Total War: WARHAMMER III

Total War: WARHAMMER III

6,140 ratings
Mod Configuration Tool - v0.9 Beta
33
16
6
11
8
10
4
2
2
6
3
4
3
2
2
   
Award
Favorite
Favorited
Unfavorite
overhaul
Tags: mod
File Size
Posted
Updated
3.815 MB
3 Feb, 2023 @ 2:12pm
25 Mar @ 7:21pm
21 Change Notes ( view )

Subscribe to download
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://steamproxy.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
13 Jan, 2024 @ 10:10pm
Multiplayer settings
Abdo755
2
5 Feb, 2023 @ 8:10am
Getting this
FullAutoAttack
0
6 Dec, 2023 @ 10:13pm
Force opens browser
Cheshirepuss
906 Comments
romar2008 4 hours ago 
The setting has changed in the Immortal Empires campaign settings - Minor fraction potential (deprecated).
*Vanka 15 Aug @ 6:22am 
:steamfacepalm:
Xiivait 12 Aug @ 12:57pm 
@*Vanka
Same for us, there is a desync almost every turn, it worked for us a few months ago too
Dragon32 12 Aug @ 6:41am 
@Raynor
Just this mod and Mixu's Unlocker works for me.
*Vanka 11 Aug @ 11:56pm 
Has anyone successfully played this in a coop campaign again? It used to work like last month, now it just instant (Client left the game) at turn 1.
Darktrooper119 10 Aug @ 7:04pm 
a large swath of mods for total war, rimworld, terraria, hearts of iron... etc. are all slapped with it, allegedly from a single user

valve will likely dismiss it and possibly take action vs the offender for wasting their time.
麽麽茶 10 Aug @ 6:29pm 
WTF, DMCA?
Xiivait 6 Aug @ 10:27am 
I have already played with Mod Configuration and more than 50 mods in multiplayer and there was never a problem but since the last update I noticed in several campaigns (with my friends) that as soon as I activate Mod Configuration with only a few mods then it causes desync almost every turn or every two turns and so I tell the author about it, that's all
Xiivait 6 Aug @ 10:23am 
@2B
Yes, it means that if it worked before, something changed and now it doesn't work anymore, it's as simple as that.
Maybe in the game itself, not necessarily in the mod, this Idk
And so I'm reporting it, I don't need you to tell me to read the description, which I've already read 1000 times btw

You don't even know why the mod doesn't work in multiplayer (technically speaking) "Use in multiplayer at your own risk" could mean that the settings sync might not work, etc.
Not that it's going to cause a desync (with loading) every turn
2B 6 Aug @ 12:50am 
@Xiivait bro,
working before doesnt mean working always