Europa Universalis IV

Europa Universalis IV

Anbennar - Cannorian Monuments
309 Comments
Sorge_  [author] Sep 22 @ 2:43pm 
@Makesin the internal check for witch kings still looks like it should work to me but I've added some fallbacks just in case
Makesin Sep 21 @ 3:24am 
I guess there was probably some change in the code with the magic update, because the Castanor monument no longer detects a witch king ruler
Sorge_  [author] Sep 21 @ 1:31am 
@DanTheePaladin seems reasonable simple and logical, ok
DanTheePaladin Sep 21 @ 1:01am 
If I may make a suggestion, Adenica in base can only reach 90% cav ratio without switching to centuar military. I think it would be both useful and falvorful if Longlance Knights Academy T3 could give it the last 10% needed instead.
Hérault Gabriel Aug 31 @ 10:02am 
So this mod safe and working
Hérault Gabriel Aug 31 @ 10:01am 
I can provide a solid answer that it was Homebrew silvertaped indeed
Sorge_  [author] Aug 30 @ 1:31pm 
@Magnus_Volkare rate of complaints has dwindled so I can provide a cautious yes answer
Magnus_Volkare Aug 30 @ 1:00pm 
Did the crashing issue ever get resolved? I'm keen on adding this mod back in my playlist
Krollbotid Aug 18 @ 12:16pm 
about all guys whos game crashes at 1560. Have you tried disabling/fixing homebrew?
Hérault Gabriel Aug 15 @ 12:26pm 
After some etsting, still crashing ...

I forced a religious war : nothing
I forced a victory in religion war : nothing
I forcefully deleted the empire : nothing

Idk man :/
Ventz Aug 15 @ 7:38am 
Yea I crashed at 1564 as well, I don't think the bug was fixed :(
Hérault Gabriel Aug 15 @ 7:28am 
Crashed again :/

first in 1563, so I manually started religion war, then new crash, unvoidable, in the 12 january of 1565
Hérault Gabriel Aug 12 @ 4:09am 
aww ok fair
Sorge_  [author] Aug 11 @ 4:21pm 
@Hérault Gabriel pyramids are in vanilla anbennar now, they are built by the Khet, the pyramids (from this mod) would just duplicate the concept so they're staying removed
Hérault Gabriel Aug 11 @ 1:37pm 
Since crash seems to have calm down, will we see the pyramids again :o ?

They are a cool addition :D
COPER Aug 10 @ 6:57am 
Resubscribing seems to have fixed it, I've now made it to 1600 without a single crash.
Sorge_  [author] Aug 8 @ 4:40pm 
@COPER does crash still happen if you unub and resub to the monument mods?
COPER Aug 8 @ 11:08am 
Crash seems to still happen but it's not religious war related seeing as I'm now in a crash loop in january 1573 about 11 years after religious war ended in my campaign.
Hérault Gabriel Aug 6 @ 6:06am 
no more crash now or are we still cooked ?
Sorge_  [author] Aug 4 @ 3:01pm 
@Shakril new game is required if you want the monument to show up
Shakril Aug 4 @ 7:17am 
Question to the Bladeskeep monument:

With the latest updates, the Anbennar Vanilla Mod has introduce new Monuments, including the one for bladeskeep. This mod had a monument in bladeskeep, which you removed because of the vanilla patch. In result, the Monument disappeared in my current playthrough. The question is: Do i need to start a new game to have the bladeskeep monument or can this be fixed?
Antares Aug 2 @ 4:35am 
To clarify, it first crashed somewhere halfway through 1580, then I tried just loading the autosave but it turned out it also instantly crashes on loading. Loads fine now though.
Antares Aug 2 @ 4:34am 
After the latest fixes, I was able to load my Konolkhatep save (which previously crashed instantly after loading the game), so that's something :)
Hérault Gabriel Jul 31 @ 2:14pm 
also ... if you re-add them after I started a new game ... they won't spawn won't they ... ?
Hérault Gabriel Jul 31 @ 2:13pm 
ah ... can tell you it's not them because I still crashed in my Konolkhatep game
Sorge_  [author] Jul 31 @ 12:44pm 
@Hérault Gabriel they are temporarily removed while I try to isolate the cause of the crashes
Hérault Gabriel Jul 31 @ 10:41am 
didn't this mod add pyramids for Khetetara ? They are gone :(
AnarchyDice Jul 31 @ 9:46am 
If anyone else is having that issue, disabling all the monuments mods worked. I just copied over the bonuses I was getting from monuments into province modifiers.
AnarchyDice Jul 30 @ 7:09pm 
To add some info, my Black Demense game is crashing consistently on October 18, 1588. I was already part of the winning league war side (Regent Court). Let me know if there are any files I can send that would help.
ArcticSoldier Jul 30 @ 3:49pm 
Getting a now consistent crash in an ongoing Verne game. Roughly 7/1588, League War has been resolved for about 15 years. I can get it to crash with or without Cannorian Monuments, with or without Dwarven Monuments, and it doesn't crash if both aren't loaded at all.
Hérault Gabriel Jul 30 @ 7:31am 
hello, a crash still happen even after update (11/07/1570 for me), playing as Pashainé, and religious war still haven't happened.

Great mod anyway, continue your great work !
Recardo Jul 26 @ 11:50am 
When I play with all 3 monument submods the game crashes at around 1560 ish, afterwards I only turn off the cannor momuments and keep the other two on, and the game runs smoothly again always. So pretty confusing for me that people are saying the dwarven submod is the cause, maybe you can run 2 monument mods but not all 3 at once? Im stumped.
A Fallen Granny Jul 21 @ 5:11am 
I dont know if this helps but it isnt just the league war. After a lot of messing around with saves and console commands, i got past the league war. Dismantling the empire did NOT fix it btw, at least for me.
But the game crashed again in early 1600s, when i tried passing one of the empires reforms as the emperor (i think it was the third one on the aristocracy side). This one couldnt be fixed so i gave up, did another campaign without the mod on, and then returned to the save again half a week later (with the mod again) and it just worked on its own for no reason.
And now it's again bricked for good in 1650s for no clear reason that i can see, it always happens on the same day of the same month, so maybe its another event that im not aware of or something.
Sorge_  [author] Jul 20 @ 1:05pm 
@COPER don't run the mods until I figure out the origin of the crash or dismantle the empire early into the campaign
COPER Jul 20 @ 9:34am 
Is there any workaround to the league war crash? Other than disabling the mod before starting a campaign that is.
Sorge_  [author] Jul 18 @ 12:26pm 
@AnarchyDice vanilla anbennar has a bladeskeep monument now so there's no need to duplicate a monument
AnarchyDice Jul 18 @ 12:18pm 
It seems like the bladeskeep monument got deleted?
Sorge_  [author] Jul 14 @ 5:25pm 
@JHunter360 that's an easy addition, added
@TheDash yeah idk the origin of that I'm still trying to figure out how the monuments are causing a league war crash
JHunter360 Jul 14 @ 3:14pm 
Hey bit an oddly specific one but the Nathalaire monument can't be used by resident Flamemarked Gnolls. Somewhat relevant for Xanxerbexis now and would make a huge amount of sense for them to able to take advantage of it. Either way love the monument additions from the mod thanks for your work
TheDash Jul 8 @ 3:21pm 
love your mods but they seem to cause crashing during the leauge war in this most recent update
Sorge_  [author] Jul 7 @ 3:14pm 
@Schinkennudel cannorian monuments (used to) overwrite the native anbennar monument file so I could make adjustments to some of anbennar's natural monuments e.g., the cannorian forts like alcandar), that required overwriting but I stopped doing it since it required a ton of maintenance. It was just easier to remove the file completely since going through and individually editing each new monument is a bit of a pain, I might go and look through them later.
Schinkennudel Jul 7 @ 9:32am 
nice to see, that the monuments are now there. I have a question though:
if I can tell correctly, the mod update seems to also have resetted the monuments effects.
e.g. bal dostan gave you the vampire estate at level 3 iirc. now i just has the "Vanilla" effect again.
I also thought the Calasandur Monuments were more widely available in this mod. But I'm not sure on his one.
I guess that kind of behaviour wasn't intended?
Eldor Jul 7 @ 4:30am 
@Pr0bablySauc3 did you find out how to fix the problem with bath of Verinus? Just encountered the same problem
Davincie Jul 7 @ 12:33am 
Thank you for the quick update!
Sorge_  [author] Jul 6 @ 3:39pm 
@mstachife @Reaper Tyson @Pr0bablySauc3 @Gwannyn reported issues should be fixed and new monuments should now appear! Apologies!
mstachife Jul 6 @ 3:20pm 
+1 this mod currently wipes all the new monument somehow, smashed halfway through the new formble tree before realizing it lol
Malgus Jul 6 @ 2:36pm 
Any chance you can get Nathalaire, City of Pirates to be enabled for Gnolls (or just Flamemarked Gnolls) too, since the Hill Gnoll mission tree converts Nathalaire to Flamemarked Gnoll culture + Gnolls are pirates so it makes sense
Pr0bablySauc3 Jul 6 @ 8:23am 
The new base game monument "Baths of Verinus" in Eastbright (prov. 394) does not appear with this mod enabled.
Reaper Tyson Jul 6 @ 5:25am 
Same problem with Gwannyn, the new official monuments for Cannor are missing. Not too much of a problem right now as you can use the console to bypass missions, but still just a bug that needs addressing. Thanks for all your work Sorge!!
Gwannyn Jul 6 @ 1:29am 
This mod seems to be preventing the new official monuments in Escann. Tried starting a run there and noticed none of the monuments added in the The Final Empire patch were on the map. Disabled this mod and they were there in a new test run. Not sure about all the monuments it effects but the ones visible in Escann in 1444 at least were prevented with this active. Didn't test if the other monument mods block monuments in other regions as well, but this one seems to need an update at least.