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.
| Game | Game key | Editing | Notes |
|---|---|---|---|
| Total War: Pharaoh – Dynasties | pharaoh_dynasties | Full | |
| Total War: Pharaoh | pharaoh | Full | |
| Total War: Warhammer 3 | warhammer_3 | Full | First game with twad_key_deletes (patch 6.3+). |
| Total War Saga: Troy | troy | Full | |
| Total War: Three Kingdoms | three_kingdoms | Full | |
| Total War: Warhammer 2 | warhammer_2 | Full | |
| Total War: Warhammer | warhammer | Full | |
| Total War Saga: Thrones of Britannia | thrones_of_britannia | Full | |
| Total War: Attila | attila | Full | |
| Total War: Rome 2 | rome_2 | Full | |
| Total War: Shogun 2 | shogun_2 | Full | |
| Total War: Napoleon | napoleon | Full | No Assembly Kit ever shipped — RPFM uses archived AK definitions. |
| Total War: Empire | empire | Full | No Assembly Kit ever shipped — RPFM uses archived AK definitions. |
| Total War: Arena | arena | Read-only | Discontinued; 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
Lzma1for non-table files. Warhammer 3 addsLz4andZstdon top ofLzma1. Anything older than Warhammer 1 supports no compression at all. twad_key_deletesis 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_*.csvshipped 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.