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CGM Build Upgraded Compatibility Patches
These compatibility patches will allow the direct construction of upgraded buildings in the according mod. They all require CGM-Buildings and the according mod.

These patches also include the newest Automated Construction API for the mod. We try to send these to the modders s.t. they include them natively into their mods, but if you have some problems with Automated Construction in a mod, it might help to activate the Comp Patch for that mod to get a newer version. You can disable the "Build Upgraded" functionality in the CGM-Buildings Menu.

These patches can be added to a running game where both mods were already active without a problem. It is not directly a conflict I am fixing here, but more of making sure the features of CGM Buildings work fully for the other mod.

Remark: When playing with some of these comp patches, it is to be expected that some vanilla buildings that are usually disabled by CGM-Buildings are enabled again. This is WAD, if those buildings are needed to upgrade to newly added buildings, for example T5 buildings for mods that allow FE as an upgrade to T5 buildings.

For possible additional comp patches (or native full compatibility) check:
Items (23)
!!(Patch) Core Game Mechanics and Cultural Overhaul
Created by ExNihil
This is a compatibility patch between CGM: Buildings and Cultural Overhaul, you should run it alongside the two other mods....
!(Patch) EUTAB and Core Game Mechanics
Created by Dumuzii
A patch for EUTAB and CGM. Shouldn't be used with other patches. If you are also using Glavius’ AI mod, this patch is fine to use for all three mods.

Has the AI improvements all intergrated into EUTAB buildings as well.

If you're using this and run i...
-EAC: At War Patch for CGM Buildings and Debris-
Created by The Dadinator
This mod is a simple patch to make content in EAC: At War work with :
!Patch: CGM Buildings - Vanilla Capitals
Created by Gratak
Due to a limitation in Stellaris, it is not possible to change adjacency bonuses of a building in a running game (everything else can be). Thus our capital adjacency change is even active in CGM Buildings if you choose Vanilla buildings with vanilla stats....
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BrunCarneiro Dec 3, 2018 @ 7:42am 
Oooh cool.
Gratak  [author] Dec 3, 2018 @ 7:39am 
Doesn't matter. They are not loaded by Stellaris. I just created them to allow faster checking of what the script actually does (both for me and other people doing debugging).
BrunCarneiro Dec 3, 2018 @ 4:48am 
I'm using that Stellaris Mod Manager/Merger, and I'm finding a couple of conflicts between the patches. The 'actuallyActiveBuildings.txt' and the 'CopiedBuildings.txt'. What do they change, and which should I keep?
Gratak  [author] Nov 28, 2018 @ 10:21am 
As far as I can see in the mod description, that mod should have no conflict with cgm buildings at all.
123Nick Nov 27, 2018 @ 6:56pm 
will there be a patch for Government overhaul open beta?

iirc it uses a couple things from mods there is already a patch for, if so, would using those patches have atleast some partial compatability added?
Gratak  [author] Nov 1, 2018 @ 3:46am 
@Catmeister: Updated description. Check that link. That patch is not by me though, so can't tell you if it works.
Cat-Lunatic Nov 1, 2018 @ 3:02am 
What about CGM and Zenith of Fallen Empires? Is there a compatibility patch for those?
daroule1982 May 29, 2018 @ 11:44pm 
So strange that I find myself downloading these addons, because they are on this list....
Fartjoke May 29, 2018 @ 2:02pm 
No rush, just wanted to make it known. Thanks for the quick reply.
Gratak  [author] May 29, 2018 @ 12:49pm 
Added to todo-list. Don't have time this week though.