Total War: WARHAMMER II

Total War: WARHAMMER II

Mod Configuration Tool || The Vandy Library
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Opdatering: 23. juli 2022 kl. 18:24

Opdatering: 23. juli 2022 kl. 18:18

trying to fix version control, sorry y'all

Opdatering: 23. juli 2022 kl. 18:12

apparent issues

Opdatering: 23. juli 2022 kl. 14:38

Update here should fix the issues with Legion of Nagash having a RAM spike on the creation/load of a campaign.

Opdatering: 9. juli 2022 kl. 11:29

tiny hotfix that shouldn't affect anything

Opdatering: 24. juli 2021 kl. 12:50

Opdatering: 24. juli 2021 kl. 7:28

Hotfix:
- New mod icon by Zazie!
- Changed a couple of things on my end that were causing tiny-to-massive script breaks.
- Removed the logging option for the time being; will be returning in a properly-working fashion.

Opdatering: 20. juli 2021 kl. 14:06

Hotfix:

- Fixed up the mod initialization in battle/frontend. Should fix issues with battle scripts.
MODDERS NOTE: I changed the trigger from a UICreated event to "ScriptEventAllModsLoaded" - which means it will trigger MctInitialized pretty much immediately after all /mod/ Lua files have been read, before UI is created. Adjust accordingly!
- Fixed up some issues with the PR UI.
- Removed all the stupid demo stuff I left in, sry.

Opdatering: 17. juli 2021 kl. 13:59

This is a relatively small patch to incorporate a few more fixes and some new functionality.

New Stuff!
- Section headers can now have tooltip texts for when they're hovered upon.
- Added in the first batch of vlib features - there's now a mechanism to add UI for any Pooled Resource. More functionality like this will come in the future!

Changes for Modders!
- The PR UI works as follows:

-- in any campaign/mod/ script file local vlib = get_vlib() local cc = vlib:get_module("camp_counselor") cm:add_first_tick_callback(function() cc:add_pr_uic("POOLED RESOURCE KEY", "PATH/TO/ICON.PNG", "FACTION KEY") end)

- Localisation has changed fundamentally. There will be continued support for the old method, but now you can provide multiple loc-keys to any localised text. Instead of using mct_mod:set_title("loc_key", true), you can now use mct_mod:set_title("{{loc:loc_key}}:{{loc:loc_key_for_more_text}}"). It'll add in more flexibility with how you use localised keys, hopefully!
- I changed how the text_input_add_validity_test() function operates, as well. Now the function takes in the supplied text, but it'll return first true/false for if it was valid, and then the error message if invalid. Ie.:
text_input_add_validity_test(function(text) if text == "Bloop" then return false, "Bloop is not accepted!" end return true end

- As always, backwards compatibility for both of the above remains - but change over to the newer system as early as you can!
- Added mct_section:set_tooltip_text("text") and mct_section:get_tooltip_text(). As with other localisation, it defaults to searching for a localisation key at mct_[section_key]_section_tooltip_text. NOTE: This IS NOT backwards compatible because it's new!

Bug Squashed!
- The settings rows no longer grow wildly large as you scroll down a big mod. Oopsie!
- Tabs on mods will be set invisible if they're not valid for that mod - no logging button without logs, no patch notes button without patch notes.
- Fixed a small bug with mod description text.
- Visually added in the section names within the Finalize Settings popup, fixed the spacing a bit, and added in tooltips so it's more readable.
- Change patch notes text to left-aligned, just reads better.

Known Issues
- Left-aligned text on the patch notes (here) looks kinda weird if you try to indent. Gotta fix gotta fix.
- Popup issue from last time again

Opdatering: 15. juli 2021 kl. 14:08

Updooted for Brass Blowpipe, and includes a new mechanism for in-game patch notes for mods!

New Feature!
- Added in a new Patch Notes functionality, to read old patches and get beautiful popups.
- Added in backend support to expand similar functionality via tabs or external UI.
- Beginning iteration of the "VLib", for Vandy Library - a collection of shared functions I have written up that can make a lot of stuff easier for modders (hopefully!)

Changes for Moddeurs!
- Overwrote the CA Script Launcher - the path ./pack/script/mod/ will now load all .lua files within, after everything else. This is for scripts that aren't necessarily libraries, but are available in every game mod.
- I also fix up ModLog(), so it doesn't break whenever a non-string is passed to it, and it now has multiple-arg support - so you can use ModLog("My", "Message"), and both will print.
- Added in mct_mod:create_patch(name, description, position, is_important). Docs may have to wait a bit to update, with the changed backend.
- Name is the big name, description is the body, position is where it goes compared to other patches (lower number is lower on the list), is_important determines whether a popup should be triggered - use sparingly!
- Easy to add MCT functionality, if you wanted. Any file in .pack/vlib/modules/mod_configuration_tool/modules/ will be loaded within the MCT script, and you can overwrite anything I add in. I'll be moving as much of the mod into separate modules, so it's easier to digest piecemeal and add new stuff.
- Increased support for new tabs and arbitrarily run UI. You can now tell the UI to open up whenever, and open up to any mod page and any tab, and it'll respond accordingly (see mct/modules/patch_notes for an example). You can also create new tabs - but for right now, they're available on all mods. That'll be changed in the future!

Bug Fixes!
- The Profiles dropdown will now properly display the currently selected Profile, every time you open up the panel.
- Small other bug fixes.

Known Issues!
- If there's more than one popup at a time, ie. two mods with a new Patch, and you press "Yes" to view the first one, the second popup will immediately be triggered, annoyingly. This is going to be resolved next patch.

Most importantly, this patch comes with a big backend update that has allowed me to conglomerate a large amount of my mods into one single .pack. This .pack file currently contains a load of stuff, a lot of it in the early or middle stages of development. I'll be taking the next few chunks of time to start grinding out some of these features, more news on that in the future.