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
0.162 MB
Oct 20, 2017 @ 2:30pm
Oct 6 @ 3:39pm
52 Change Notes ( view )

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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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354 Comments
Levi Oct 17 @ 10:44am 
Do I also need this if I am running other mods along with SFO? Thank you.
Aceprojectx Oct 11 @ 2:03am 
The latest update resulted in my game crashing often so I had to disable mods that depend on it.
Franz Kafka Oct 7 @ 8:34am 
@Crynsos Ok, thanks.
Crynsos  [author] Oct 7 @ 2:49am 
@phazer
Either by looking at how CA uses the scripts, by looking at the lib files that document most script functions or by looking at the list of script functions in my Discord.


@emikorn1
Have your issues, especially the Quests and Missions been fixed by fixing your mod load order? You should really never touch that for any mods that concern gameplay data, only purely visual mods' load order are harmless to edit.


@Franz Kafka
It's pretty impossible for this mod update to cause such crashes, so you most likely have a corrupted download of it. Get it from the Google Drive instead.
Franz Kafka Oct 6 @ 6:07pm 
Today's update is causing CTDs on loading an existing campaign or when using hero actions in a new campaign (being used in conjunction with other mods, obviously).
emikorn1 Sep 28 @ 10:46am 
Ok, sorry, I've read the post above about the position of the mod. Got it! ;)
emikorn1 Sep 28 @ 1:00am 
Hi, I'm Trying to play with this mod, Empire of Man, Summon the Counts and SFO but I've many bugs, maybe depending by the position of mods in the Kaedrin Mod Manager. I can't play with Quests (they don't appear), sometimes with missions (I can complete only chapter one, then missions disappear). This mod has some conflict with SFO and EOM, concerning the scripts (even if the game works fine). Where I have to put the mod in the loading order? Before of after the others two? Maybe the answer is simple, sorry for that. :D And thanks! For all!
phazer Sep 26 @ 11:26am 
Can I ask where I get a function reference for the scripts in TW games? Please help. Thanks in advance.
Crynsos  [author] Sep 5 @ 3:41am 
@-CML-Vagabond
This mod has no real way to cause crashes unless you have a corrupted download, try resubbing.


@kodaxmax
No, this mod should always be at the bottom of the list.
kodaxmax Sep 3 @ 6:46pm 
shoul this be prioritzed over "conflicting" mods?