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The main window

A quick orientation tour. Once you know where everything lives, the rest of the manual will make sense as it points at this or that panel.

The pieces

  1. Menu bar. Top of the window. Houses every global action — see below.
  2. Tab bar. Sits under the menu bar. One tab per open file.
  3. Pack tree. Left dock, top half. Shows the files inside the open Packs. Right-click anything in the tree for context actions; double-click a file to open its editor in a new tab.
  4. Dependencies. Left dock, under the Pack tree. Shows the contents of the active game’s dependencies cache (vanilla + parent mod Packs), so you can browse them alongside your own files.
  5. Editor area. The big central region. Whatever tab is active here drives most of what you can do.
  6. Side and bottom panels.
    • Diagnostics — bottom dock, visible by default. Lint-style warnings for the open Packs.
    • Global Search — right dock, hidden by default. Toggle from View or with its shortcut.
    • References — bottom dock, hidden by default. Populated when you ask “what points at this row?” from an editor.
    • Quick Notes — not a dock. It’s a side panel inside each file editor, toggled per-tab.
  7. Status bar. Bottom strip. Shows short-lived status messages from the last operation.

The welcome page

When no Pack is open, the editor area is replaced by a welcome page with quick links to recent Packs, the manual, the GitHub project, the Patreon (wink wink), and some other useful stuff.

The command palette

Press Ctrl+P (or Ctrl+Shift+P for the action variant) anywhere in the app to open the command palette. It’s a fuzzy finder for:

  • Open files (jump to any file inside the Pack by typing part of its path).
  • Available commands (run any menu action by typing its name).

For most “where is the menu item that does X?” questions, the command palette is the answer.

The menu bar

MenuWhat it covers
PackPack lifecycle: new, open, save (single Pack or all open ones), save for release, close, recent files, open from content / autosave / data / secondary, session picker, Pack settings, quit.
MyModThe MyMod project workflow: open the MyMod folder, create a new MyMod, import / export all open MyMods in one go, and a per-game submenu listing the existing MyMods for that game so you can open them directly. Deleting a MyMod now lives in the Pack tree’s right-click menu (on a MyMod Pack’s root). See What is MyMod?.
ViewToggle the bottom and side docks (Diagnostics, Global Search, References, Quick Notes, Dependencies).
Game SelectedSwitch the active Total War game, launch it, open its data / Assembly Kit folders, open RPFM’s config folder, and regenerate the dependencies cache.
ToolsIntegrated tools that span multiple files: Translator, Faction Painter, Unit Editor.
AboutManual, repo, Patreon, Discord, version info, check for updates.
DebugHidden by default. Enable it from Preferences → Debug to expose lower-level commands useful for development.

Connecting the dots

If you want a focused walk-through of a particular task, the rest of this section covers Pack-level workflows:

For the editors themselves (DB, Loc, Text, etc.), see the Editors section. For everything Pack-relationship-related (search, diagnostics, references), see Search & analysis.