Total War: WARHAMMER II

Total War: WARHAMMER II

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Community Modding Framework
 
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Tags: Mod, Campaign
File Size
Posted
Updated
0.154 MB
Oct 20, 2017 @ 2:30pm
Dec 9 @ 9:42am
56 Change Notes ( view )

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Community Modding Framework

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Description
This mod acts as a central compatibility manager for all script mods that have been registered to prevent any potential conflicts. As a secondary function, this mod also serves as a bugfix for a long standing issue with new characters and their portraits and unit cards not working properly.

So if you are not sure if you need this mod, subscribe to futureproof your mod collection!

Alternative Download link from Google Drive[drive.google.com]


Do I need this mod as a normal player?
You will need this to keep all of your mods that use scripts working with each other, without any of them completely overwriting any others and thus disabling them without you noticing right away.


How to register for this framework? (Modders)
Check the attached Registration & How to Use discussion.
If you are creating entirely new characters and want to be included into the portrait bugfix, then please write a comment that links to you mod.


You should also check out my other mods:
Crynsos' Faction Unlocker+
Fast Units - Fast Armies
Instant Quest Battles
Instant Quest Items




Detailed Information
To enter the Warhammer scripting system you usually have to overwrite existing scripts to inject your own code and get it to work, but this framework makes it possible for anyone to add their personal or public script mods into the system while eliminating the potential for conflicts.

Each mod within this system will register itself to announce that it is actively being used, which can be checked by other mods so they can change their behaviour based on which other mods are in use.

Aside from properly registered slots for modders, there are also 10 publicly available generic script slots (Scripts_00 - Scripts_09) and another 10 for the Quest Script in a similar format. These can be freely used by anyone, but are primarily for mod testing or personal script uses.

This mod now also supports custom rituals for all races, details can be found in the related discussion thread below.



Want to support my mods? Then consider following me or donating via Patreon!
Cataph and myself now also host a combined Discord server for our community!
[www.patreon.com][discord.gg]
Popular Discussions View All (3)
35
May 30 @ 3:41pm
PINNED: Framework Registration & How to Use
Crynsos
4
May 22 @ 6:05pm
PINNED: List of Compatible Mods
Crynsos
0
Feb 12 @ 5:34pm
PINNED: How to Use: Community Modding Framework for Rites
Drunk Flamingo
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433 Comments
XenointheCloset Dec 10 @ 9:26am 
@Mister Skeleton You are my new Hero. Select and deselect every f....... Mod but this special Mod i neve had on Radar as the Problem. Thank you very much, Bro and srry for thinking this mod causes error. Greetz!
Mister Skeleton Dec 9 @ 2:18pm 
XenointheCloset Are you using the ME Turn-Time Destroyer mod? I had the same issue but disabling the aforementioned mod seemed to be the one causing that issue for me.
XenointheCloset Dec 7 @ 1:29pm 
I know this Mod shouldnt do this, but it seems, that Mod Framework is editing Arkhan the BLacks Mortal Empires Campaign, so he is woundet at campaign Start which means, no starting Army. I tried Mod selecting to find out. Anyone aware of this too? Srry 4 bad English
Tango Dec 6 @ 4:06pm 
Thank you, this is great
Kitten Nov 18 @ 11:27pm 
Do you know if the problem it was causing the other pirate legendary lords was also affecting Aranessa? And if so, did your fix fix it for her, too?
Rachel L Nov 18 @ 6:12pm 
Hey @Crynsos, i think this mld is breaking the unlocking of the rite that you have to dig for treasure. I will test more but i think its this mod
Freankh Nov 15 @ 1:28pm 
Hello Modder. Would you be so kind, to provide me with your mod here from the previous version from empire the " Coast" patch last week? I found a way to go back in game version so I can keep my savegames, and now I need the old mods again as well. Thank you!
aannkklles Nov 14 @ 10:14am 
Ah. good to know. Thanks!
Wolfenswan Nov 14 @ 4:17am 
Thanks. It seems that deactivating the mod and then ending the turn will prompt the quest to fire, so that's a workaround.
Crynsos  [author] Nov 14 @ 3:11am 
It may work retroactively, but most likely not for quests for which you already passed the trigger level.