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Supported games

RPFM supports every Total War since Empire, with depth that varies depending on how interesting the game is to mod and how much the format has been reverse-engineered.

GameGame keyEditingNotes
Total War: Pharaoh – Dynastiespharaoh_dynastiesFull
Total War: PharaohpharaohFull
Total War: Warhammer 3warhammer_3FullFirst game with twad_key_deletes (patch 6.3+).
Total War Saga: TroytroyFull
Total War: Three Kingdomsthree_kingdomsFull
Total War: Warhammer 2warhammer_2Full
Total War: WarhammerwarhammerFull
Total War Saga: Thrones of Britanniathrones_of_britanniaFull
Total War: AttilaattilaFull
Total War: Rome 2rome_2Full
Total War: Shogun 2shogun_2Full
Total War: NapoleonnapoleonFullNo Assembly Kit ever shipped — RPFM uses archived AK definitions.
Total War: EmpireempireFullNo Assembly Kit ever shipped — RPFM uses archived AK definitions.
Total War: ArenaarenaRead-onlyDiscontinued; supports_editing is false, so RPFM can browse Arena Packs but won’t save them.

Game-specific quirks

A few rough edges worth knowing about:

  • Compression of DB tables is only safe on Warhammer 3 and newer; older games crash on compressed table data, so the compression code skips DB tables for them. Pharaoh / Pharaoh Dynasties / Three Kingdoms / Troy / Warhammer 2 still support Lzma1 for non-table files. Warhammer 3 adds Lz4 and Zstd on top of Lzma1. Anything older than Warhammer 1 supports no compression at all.
  • twad_key_deletes is Warhammer 3 (6.3+) only. See Datacores.
  • Animation ID lookups for Three Kingdoms, Troy, Warhammer 2 and Warhammer 3 use the per-game anim_ids_*.csv shipped with the schemas repo.
  • Group formations were rebuilt for Warhammer 3 and adopt different on-disk formats per game; RPFM keeps each variant straight.
  • MatchedCombat has different decode paths for Three Kingdoms vs Warhammer 3 vs the rest.

What “full” support means

For “Full” games, RPFM can:

  • Open and save Packs of every type the engine accepts.
  • Decode and re-encode every commonly-edited file format (DB, Loc, Text, AnimPack, Animations, Portrait Settings, Atlas, Group Formations).
  • Run diagnostics, global search, references, dependency analysis.
  • Drive the optimiser, the translator, and (where applicable) startpos build, map packing, and SiegeAI patching.

Some less-common formats (BMD, ESF, RigidModel) are read-only or partially supported across all games — see Editors overview for the per-format support level.

Vanilla data lookups

For every game with a configured install path, RPFM builds a dependency cache so that vanilla data is available for reference lookups, ITM detection, the optimiser, and more. The cache is per-game and needs regenerating when the game gets a content patch.