Total War: WARHAMMER III

Total War: WARHAMMER III

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Mod Configuration Tool - v0.9 Beta
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overhaul
Tags: mod
File Size
Posted
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3.815 MB
Feb 3, 2023 @ 2:12pm
Mar 25 @ 7:21pm
21 Change Notes ( view )

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Mod Configuration Tool - v0.9 Beta

Description
USE IN MULTIPLAYER AT YOUR OWN RISK. Solutions have been researched for years. There are a few promising ones I will be testing shortly, but until they're in - consider MCT MP as "thar be dragons" territory.



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 (and mostly invalid) manual can be found here[chadvandy.github.io]. Do not trust the documentation. Better primary sources are the MCT source code and MCT mods. I will surely update the documentation one of these years.

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, 2024 @ 10:10pm
Multiplayer settings
Abdo755
2
Feb 5, 2023 @ 8:10am
Getting this
FullAutoAttack
0
Dec 6, 2023 @ 10:13pm
Force opens browser
Cheshirepuss
896 Comments
Groove Wizard  [author] 7 hours ago 
@Cerb - Crashes as a result of an option change are usually due to the mod with the options, not MCT. Like, if you can narrow down that it crashes when you use *any* option, or with other mods than SFO, that might raise a red flag for me to investigate, but it sounds to me like it's a crash from SFO's integration of MCT options. I am also biased because that has happened before (with many other mods), and tends to be the cause of any crash issues. If you can troubleshoot a bit more and narrow anything down, I can try to help
Xiivait 19 hours ago 
@2B bro, ready the very last line
"it worked before" x2
Cerb Aug 4 @ 5:42pm 
Getting so many crashes just trying to change options, virtually every time i change something it crashes. Just using SFO, turning off tabletop caps crashes me 9/10 times, had to disable the mod sadly :(
2B Aug 4 @ 4:21pm 
@Xiivait bro, read the very first line:
DESCRIPTION
USE IN MULTIPLAYER AT YOUR OWN RISK. Solutions have been researched for years. There are a few promising ones I will be testing shortly, but until they're in - consider MCT MP as "thar be dragons" territory.
Xiivait Aug 4 @ 5:39am 
When we play with it in MP it desync almost every turn now
worked before
Miner Lover Aug 2 @ 10:07pm 
i only have this and mixus enabled and it still doesnt work, any answers?
Update it bruh
greyknight88 Jul 23 @ 3:38pm 
any working mod to start capital at level 4 or 5?
greyknight88 Jul 23 @ 3:37pm 
yeah. it si Level 5 Capital (or any level). especially when used con mixu's
Dragon32 Jul 23 @ 2:58pm 
@greyknight88
At a guess that's another mod that uses this one's functionality causing the problem then. Try and start a campaign as I did, with just those two mods.