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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3.814 MB
3 Feb, 2023 @ 2:12pm
4 May, 2024 @ 6:36am
20 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 (but mostly still valid!) manual can be found here[chadvandy.github.io]. I have to get around updating it, yes, I know, I'm just a programmer.

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://steamoss.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
762 Comments
Groove Wizard  [author] 4 Jan @ 11:16am 
@malinczyk - sure. I think SFO has its own internal mod config window instead of using MCT, and I have no idea how things integrate, but I've done everything on my end to ensure compatibility with other mods.

@N7 - Thank you Commander! :)

@Dio & Onyx - Sounds like something is in the /data/ folder of your WH3 installation or there's a launch option or preferences script that is forcing a mod order.

@All - hey gang, the Steam chat stuff is tough for me to use for debugging or getting error files or such. If you can send stuff my way through the discord channel or github, that'd be much preferred. I'm trying to not accept friend requests for comments & support since this is also my personal gaming account. No hard feelings if I don't accept your friend requests, just reach out to me on another platform
matlinczyk 4 Jan @ 11:10am 
sfo iii compatible?
team onyx 2 Jan @ 6:23pm 
@Diogenes of Sinope - i tried completely deleting and reinstalling but that didnt work. was there more that you got rid of than uninstalling it from your pc?
Diogenes of Sinope 2 Jan @ 4:18am 
@Onyx & groove - just an update for me, what i ended up doing in the end is deleting ALL Warhammer 3 files from my computer and then reinstalling from scratch, that fixed all my issues.
N7 Shepard 27 Dec, 2024 @ 1:04am 
Hi MCT creator, I just wanted to say thanks for making such a wonderful mod that makes so much more of the game fun and possible to mod comfortably. I just finally jumped back into playing recently since my pc can't run that well - but yet through all the patches you still update this so we can all have fun.

So seriously thank you for your time, and allowing so many of us to have fun. You are a legend, and are directly responsible for a lot of smiles.
Groove Wizard  [author] 26 Dec, 2024 @ 7:31am 
@Dio & Onyx - That's either a big script break or there's something in your steam launch settings that is preventing you from using mods. Confirm that other mods actually load in to overrule the second option. At that point, open up the game to the main menu and see if there are any !groove_log.txt file in your WH3 install folder, send them and any lua_mod_log.txt files my way
Groove Wizard  [author] 26 Dec, 2024 @ 7:29am 
@Iustinus - I can't guarantee anything unfortunately. My current understanding of the problem is that the synchronizations happen at a different pace at each PC, and code that runs based on those synchronizations doesn't have any way to currently confirm that they're done. So PC A can have one set of settings before B does, and then they both run the same code with different contexts, bang boom desync. If you ensure all parties have exactly the same settings before loading into a game together, it SHOULD be fine.

That said, if you're keeping defaults, you probably don't need to use MCT at all. Modders are recommended to have fallback default values if MCT is not enabled
IUSTINUS 25 Dec, 2024 @ 6:43pm 
so if i ran this for an IE coop campaign, but left all mod settings to default, will there stil be a chance of errors or desyncs (assuming all other mods are compatible and not an issue)? Or are all these reports and errors due the people changing settings and then thats whats causing it? I jut want to know before we spend and hour or two in a modded IE game just to have it inevitably crash.
team onyx 25 Dec, 2024 @ 5:20pm 
@Diogenes of Sinope ive been having the same issue as you and i havent found a fix. i tried all the same things you have and none of them worked. ive just been trying to make due without it lol.
Diogenes of Sinope 24 Dec, 2024 @ 6:57am 
Just to add to my below comment, i have tried the game with nothing but the mod installed, tried Propjoes mod manager, and also reinstalled both the game and the mod as well as verified the files