Total War: WARHAMMER III

Total War: WARHAMMER III

166 ratings
[Ui] More Buttons For Mechanics - 2 ROWS+
   
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Tags: mod
File Size
Posted
Updated
1.821 MB
May 27, 2024 @ 9:54am
Oct 14 @ 4:25am
15 Change Notes ( view )

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[Ui] More Buttons For Mechanics - 2 ROWS+

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Description

This mod is datacoring the hud_campaign.twui.xml in order to change shape and position of the campaign mechanics buttons. It also moves up the mission ribbons to not overlap with the new placement.

Due to datacoring the hud-campaign.twui.xml this mod may not be incompatible with other mods that also directly change this twui.xml and datacore it too. Up to my knowledge this mainly used to affect mods introducing Greenskins unit Scrap Upgrade mechanic to new factions like Dirty Dan's unit upgrade mods (Imperial Armoury, Prayers of the North etc.) however thanks to Rhox' script - this is no longer a problem as this kind of mods are not datacoring the hud_campaign.twui.xml, which further means that this mod should not interfere with Scrap Upgrade mods that are using scripted feature.

As of July 2025 I know 3 mods that could cause issue with my mod, therfore to avoid it you should do 2 things:
1. Use a mod that contains a scripted Scrap Upgrade feature (like Dirty Dan's mods) which will also unlock the button for all remaining mods - even those that dont have the script

2. Use custom Load Order and make sure my mod is above any of 3 mods below:
- Armourygeddon by Ragnarok
- Resourceful Purpose Compilation by Ragnarok
- Scrap Upgrades UI Framework by BagHolder


  1. This mod is changing placement of campaign mechanics buttons to horizontal in 2+ rows.
  2. It also moves the pinned missions red flyer ribbons to match the shift of buttons.
  3. This allows to clear and nice display up to 12 mechanics buttons from all custom mods.
  4. Displayed number of mechanics will adjust to the number of enabled campaign mods.
  5. Recommended number of buttons to use with this mod: 6-12


63 Comments
ChopChop  [author] Aug 24 @ 11:58pm 
SFO itself contains hud_campaign.twui.xml that i also edit.im pretty sure that 20k lines of difference wont some stuff working in SFO, whereas in my mod i change sth like 5 lines compared to vanilla twui.xml, SFO is different in 20k lines of code from mine. use at your own risk ^^
https://i.imgur.com/TFgv5WK.png
阿东 Aug 24 @ 9:14pm 
When I put this mod, first and above SFO, it works
ChopChop  [author] Aug 24 @ 8:04am 
The game will launch but any changes done by SFO will be disregarded by this mod. You will not crash but all custom UI features that come from SFO might not be available.
Tranok Aug 24 @ 8:00am 
Works fine with SFO for me
ChopChop  [author] Aug 23 @ 8:26am 
I think SFO contains the same datacored twui.xml so im affraid no
阿东 Aug 23 @ 7:55am 
Can work for SFO?
ChopChop  [author] Aug 16 @ 1:01pm 
you need program RPFM from github, WH3 assembly Kit from Steam and then edit my mod that should be in folder:

Steam\steamapps\workshop\content\1142710\3255717059

and then you save my mod to data folder and use it instead:

Steam\steamapps\common\Total War WARHAMMER III\data
Tranok Aug 16 @ 12:47pm 
Which folder would that file be in?
ChopChop  [author] Aug 16 @ 12:41pm 
In hud_campaign.twui.xml you have to edit line 32325 from

dock_offset="0.00,-320.00"

to something like

dock_offset="0.00,-450.00"

otherwise there is no other option. this mod was designed on 1080p monitor that i have and i dont have access to other screen resolutions than this.
Tranok Aug 16 @ 12:05pm 
On 1440p for me it doesn't move the mission ribbons up, they're just under it, which is very annoying