Overview
This guide details the process of creating custom units for Total War: Warhammer 3 mods, focusing on adapting existing units and managing tables, models, icons, and database entries with practical workflow advice and key modding considerations.
Choosing and Designing the Custom Unit
- Decide if your custom unit closely follows or differs from existing game units.
- Base design choices on personal preference, intended faction, and desired gameplay balance.
- Use reference units (e.g., Chameleon Stalkers) for stats, models, and conceptual direction.
Creating and Importing Models and Textures
- Modify existing unit models in a 3D editor; minor changes include adding weapons or adjusting body parts.
- Customize heads for randomization, considering graphical settings that may limit visible variants.
- Import models into the game using Rusted Pack File Manager and link with appropriate variant mesh definitions.
- Prepare and import UI icons, matching style and theme; multiple icon sizes are needed for various UI contexts.
Setting Up Database Tables
- Work through database tables alphabetically or by using templates from previous units.
- Key tables to edit include audio/voiceover, battle entities (movement, size, type), and building units allowed (recruitment buildings).
- Assign appropriate attrition immunities and military generator unit quality.
- Set unit animations in culture-to-battle animation tables, ensuring proper faction animation support.
Configuring Land Units and Main Units Tables
- Use reference units for baseline stats and descriptions.
- Set primary weapons and audio types by creating new weapon entries if necessary.
- Assign appropriate attributes and groupings from source units.
- Ensure main units table includes proper linking, campaign caps, UI group icons, and unique indexes.
Weapon, Projectile, and Visual Linking
- Create new entries for melee and missile weapons, ensuring correct audio, visuals, and stats.
- Edit projectile tables for ranged units, including damage types and visual/audio effects.
- Use UI bullet point tables for unit descriptors seen by players.
Campaign and Faction Integration
- Edit unit-to-custom-battle-permission and grouping military permission tables for campaign and custom battle availability.
- Check variant tables for model scaling and variation, using reference units for parameters.
- Properly name and link all unit references across tables for consistency.
Editing Localization and Text
- Add or edit relevant localization keys for unit names and descriptions (on-screen and concealed).
- Prepare language files under local packs for display in various languages.
Managing Attributes and Abilities
- For unique attributes, use unit attributes and unit attributes to groups junction tables.
- For abilities, configure unit abilities and unit special abilities tables, then link to units via land units to unit abilities tables.
- Use reference guides for advanced ability handling, such as unlock levels and custom mechanics.
Recommendations / Advice
- Use consistent naming conventions for ease of reference and troubleshooting.
- Reference existing similar units for smooth integration and to avoid balance issues.
- Consult community guides, such as those by Chrysoir, for clarification on intricate modding tables.
- Clean up unused or duplicate entries before finalizing the mod to avoid conflicts.
Questions / Follow-Ups
- Check if additional tables are needed when adding new abilities or attributes specific to your unit.
- Consider requests for multi-language support based on user feedback.