccess2, defalliance2 - same thing as the commands above but can target any 2 factions, and not necessarily involve the player faction, so the way it works: select first region, select second region, type the command (for example war2)

Commands related to executing Lua code: lua, e, ee

Commands related to printing game information: info, more info, coords, comps, dump ui

So for example just type "give gold" (without a /) in the text box below the chat and you should get 50000 gold.
Useful tip: you can write commands outside the textbox and paste them in.

Some commands like unit giving and char movement points work but you'll need to reselect to see it in the UI, the UI doesn't auto-refresh.

*For cross-faction stuff it's possible spawned units will T-pose in battle and LLs to not work, this means they require table edits and that is beyond the scope/purpose of this mod.

Thanks to Mandras for some code contributions.

Compatiblity
Remember to enable the mod in the launcher!
Compatible with everything, if the top left button (see screenshot) doesn't appear for you it likely means some other script mod bugged out and then breaks other script mods like this one. Try this mod by itself to make sure, if it doesn't work unsub and sub to force a redownload.

>>>ENABLE SCRIPT BREAK WARNING<<<

MP semi-compatible, I tried to do it but it still has issues apparently.

List of DB keys and how to find them

If you don't have WH3 on Steam[www.dropbox.com]

Buy me a coffee:
[paypal.me]
[www.patreon.com]
Popular Discussions View All (56)
57
10
Jan 14 @ 2:58pm
PINNED: Lists of DB keys and how to find them
prop joe
3
Jan 12 @ 11:56am
Forcing another faction's hero to join an army?
Aquaman the movie by James Wan
3
Dec 6, 2025 @ 11:12am
Add XP not working
Dorve Rimfjord
2,664 Comments
littlegebus 7 hours ago 
Hello? I tried pretty much everything but i couldn't find it. Does anyone know to add "scrolls of knowledge" from the High Loremaster of teclis faction ? Thanks
NobleBean Mar 4 @ 5:48am 
@prop joe

is there a way where you could add abilities to Lords/Heros like"wh_main_lord_passive_hold_the_line"?
BigG Mar 3 @ 6:36am 
FAO High Elf Players - if you use the Spawn command to spawn new dragonship admirals, BE WARNED, the innate skill which is required to populate the entire skill tree is not added by default, leaving your Dragonship Admirals completely useless (no skill tree, no special stances :steamsad: )
Commands are:
spawn wh3_dlc27_hef_dragonship_captain_01
spawn wh3_dlc27_hef_dragonship_captain_02
spawn wh3_dlc27_hef_dragonship_captain_03
spawn wh3_dlc27_hef_dragonship_captain_04
spawn wh3_dlc27_hef_dragonship_captain_05

@prop_joe any ideas on how to use Console to add a innate skill? The innate skills are:
wh3_dlc27_skill_innate_hef_dragonship_admiral_1
wh3_dlc27_skill_innate_hef_dragonship_admiral_2
wh3_dlc27_skill_innate_hef_dragonship_admiral_3
wh3_dlc27_skill_innate_hef_dragonship_admiral_4
wh3_dlc27_skill_innate_hef_dragonship_admiral_5

Cheers and great work on this! :steamthumbsup:
Commander_Jay Mar 2 @ 9:30am 
Does "mov" not work as expected for agents on the campaign map? It seems to only copy what "am" does.
For Lords and their armies I finding that "am" and "mov" both work as expected. But when one hero is acting alone as an agent it seems like "mov" is only refreshing movement, just like "am" but it is not adding the movement buff at end of turn.
Dragon32 Mar 1 @ 10:21am 
@InfoManiac
Tried the fog of war commands?
InfoManiac Mar 1 @ 7:11am 
how can i see all factions during end turn for debuggin?
Dragon32 Feb 27 @ 7:35am 
@Gameshian
Re-read the Description
Gameshian Feb 27 @ 2:22am 
I cannot see the icon from this mod or the others at the top of the screen. Any ideas?
elipises Feb 26 @ 9:31pm 
@elipises okay replying to myself, incase anyone else has the same issue, applied some trial and error. The correct agent type for iridescent horror hero is runesmith.

so command to spawn would be either :
agent runesmith wh3_main_tze_iridescent_horror_tzeentch
agent runesmith wh3_main_tze_iridescent_horror_metal
elipises Feb 26 @ 9:05pm 
Hi Absolutely love the mod. But when looking through the tables the iridescent horrors of tzeentch do not appear to have an agent type. So far they are the only ones I have found that have this issue.

I have attempted to subsititute serval hero subtypes, some spawn the hero however they do not have any skills or they are missing some skills.

Thank you.