Total War: WARHAMMER III

Total War: WARHAMMER III

Map Replacer Framework (With Extra Assets)
128 Comments
CIit Yeastwood Nov 2 @ 8:32am 
MP not working !!! :WH3_greasus_rofl:
Mann Nov 1 @ 10:13am 
MP crushing. fix pls
你是蘑菇吗 Oct 27 @ 8:13am 
MP √
CIit Yeastwood Oct 25 @ 5:40am 
Not working in MP anymore
"Game aborted" upon campaign start
Allegate Oct 17 @ 7:37pm 
Causes game aborted when entering MP, rendering many map mods unusable for multiplayer. Pretty sad.
Chera Sep 22 @ 9:24am 
I can confirm the previous observations, as soon as my friend and I try to start or load a MP campaign, it aborts it immediatly after loading.
MiniMeth Sep 7 @ 11:59pm 
This causes "Game Aborted" upon starting or loading a multiplayer campaign.

We are using alot of other mods, but I can't spot anything that could conflict with this mod.

You are welcome to take a look at the collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3550619532
@n.pedrazalis - it doesn't need to be updated for it to work with the newest patch. a bunch of my favorite mods are not "updated" but work just fine. give it a shot and see if it works!
n.pedrazalis Sep 3 @ 7:43pm 
Hello the mod is outated in my mod manager uptate please
ᛣ Munin ᛉ Aug 28 @ 3:06am 
This causes "Game Aborted" upon start of a new mp campaign
Ixybus Aug 11 @ 12:47pm 
Hi there, I am seeing this playing TOW with Sigvald and having CTD

[out] <141.0s> Frodo45127: pending battle, checking for map replacement...
[out] <141.0s> Frodo45127: possible land battle replacement for battle of type: settlement_standard.
[out] <141.0s> BIG FAT SCRIPT ERROR
[out] <141.0s> [string "script\campaign\mod\!!!!map_replacer.lua"]:272: attempt to index field '?' (a nil value)
[out] <141.0s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:62: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
Chase Mate Aug 3 @ 1:37am 
This mod has stopped working in MP. Since the last update for either fort maps for encampment stance or Mixer :)
OHM Jun 20 @ 3:01pm 
Ok thanks. It's just others scroll smoother so you can when you go up or down.
Frodo45127  [author] Jun 20 @ 7:35am 
That's how MCT works. Nothing I can do about it.
OHM Jun 20 @ 3:24am 
Mr Frodo ser, could you make your sliders...slide more smoother please. If you will. Scrolling skips too much with all the maps I've got, even when dragging the scroll bar.
Frodo45127  [author] Jun 19 @ 10:20am 
The mod has been compressed to reduce its size. This means it only works in 6.2. If you want it in 6.15, you'll have to open it in RPFM, and decompress it.
Trust in Trance Jun 19 @ 7:44am 
After the 6.2 update, i rolled back to 6.1.5 to continue my campaign. I get crash always when getting to the ambush battle that my save is at, it looks like the game isnt loading the map correctly since the map preview isnt an ambush. Is there previous version of this mod available?
Frodo45127  [author] Jun 1 @ 7:57am 
@豺狼医生 Define "fail after reloading". Don't know about trade any settlement, but I've checked the fort invasion one and I don't see anything that may interfere, at least after a quick view of the scripts. The only thing I'm sure is muranji seems to have misunderstood how this mod works. It doesn't "change the keys of the region". It just injects maps under certain conditions.

Try enabling the script logs (there's a mod in the workshop for that) and check if when that happens, there's an error in the logs. That may tell you what's the reason for the mods not working.
豺狼医生 May 31 @ 8:01am 
I used Murranji's Empire Fort Invasions Mod and Trade Any Settlement Mod, and found that using this framework mod would cause these two mods to fail after reloading. Can you please take a look at the situation
ZAKKENA [BE] May 24 @ 12:40pm 
I think this mod makes my game crash after 5 minutes in a siege battle, 100% of tyhe time, anyone else has this issue ?
Dragon32 May 24 @ 2:25am 
@Thuynder
They do completely different things
Thuynder May 23 @ 9:51pm 
Does this work fully with the "Restore chokepoint battles" mod? :)
Frodo45127  [author] May 19 @ 2:28am 
This mod pretty much never needs an update. If the game is crashing, 99% of the time it's a problem with the map mod you're using, not this.
REITERPALLASCH May 18 @ 5:52pm 
Does this need an update? Some people are saying yes others no. What say the mod author?
KidouKenshi22 May 1 @ 5:19am 
please update. Almost all GCCM maps crashing now on mp campaign during loading screen
The Black Kaiser Apr 21 @ 6:31pm 
That's what I thought. Idk I went to load up a save and it kept saying this mod was missing. So I moved the data around and it cleared the error. Maybe a steam issue.
Frodo45127  [author] Apr 20 @ 8:00pm 
@The Black Kaiser In modern total war games (since rome 2 I believe) mods are not copied to data. The launcher loads them from the folder where steam downloads them.
The Black Kaiser Apr 20 @ 4:54pm 
Not sure if anyone experiencing this, I sub to this mod but it doesn't add the .pak to the WH3 data folder. I sub, unsub, reload steam, sub and still wouldn't add it's data but said it was subbed. I had to manually go into the steam workshop dl folder and find the mod data and copy it to the wh3 data folder. Not sure if it's a steam error or mod.
随风而逝的波函数 Mar 31 @ 2:40pm 
too many bugs
Smigi Mar 26 @ 12:09pm 
Update ?
随风而逝的波函数 Feb 20 @ 9:34pm 
OK it is form GCCG
Frodo45127  [author] Feb 20 @ 8:57pm 
Those lines don't look neither generated by this mod, nor an error.
随风而逝的波函数 Feb 20 @ 8:21pm 
Here is the log
Executing Mods

map_replacer_agrul() not found, continuing
map_replacer_aquitanie() not found, continuing
map_replacer_bearded() not found, continuing
map_replacer_bordelaux() not found, continuing
map_replacer_carcassonne() not found, continuing
map_replacer_castledrakenhof() not found, continuing
map_replacer_deffgorge() not found, continuing
map_replacer_elistor() not found, continuing
map_replacer_findol() not found, continuing
map_replacer_galbaraz() not found, continuing
map_replacer_grimhold() not found, continuing
map_replacer_karakangazhar() not found, continuing
map_replacer_karakazul() not found, continuing
map_replacer_karakhirn() not found, continuing
Frodo45127  [author] Feb 20 @ 9:55am 
I don't think you're understanding correctly what the log says. A log entry is just information, not a bug. Unless it's clearly marked with a "ERROR" message, it's not a bug.
随风而逝的波函数 Feb 20 @ 9:31am 
hello my friend。this MOD need update 。I test it and log show too many bug 。the XXmap is not found
Frodo45127  [author] Feb 1 @ 3:26am 
@Solree Not sure if it's possible. I already investigated this about two years ago, following some bug reports about unfortified maps not loading, and for what I remember, the way the game replaces unfortified settlement maps with land maps bypasses the tables used in this mod and forces specific maps to load. No idea where it pulls the maps from.
Solree Feb 1 @ 2:21am 
Hey. I've a feature request. Don't know how feasible it is or if you would want to bother with it but anyway. From what I gather every field settlement battle has a pre-determined map assigned to it and since this game is basically settlement hopping it's very rare to see a modded in field battle map (say from Waka's pack). Would it be possible to randomize all field settlement maps at the start of a campaign (based on rthe egion and whatnot) to just shake things up a bit? As an addition to this to have a seed value for the randomizer in MCT if some consistency is desirable. Thanks for your work regardless.
Frodo45127  [author] Jan 12 @ 7:29am 
I don't play mp, but the code is public. If someone has mp fixes, feel free to contribute them. Otherwise... I doubt it.
Mix Jan 11 @ 5:44am 
any chance one day this will work in MP again?
Dragon32 Jan 3 @ 2:45am 
I guess this mod's author needs to have a word with the author of Runcher. Wait a minute...
Белый Пес Jan 3 @ 1:54am 
This can't be saved to a Runcher profile anymore. When loading the game, the save manager shows it as missing even if I checked it in Runcher. Then it, obviously, crashes when trying to load a save. And then Runcher doesn't show the mod in a list yet again. It certainly worked fine beforehands, I did enjoy a custom Karaz-a-Karak siege map as Skarsnik, before going on a hiatus in December.
Moodi! Dec 30, 2024 @ 4:32am 
Seems like every single map pack, I tried quite a few different ones (which obviously requires this) makes MP campaigns unplayable as soon as it loads in. Is there a solution I'm unaware?
Sophie Nov 15, 2024 @ 3:13pm 
this still works
Coolisron Nov 14, 2024 @ 7:20pm 
I think this may need an update or the GCCM mod since the script log for my most recent campaign keeps crashing whenever the game tries to replace a map
mikelangelo70 Nov 14, 2024 @ 3:39am 
update please
KARL FRANZ HOLSWIG-SCHLIESTEIN Aug 25, 2024 @ 2:01pm 
confirming that unsubscribing from map mods and subscribing again fixed the crashing on certain settlements :steamhappy:
Frodo45127  [author] Aug 5, 2024 @ 12:48am 
If anyone still have crashes after the map mods are fixed, unsubscribe and resubscribe to them to make sure steam downloads the updated copy, and make sure you don't have local copies in /data or a secondary folder that may overwrite the workshop one.
Frodo45127  [author] Aug 5, 2024 @ 12:46am 
@Bishamonten because what it needs to be updated is the table that says "if X and Y faction have to fight a battle of Z type in L location, replace the map with a custom one". And that table has to be provided by the map maker, not this mod.
Bishamonten Aug 4, 2024 @ 1:06pm 
Just confirmed that disabling GCCM fixes the crashing! That mod is still broken despite it being "updated". Avoid it (for now)!
Bishamonten Aug 4, 2024 @ 12:58pm 
Could someone please explain me why all my map mods except for this one have been updated, but this mod is somehow not the reason my game is crashing upon besieging certain settlements?