Crusader Kings III

Crusader Kings III

Medieval Arts
1,502 Comments
jankensn 23 hours ago 
Hello there! Could you add the walls of Antioch? Love the mod, thanks for all the work on it
arisalh108 Dec 20 @ 6:23am 
Hi, can you add Jerusalem city model? this great mod should include Jerusalem
PiGu  [author] Dec 18 @ 2:51am 
Hi @Melkorian, thanks for the report I'll give it a look. I suggest describing these issues directly to COW3 and Special World however as they are the ones kindly maintaining the compatibility, not me.

@Sunqar yes it is compatible with RICE
Sunqar Dec 16 @ 2:16am 
hi there, is it compatible with RICE?
Melkorian Dec 15 @ 11:53pm 
I have left a similar comment on the A Special World - Special Buildings mod as well as I'm unsure if it simply a bug on one end or perhaps both, either way I wanted to bring it to both of your attention as I love using your mod.
Melkorian Dec 15 @ 11:48pm 
@PiGu, small bug I've discovered: When I just have this mod active Mt Vesuvius does not appear on map in the 1066 start-date (when the county-specific town is built as the special building does not seem to appear).
BUT
When I have COW3 and the Special World - Special Building Compatch mods added Mt Vesuvius is there but it and the other Volcanoes in the Italy region (that I noticed at least) were floating in-air and the unique visuals of smoke coming from the tips not appearing either.
PiGu  [author] Dec 14 @ 1:49am 
Thanks! I'd like to cover the Philippines eventually, if you have other suggestions that I may have difficulty finding as an outsider feel free to write them in the Discord @GG Terran
GG Terran Dec 13 @ 8:34pm 
Hi @PiGu thank you this mod. It is one of my favorites. Wish you can add something in the Philippines. Ph does not have monuments but have great nature. The Ifugao's Banaue Rice Terraces is something you can look into. It's the oldest rice terraces in the world (over 2000 yrs old) and a UNESCO Heritage Site.
PiGu  [author] Dec 13 @ 1:24pm 
Thanks for the comment!
I have plans to eventually cover every region of the map, no worries : )
c✓z Dec 13 @ 12:42pm 
Are there plans to create new Hangzhou (or Luoyang), a mod version of Constantinople, or a mod version of Jerusalem? The Persian region, in a narrower sense, seems to lack some well-designed city models, such as Isfahan. The Caucasus region also lacks a visually appealing city for players to use as their capital. It would be great if each geographical unit had a similar city model for players to choose from. The model updates to the original game in this mod are fantastic.
PiGu  [author] Dec 13 @ 3:18am 
Hello @everyone
I just released the 3.4.4 "Afghan" patch!
It adds a new unique city model of Ghazni, as well as three other monuments in or surrounding the region of Afghanistan. It is the last patch of the 3.4 season, so the next update is going to focus primarily on another area, and be quite large. Join the Discord if you'd be interested in finding out more : )

As always the update is save-game compatible, though you will need to add two of the new monuments through the console.

Have fun!
PiGu  [author] Dec 13 @ 1:38am 
Probably the quickest way to find them is to compare the special buildings locators of the base game and Medieval Arts. That way you will immediately see which provinces have been changed, and know what to change. It's not 100% fullproof, some monuments have been retired and others are map objects with their own locators (the cities primarily) but it should work for 95% of them.
月見里タカユキ Dec 12 @ 1:48pm 
Thank you very much for the explanation! What I am mainly concerned about are the provinces that received new 3D models, since I need to reposition those models from your mod in my own mod according to the modified map in order to avoid some strange clipping issues. If there is at least a list of those provinces, it would be very helpful, but if not, that is completely fine as well. I will take a look myself and see how I can identify them.
PiGu  [author] Dec 12 @ 12:43pm 
Hi @月見里タカユキ
I'm afraid there's not a proper list of all the special buildings, the best place I'd look at is the MA_scripted_effects file to see which baronies are modified.
Regarding the special_building_locators.txt file, unfortunately due to limitations in the game engine there can only ever be one of those files, meaning that every mod shares that same specific list of locators and they all overwrite the base game's and each others'. In this mod's case, it is identical to the base game one except for each of the provinces that have received a new 3D model.
I'm not sure how to help in this case, what I'd suggest is to quickly compare the locators file in the base game or in your mod to Medieval Arts' in order to rapidly find the differences, and then move them from there. There are also a few monuments as well as all of the unique cities that instead use their own locators, they are independent map objects. They should be much easier to compatch.
月見里タカユキ Dec 12 @ 12:29pm 
As a small follow-up, I am aware that some special buildings are defined under \gfx\map\map_object_data.
What I mainly wanted to clarify is whether your mod also includes any special buildings that make use of the generic special building locators, that is, those that rely on the coordinates defined in the vanilla special_building_locators.txt.
月見里タカユキ Dec 12 @ 12:21pm 
Hello, I am the creator of the New Miller Cylindrical Projection.
Recently, I have received a lot of feedback from users asking whether I could release a version compatible with your mod.
May I kindly ask if there is any place where I can find information on which locations your mod adds special buildings to? This would greatly help me in creating a compatibility patch.
Carl Dec 12 @ 10:52am 
Can you make several models of special buildings for China, such as the Forbidden City in Beijing@PiGu:steamhappy:
PiGu  [author] Dec 12 @ 3:34am 
Thanks for the commet @Anubis, means a lot!
There is no dynamic sprawl mechanic in Medieval Arts, but I hand-design unique models for a few cities, and intend to make more : )
Anubis Dec 12 @ 2:34am 
This is absolutely one of the best mods for ck3
Would love for the projects to come back some how, and see how the ruins are rebuilt, and the landscape change even more.
And does this mod still have city sprawl?
KaiserBellic Dec 8 @ 12:55pm 
one of the best mods for this game, great work
PiGu  [author] Dec 8 @ 1:43am 
Happy to hear it! I'm not at liberty to talk about it, but it's always nice to see the support : )
黑巧 Dec 7 @ 7:33pm 
Will there be a Crusader Kings III Content Creator Pack: Medieval Monuments Part 2?
I'm willing to pay for it.
PiGu  [author] Dec 3 @ 12:43am 
Most likely yes
上海上单 Dec 2 @ 11:51pm 
can compatible with New Miller Cylindrical Projection?
https://steamcommunity.com/sharedfiles/filedetails/?id=2320354406
Lusurfer Nov 22 @ 10:13am 
yep started a new save and it showed up thanks
PiGu  [author] Nov 18 @ 11:56pm 
Thanks guys!
@Lusurfer if you're playing on an ongoing save you need to add the buildings manually through the console since the game does not hot load them. You can see the command in the Discord server
Lusurfer Nov 18 @ 5:18pm 
i see the building that u recently added for north africa in tunisia but only the model shows up but its not in the building manager.
Kafkowski Nov 18 @ 1:42am 
I can’t wait to see at least one Polish castle from you, Pigu — I’m sure the time will come eventually in this mod. Either way, great work! Thanks for taking on something like this, because Paradox’s own expansions are way too lacking when it comes to unique buildings. ;P
Antak Nov 17 @ 4:47am 
Awesome, thanks a lot !
PiGu  [author] Nov 17 @ 4:03am 
Sure! You need to add to the walls_00, in the buildings file, the name of the provinces you want to edit (it's a "fake" tier of the walls that is used to determine the provinces that don't get walls, by default that's temples and cities but also a few unique ones like Toledo, which you add manually).
Antak Nov 16 @ 12:37pm 
Oh ok ! I undestand that you'd want to preserve maximum compatibility of course :)
Could you please indicate which edit to which file is necessary so i can make this change locally ? Thanks a lot for taking the time to answer !
Also btw I hope you have stuff in store for the monuments who came without unique models in AuH, wink wink ;)
PiGu  [author] Nov 16 @ 11:02am 
Thanks! There is a way but it involves editing a base game file, which causes compatibility issues. It's a trade-off, and I understand we all may have different opinions on it, but in Medieval Arts I try as a rule to never pick edits that cause compatibility issues, even if they limit the creativity of the models.
Antak Nov 16 @ 9:51am 
I love this mod, but is there a way to make the castle holdings not have walls around them (like it is for Toledo, Lugo or even Constantinople) when you have a model around it (Like Baghdad, Cairo or Cordoba) ?
When high level, the walls "eat" parts of your model and it triggers my OCD :mailedfist:
PiGu  [author] Nov 16 @ 7:33am 
Thanks @Kiwifruit, means a lot!
Kiwifruit Nov 16 @ 6:16am 
thank you for your work! love this mod <3
PiGu  [author] Nov 16 @ 1:19am 
Hello @everyone!
I've released a small patch that adds two new monuments to North Africa as well as unique city graphics for Mahdia, the great Fatimid capital in Tunisia.

As always the update is save game compatible.
Enjoy the mod!
PiGu  [author] Nov 16 @ 12:50am 
@Commodus the mod is perfectly compatible with COW3. I believe some of the newest monuments have not yet been patched up on their end, but that would only cause some weird visuals - the model appearing in the wrong location or size - certainly no crash. In fact, due to how Medieval Arts' files are structured, I don't think there exists a mod anywhere that can cause it to crash. Your issue I can only assume has to do with other mods you're using, or with an older save, or any other setting.

Also, as @cuomo860 has mentioned, ChatGPT is not a good source here. The model is only as useful as the information it is able to be trained on, and almost all of the information on CK3 modding files is hidden, so it is really just guessing.

Hope you find your issue : )
cuomo860 Nov 15 @ 3:40pm 
I would trust the mod creators and not ChatGPT.
Commodus Nov 15 @ 2:58am 
Hey, chat gpt keeps telling me to sub to this mod to stop my crashing with cow3, but cow steam page dosnt say this mod is a requirment:/

Very confusing, any input would be helpful:)
CitesSkyliner Nov 13 @ 8:52am 
Very helpfull! I would love more 3D models of cities!
PiGu  [author] Nov 9 @ 7:21am 
Hi @Kubrick, thanks for the work! I've updated the link
Kubrick Nov 9 @ 4:22am 
Hi! Earlier you kindly added my Turkish translation link to this mod’s page—thank you!
I’ve now rebuilt the translation from scratch for 1.18 “Crane” and will keep it maintained.
Could you please replace/update the link with the new Workshop item?
New TR translation: Turkish Translate
Thanks again for Medieval Arts!
PiGu  [author] Nov 9 @ 12:04am 
Thanks!
GigglePuffs Nov 8 @ 6:50pm 
incredible stuff! what you've done here is beautiful :)
PiGu  [author] Nov 8 @ 9:00am 
Hi @Alex Nightingale, more are planned : )
@Radonium this mod is very compatibility friendly, but issues can still occur. It's not save game compatible since buildings are loaded at the start of the game, and it might conflict with a few mods. I would suggest booting up the game with only it enabled to see if the issue stems from some other mod. If it doesn't, then unsubscribe and subscribe again as it might be an issue with Steam.
Radonium Nov 8 @ 8:49am 
it doesn't work for me, i have no idea why
Alex Nightingale Nov 8 @ 4:27am 
More cities in China, Japan and Korea, South East Asia pls!
PiGu  [author] Nov 4 @ 1:32am 
Thanks!
Crash Nov 4 @ 1:13am 
I'm really looking forward to it, and I really love your work.:steamhappy:
PiGu  [author] Nov 3 @ 9:41am 
It's on the list @Crash