Total War: WARHAMMER III

Total War: WARHAMMER III

3,936 ratings
Mod Configuration Tool - v0.9 Beta
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overhaul
Tags: mod
File Size
Posted
Updated
3.814 MB
Feb 3, 2023 @ 2:12pm
May 4 @ 6:36am
20 Change Notes ( view )

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Mod Configuration Tool - v0.9 Beta

Description


The Mod Configuration Tool is a user interface, and a rich backend system, which enables modders to create settings for their mods, which can be edited within the Mod Configuration Tool. In short, if a mod you use doesn't use this, you don't really need it. That said, I'd love to have you!


All you have to do is click the button at the top left corner that now exists, and edit the variables within that panel that opens up. All of the currently enabled "MCT Mods" - that is, mods that have hooked up into MCT - will be listed on the left. Click through them and edit the settings to change up your experience!

How It Works

What MCT does:
- Creates and populates the settings menu.
- Handles the setting, saving, and loading of individual settings.
- Exposes an "API", an "Application Programming Interface", for modders to interact with the MCT systems. This is how modders get their setting groups and individual settings linked into the settings menu, and it's how they can query the current user's setting value.

What MCT DOES NOT do:
- MCT does not handle ANY of the impacts after a setting has been set.

You can think of MCT like a courier, a settings delivery system:
- MCT takes the input of a modder who says "Hey, I want a setting called 'This Setting Does Nothing', and I want it to be a checkbox, so it can be either true or false."
- MCT then drives that setting over to the user, and hands the checkbox over. MCT patiently waits for the user to change the setting, if they do at all.
- Once the user changes the setting, MCT drives on back to the modder and says, "Hey boss, got your value here." It is entirely up to the modder's code, at that point, to handle the response.


This upload I'm considering a "beta" release. For all intents and purposes, it's functional, but there are three major things I have to sort out for the next release, in no particular order:

- Profiles are not implemented in this version. Due to some major backend rewrites for how settings are stored, they became a bit of a hot topic at Groovy HQ, so at the moment they're just disabled. The full release of v0.9, or barring that, v1.0, will reintroduce Profiles, back and better than ever.
- The View system is unincorporated. Moving forward, there is a system I'd like to implement which will allow the MCT panel to undergo various 'views'. Settings exist in a few different states, multiplayer has a client/host paradigm, and profiles will need some good user interface for read/writing.
- Extra goodies for modders. Immediate builds are patch notes, popup-style options, the ability to force a save reload, and extra support to find issues in their scripts.



Fully compatible with anything on the Workshop!

Known Issues

- Multiplayer has been acting increasingly erratic through the years. At the moment, "thar be dragons", unfortunately.

Reporting Issues

If you're having trouble as a user, ask yourself if the problem is with the end result of the setting or if the problem is with the delivery system itself. If it's the former, the issue is likely caused by the mod in question. If it's the latter, the issue is far more likely to be MCT.

After deducing that it may in fact be MCT, I need just three things from you.
1) A clear, detailed, and hopefully concise description of the problem at hand.
2) Any relevant information you're hiding: mod list, when the problem started, reproduction steps.
3) Data: You can provide me with some logs, and it'll go a long way. In the WH3/ folder, you can, IMMEDIATELY AFTER HITTING THE ISSUE, send me the latest "script_log_xxx" file, and the latest "groovy_log.txt" file.
4) A smile and a can-do attitude.

You can submit those as an "Issue" in the GitHub Repo for this mod, or in my Discord channel below. I'll look through comments here, but honestly, it's like finding a needle in a haystack.


An old (but mostly still valid!) manual can be found here[chadvandy.github.io]. I have to get around updating it, yes, I know, I'm just a programmer.

If you'd like to include a banner for your mod saying it's MCT enabled, use the following in your mod description!

[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2927955021][img]https://i.imgur.com/1Vglg7c.png[/img][/url]

[github.com]
[discord.gg]
[tw-modding.com]
[www.patreon.com]
Popular Discussions View All (4)
3
Jan 13 @ 10:10pm
Multiplayer settings
Abdo755
2
Feb 5, 2023 @ 8:10am
Getting this
FullAutoAttack
0
Dec 6, 2023 @ 10:13pm
Force opens browser
Cheshirepuss
578 Comments
Dragon32 May 30 @ 9:56am 
@Knigga
Try changing the built-in settings rather than those added by a mod, the mod could be at fault
Knigga May 30 @ 3:51am 
I think im using the Config Tool wrong, the changes are not applying in game
Bardin May 26 @ 5:43pm 
Thank you dragon, I will reach out!
Dragon32 May 26 @ 5:25am 
@Bardin
Groove Wizard  [author] 13 May @ 2:37pm  
If anyone wants to provide some help - if anyone is repeatedly getting a desync problem with a fairly small mod list - preferably one or two for ease of confirming - and can help me by testing out a demo version of MCT to see if the desync still happens, that'd be wonderful. Reach me at the discord. Thanks!
Bardin May 25 @ 10:45pm 
Great mod. Unfortunately it does break multiplayer campaign at the moment, generating a desynchro right after campaign loading. The last lines on both client and server are the initialization of the MCT button.

[lib] [mct_ui] Calling create_mct_button!
[lib] Skinning image icon_options into ui/skins/default/icon_options.png
[lib] [mct_ui] UI created!
[lib] [mct_ui] Triggering listeners for fullscreen_panels
rofrhf3 May 24 @ 11:45pm 
When there is no problem with the mode, the game is unstable and the reason why it collides every 2-8 turns is that it is a mode that changes to a different language
Groove Wizard  [author] May 24 @ 7:08am 
The latest update just changes the color of a text component, it almost certainly doesn't cause the crash. Mac hasn't been updated to the latest version of the game and other mods have been updated and are causing crashes on Mac, but the last several versions of MCT have been base-game-version agnostic
DC May 23 @ 2:02pm 
sadly, the latest update of this mod causes crash on mac. don't know what to do. it runs perfectly on windows though
Dragon32 May 22 @ 3:55am 
@Gaunt
Try using Prop Joe's Mod Manager to clean your Data folder, click Other Options. maybe there's something old there. Also movie mods are always loaded so maybe you've an outdated one of those. Prop Joe's shows those types of mods.
Gaunt May 22 @ 2:18am 
Game is unstable and crash every 2 - 8 turns. I removed all of my mod except this one and "MIXER - Mixu's Unlocker" to make several test. The new factions, bring by the latest dlc, look like the more unstable. Game is crashing every 2 - 3 turns. I can't even start a campaing with Malakai (game is crashing before the end of the dl of the start). The game still crash when I tried with Karl or over long time factions but more around every 6 - 8 turns. The crash is mostly during the IA turn but it happen too during a battle or when I'm just on the campaign map. I tried to find a pattern but crash seems random as hell. My appology for not bringing on the table any viable pattern.