Crusader Kings III

Crusader Kings III

Flogi's Buildings and Technology Mod
325 Comments
flogi  [author] May 26 @ 7:02am 
I think I have fixed the error now. I was seemingly a building file causing it, also had to do with variables, but not really sure why this particular setup crashes the game right now. I have removed the deactivating of buildings costing resource upgrade for now. Its probably related to some kind of vanilla bug, cause that feature was working for quite some time before.
At least it did not crash for me for 30 years in Observer mode now.
flogi  [author] May 26 @ 5:12am 
No it cant be the varialbes. That has been working for years. It is showing up in the error log yeah, but that must not necessarily mean that its causing the crash. I let it run in observe for some time and seem to have crashes related to ambience sounds.
Arc May 26 @ 12:22am 
Yeah there's definitely an intermittent issue with this mod. I had to stop playing and then did another playthrough which worked fine and now a new playthrough once again gets to a point where is just crashes repeatedly. error logs shows a multitude of errors multiple times a second from missing Flogi mod pictures, missing sounds and then failing to fetch resource variables leading to a memory access violation crash "uhandled Exception C0000005 (EXCEPTION_ACCESS_VIOLATION) at address 0x00007FF6A2A5ED0F"
flogi  [author] May 24 @ 10:05am 
Its possible, but its more likely that its a vanilla crash. The patch had a lot of problems actually.
Arc May 24 @ 10:03am 
Thanks for explaining the event popup, but now I'm getting a crash around 15 years into the game with only this mod enabled. Did the newest patch break it?
flogi  [author] May 23 @ 1:59am 
The event briefly showing up is a hidden event calculating the resources. And it showing up is a vanilla bug, cause you are not supposed to see it.
Arc May 22 @ 6:12pm 
Events don't work with this mod. They pop up for a split second blank and then disappear. Game also usually has to be reloaded every time you need to load a save or it crashes.
Frontline May 10 @ 5:15am 
Please remove the Russian localization from the mod. Firstly, it hasn't been updated since who knows what ancient times. And because of it, the entire resource system doesn't work at all. Instead of normal text, I only see MARKET_GENERAL_7 and MARKET_GOD_SUMMARY and similar everywhere
flogi  [author] Apr 29 @ 2:35pm 
The mod has been updated to work with the new patch. Cheers!
Spaceracer Apr 6 @ 7:59pm 
Found out about this from CK2

Just now
matthias_noname Mar 23 @ 4:16am 
There is a patch for cow2 but not for cow3
flogi  [author] Mar 15 @ 1:53am 
I have no idea, isnt there one on the workshop.
John Darksoul Mar 14 @ 10:29am 
Hey flogi what's the patch that makes this compatible with CoW?
Andsztal Feb 12 @ 5:47am 
More Bookmars+ edits the map as well, adding provinces (including changing existing ones), editing duchies and kingdoms. Nvm, I will try checking it with a patch for Cities of Wonder and report if I encounter some major issues.
flogi  [author] Feb 12 @ 5:14am 
Adding more bookmarks should not be a problem in general. Cities of wonders though is not compatible without a patch.
Andsztal Feb 12 @ 4:21am 
Hello! This mod looks awesome, good job! I have a question though, does anybody know if it is compatibile with More Bookmarks+? At least with compatch that is required for Cities of Wonder (it is implemented in MB+).
Julius Evola Feb 8 @ 5:54am 
How do I feudalize a tribe with this mod ? I can't see the button
JamieStylez Jan 27 @ 1:12pm 
apologies. yes. all good now. created two separate mod orders. thank you again
flogi  [author] Jan 27 @ 1:53am 
I literally answered you one post earlier...
JamieStylez Jan 25 @ 2:38am 
hi again, is this compatible with MHG? the graphics seem to be overwriting one another and I am left with empty holding graphics in iberia, africa, and persia. there is also a localization problem with tribal holdings, it shows up as building_type_... something in my game.
flogi  [author] Jan 11 @ 1:47am 
Its not compatible without a patch, no.
JamieStylez Jan 10 @ 4:27pm 
is this compatible with Cities of Wonder 3? Because I can't seem to find the megalopolis option any longer for my castles
flogi  [author] Dec 24, 2024 @ 3:47am 
Any mod that adds new buildings is not compatible with the other ones without a patch due to the file structure. Medieval Arts is compatible.
Fallen King Dec 23, 2024 @ 11:59am 
hi, is his compatible with More Building Reboot, Medieval Arts, Unique Building Plus - that's what I use for buildings. But I need something more dynamic when it comes to economy. Don't mention your discord, it's asking for cell phone verification and I don't use cell phones so - no discord.
Game star Dec 22, 2024 @ 3:37pm 
Love your mod. played with CK2, now onto CK3
flogi  [author] Dec 21, 2024 @ 5:38pm 
Yeah, this works.
Game star Dec 21, 2024 @ 5:33pm 
does it will work?
Rykhath Sep 30, 2024 @ 10:10pm 
This would be awesome with Sinews of War :D
flogi  [author] Sep 28, 2024 @ 2:20am 
@Templar Jon: You could change the point generation to your liking in common/script_values/02_Flogis_techmod_Resource_Production_Values. You can change the point generation per learning skill for example in line 465.
Templar Jon Sep 27, 2024 @ 10:06pm 
If I am looking to just be OP and research all technologies, is there a way to change the amount of points you have?
flogi  [author] Sep 25, 2024 @ 1:20pm 
The mod was updated to the latest Basileus Patch!
flogi  [author] Aug 4, 2024 @ 1:30pm 
@Lempira: I posted an update right now, that should make the spawn of resources much more consistent. Pretty much on the same day every year.
flogi  [author] Aug 4, 2024 @ 8:43am 
@Lempira: I dont know why that seems to happen from time to time. In my games it seems to happen with the game being several years in, but it always fixes itself at least for me with the events trickeling in after some time.
Lempira Aug 4, 2024 @ 8:36am 
It's a shame that the mod doesn't work well for me. I have to restart the game several times or go back to the main menu to select a new game. If I don't do that, I almost always have resources that are not mined. Sometimes even all of them.

What have I already done: uninstalled the game and installed it on the main hard drive, which is an SSD drive.

Checked for errors.

Disable one mod at a time to see if the error goes away or is still there.

I'm translating this with Google Translate. Sorry if there may be any mistakes. Unfortunately I am dyslexic.
Lempira Aug 4, 2024 @ 8:36am 
Schade das der Mod bei mir nicht gut funktioniert. ich muss etliche male das spiel gang neu starten oder ins Hauptmenü wider wechseln um ein neues Spiel aus zu Wählen . Mach ich das nicht habe ich bei den Ressourcen fast immer eine die nicht abgebaut wird . Manchmal sogar alle.

Was habe ich alles schon gemacht : Spiel Deinstalliert und auf Haupt festplatte installiert das ist eine SSD Platte .

Nach Fehler Überprüft .

Ein Mod nach dem anderen Deaktiviert um zu sehen ob der Fehler verschwindet oder noch da ist.

Ich Übersetz das noch mit Google Übersetzer Entschuldigung wen dabei noch Fehler sein können . ich bin leider Legastheniker .
flogi  [author] Aug 1, 2024 @ 1:58pm 
Hi Lempira,
well I thought I mostly fixed the inconsistent spawning of the resources. If it breaks over time this is not good, but right now I dont really know a workaround for it. Technically it should trigger...
Lempira Aug 1, 2024 @ 8:57am 
Entschuldigung das ich da in deutsch schreibe werde es aber mit google Übersetzer noch bearbeiten . ich spiele gern diesen mod . ich musste aber feststellen das der Abbau von Ressourcen im Jahr nicht immer funktioniert . An was kann das liegen . ich muss öfter das Spiel neu starten bis das geht . Kann mir bitte jemand einen tipp geben oder helfen ob es bei euch geht und was Ihr anders macht .

Sorry, I'm writing this in German, but I'll edit it with Google Translate. I like playing this mod. But I discovered that mining resources during the year doesn't always work. What could be the reason. I have to restart the game several times until this works. Can someone please give me a tip or help if this works for you and what you do differently.
flogi  [author] Jul 19, 2024 @ 8:02am 
@PossumFlavored: CK 3 unfortunately only displays the first decimal, so if you raise the tax by 0.15 it will only show as 0.1. Thats the case for those buildings.
SuspiciousSeal Jul 18, 2024 @ 7:56pm 
Some of the building upgrades are odd. Take the tavern for instance. You can upgrade it, over the course of several upgrades it only gets +0.1gp. If it enables some other building or has some passive that im not catching that would be great if it and buildings like it could get some clarity.
flogi  [author] Jun 15, 2024 @ 3:28am 
@hamletsdead: I personally won't make one, but you are welcome to do one yourself.
hamletsdead Jun 12, 2024 @ 3:35pm 
These are awesome but it overwrites the GUI for Sappho's Daughter -- it elminates the "Souls" icon showing how many souls the PC has for spells. Any chance of a compatch so they play nice together?
flogi  [author] Mar 9, 2024 @ 6:55am 
You certainly require a certain tech level you might not have in 769.
Smiling Knight Mar 9, 2024 @ 6:52am 
Well, I still can't construct any dutchy builing for some cultures. For example Ireland petty kings. Do I require some technology? Can't find out
flogi  [author] Mar 9, 2024 @ 6:04am 
I transfered the unique buildings to be regular buildings. Dont know about the comp patch, have not tried it.
Smiling Knight Mar 9, 2024 @ 5:29am 
Still have one problem. For some nations I can't construct any builing except burial site. Don't know why and some of unique builings (for example Notre Dame de Paris) just dissapeared(not even unique builing slot left).
Seems some of builing mods that I use have a conflict :steamsad:
Smiling Knight Mar 9, 2024 @ 5:14am 
What if I use this compatch with your mod, RICE, Medieval Arts and Architect of Wonders? :koukoulion:
https://steamcommunity.com/sharedfiles/filedetails/?id=2980903256
flogi  [author] Mar 9, 2024 @ 3:09am 
Im not sure RICE is fully compatible, there might be buildings missing if some are added that require editing of the holding.txt file. Medieval Arts I myself use in my playthroughs, Architect of Wonders is certainly not fully compatible.
Smiling Knight Mar 8, 2024 @ 5:29pm 
Also, is your mod compatible with:
Regional Immersion and Cultural Enrichment (RICE)
Medieval Arts
and Architect of Wonders ?
I wanted to play with both those mods and yours :crusader_helmet:
Smiling Knight Mar 8, 2024 @ 5:24pm 
Thank you for your advice! Will try it out!
flogi  [author] Mar 8, 2024 @ 5:15pm 
The AI does construct, put I recommend enabling the AI building bonus via the game rule. This will give the AI a random building every x years. Its cheating but the AI is very competetive like this and the game can get pretty hard occasionally.