Crusader Kings III

Crusader Kings III

A Special World - Special Building Compatch
1,115 Comments
Phouruz Aug 17 @ 5:01am 
@Raptor I read somewhere that they're having issues with Medieval Arts and MB+ working together. I've also been having issues where the game is incredibly unstable (CTDs on launch, or random CTDs during gameplay).
Raptor Aug 15 @ 11:19am 
I'm just wondering am i doing something wrong because it keeps crashing, I'm only running MB+, MA, RICE and this mod but it crashes when I select a character and try to start a game.
jigme119 Aug 14 @ 11:26pm 
Is this mod compatible with Weight of Crown?
Yusseter Aug 13 @ 10:57am 
is this mod has a github page?
aplikantgold Aug 6 @ 4:00pm 
@cuomo860 hey, Genoa has no walls on map in 1086 start (special building - Walls of Genoa), maybe you know how to fix it? Thank you
Ballester- Aug 6 @ 1:32pm 
Thanks a lot, @cuomo860!
cuomo860  [author] Aug 5 @ 10:11pm 
Updated the culture files to remove the ones the included EPE cultures. It's not the best scenario the Culture Expanded files.
Taelan Aug 5 @ 10:01pm 
@Ballester- same for me and made a comment earlier about it a few down from yours. Not the best solution as it may make things conflict but, I deleted all of the files in common>culture>cultures folder that didn't start with EEE or RICE. Also left the file x00_ce_latin.txt in the folder as well. This fixed the issue with the messed up characters to make it playable, though as said, what effect this will have on other conflicts i'm not sure.
Ballester- Aug 5 @ 5:16pm 
It was working fine until today. Unfortunately, the mod is making all the characters in the game albino... =/
sasc Aug 3 @ 7:36pm 
I understand that

Medieval Arts
RICE
This Mod

Are required, in that order. I also understand that COW3, MHG, MA-MSB, and (I think) UB+ should NOT be run because they are a part of this mod already.

Assuming that's all correct, I'm not sure what else is needed, should not be used with this, or what can be used and where it can go in the load order.
sasc Aug 3 @ 7:33pm 
Thanks so much for the response and all the work! Is there somewhere we can find (or can we make?) a list of what mods and in what order depending on what we use? I'm still a little confused about what's required, what's optional, and what is not needed due to it being fully integrated into this mod. Thanks!
hugo.beaulieu.camus Aug 3 @ 7:13am 
Is it possible to do a compatch for fallen eagle mod ?
Taelan Aug 3 @ 6:04am 
Hi, since the latest update RICE custom characters such as the landless adventures as well as others such as Godwins wife and whatnot all seem to be messed up. When I create a new toon it also seems to default to Slavic Culture/Race. Didn't have any issue prior to this latest update, haven't changed any mods since then and when i remove the patch and leave RICE and the other mods active except this one the issue goes away.

So seems the latest change with the culture files may also be having an issue on the characters.
cuomo860  [author] Aug 2 @ 8:07am 
I see what the problem is...there are no culture files in this mod, so you'd need to add something tht adds the culture files for the building graphics. I'm loathe to add my culture files as they may cause other compatibility issues but for now you could load the MHG+CE (or other) compatch until I get something figured out.
HagenTronege Aug 2 @ 7:48am 
Hi, thank you for the Update. Unfortunately, Slavic holdings are still not applying MHG graphics. Neither are Anglo-Saxon holdings. The only thing working seem to be special holdings like Rome or Lunden. Again, I tested with only Medieval Arts, RICE and A Special World enabled. So there is no mod conflict. Hopeful you'll figure it out because otherwise it's a wonderful mod.
cuomo860  [author] Aug 1 @ 3:50pm 
I found what was likely the issue with the Slavic buildings. I updated the culture files and they should be better now.

There is no patch for CFP and MHG and COW3 are integrated into this mod so those are not needed.
sasc Aug 1 @ 7:10am 
Hello! This looks amazing! Does it run with Community Flavor Pack? Does it need a patch for that? I also have the question about More Holding Graphics...those two mods are pretty core to my CK3 these days. Thanks so much!
HagenTronege Jul 29 @ 11:47am 
First of all, thank you for this great mod. One question, though: Maybe I misunderstand the mod description, but is MHG (More Holding Graphics) really integrated in this mod? Because I started a game with just Medieval Arts, RICE and Special World active but there were no MHG graphics to be found. Playing in Russia and the castle / city / temple art is still western European.
cuomo860  [author] Jul 21 @ 10:15am 
The issue is that MB+ (or MPE) need a separate locators file as their maps are adjusted. There are locators files in my Super Compatch addons that can be used but only the MPE is fully updated as that is what I use.

Using the in game map editor , these can be fixed.
Ginger Minge Jul 21 @ 3:49am 
They're all "near" where they should be (i.e. Pharos is still in the county of Alexandria) but they're obviously not in their correct positions. I'm not running any mods that should interfere with the map other than the ones you compatch (I'm also not running UB+ or cow3 since they're integrated). They're also in the right order, MA > Rice > MB+ (with a few extra mods such as epe/cfp, that should have no bearing on the map).

Does this sound like something that the patch might be affecting? A few screenshots for reference are in this Imgur album: https://imgur.com/a/Hsx4WZJ . Thanks in advance for any help. :)
Ginger Minge Jul 21 @ 3:49am 
Hey Cuomo, sorry to report another problem I've been seeing lately, and I'm not sure which mod might be the culprit. Have you had any recent reports of misaligned objects on the map? Both monuments from MA and more recently the unique models for cities like Alexandria.

For example, visible unique buildings from MA seem to be in the wrong spot, such as the Pharos in Alexandria being on land, away from the sea, with the city itself not being nestled between the two lakes nearby, Mont St. Michel being on the peninsula and not in the sea, or the Cothon in Carthage chilling somewhere in the plains nearby. A few of them also seem to be oversized, like the Trajan Arch in Ancona, or the Palace of Arechis in Benevento. I also made sure to use the right map mode rule as in I enabled the MB+ compatch, but the MPE one is disabled since I don't use it rn (since the MB+ version is not updated yet).
Karl Franz Jul 20 @ 2:08pm 
So... Should this be at the bottom of my load order? I'm getting crashes when i travel to greece and Romania.
cuomo860  [author] Jul 19 @ 4:14pm 
Move forward one day. COW3 changed it so it happens after one day instead of game start.
Danny Raymundo Jul 19 @ 1:54pm 
HI Cuomo!
I'm struggling to get any burges to show up on any start date. I've selected the game rule to include historical ones but when i load up, Constantinople for example stays a level 2 castle. it has an extra building built like the great lighthouse but no burge, the graphic looks like it should be one. I've not played for a while so i might be missing something that's changed. (I've seen Athens inst one anymore) I've tried to follow your instructions about removing COW and UB+. Everything else seems to be in working order with the mod. cheers!
DaTruth8506 Jul 13 @ 12:17pm 
Alright I will keep that in mind I appreciate the quick response and your effort
cuomo860  [author] Jul 13 @ 11:48am 
Yes, it's working this needs to be loaded after the MPE Rice Compatch if you're using that and you need to make sure your game rules are correct under compatibility. I'll be updating this for the MA updates shortly.
DaTruth8506 Jul 13 @ 11:38am 
So it this mod currently working?
Path of Lunar Chaos Jul 11 @ 11:34am 
I just found out that it is specifically MPE's RICE Compatch that is crashing things. I had been using your derivative of MPE's Patch. I will be doing further testing to see if the normal one works.
Path of Lunar Chaos Jul 11 @ 11:18am 
RICE updated recently, but MPE hasn't yet. My own testing implies that RICE crashes MPE since the update when loading in the map.
cuomo860  [author] Jul 6 @ 3:10pm 
Not at this time. I added a couple but it would take a lot of work. I may add some more over time.
hamletsdead Jul 6 @ 1:38pm 
Are there still plans to integrate Province Portraits into this mod? I saw you had some back and forth with the mod author in his mod page about it back in April. Be great if you could. :-)
cuomo860  [author] Jul 5 @ 3:38pm 
The holdings file would need to reflect both.
qwerty Jul 5 @ 12:17pm 
I think this mod removes the ability to use normal buildings from the More Buildings mod? Is there a way to stop this and use both?
cuomo860  [author] Jun 27 @ 11:06am 
Probably just some event graphics.
cbtendo Jun 27 @ 10:30am 
Hi @cuomo860 I found out that this compatch overwrites witch_ritual activity types. Making it incompatible with witchcraft mod. what does this mod change in that file?
cuomo860  [author] Jun 27 @ 6:29am 
No
HazDev56 Jun 27 @ 5:48am 
is Unique Building Plus required or not?
thatguy Jun 23 @ 5:43pm 
Is there a way to remove the religious and innovation requirements for the special buildings? I don't see an option but I could be blind.
mairao Jun 17 @ 8:51am 
Cuomo, thank you for the reply. Indeed, IMHO is not updated, but removing this mod solves the problem. It could be the combo of this Compatch + IMHO + another mod. I'll have a look at the SuperCompatch. I don't use it because I don't use a few of the mods listed as required. Cheers and keep up the great work.
cuomo860  [author] Jun 16 @ 11:07am 
No, it's integrated so it's not needed. It hasn't been updated in ages so I just added the remaining files with updates/adjustments.
alexanderfalcor Jun 16 @ 10:23am 
@cuomo860 so um I need to ask since its not very clear but have you integrated Unique Buildings Plus into this compatch and thats why its not a required mod or do I still need to add it to my load order?
cuomo860  [author] Jun 16 @ 9:48am 
@mairo. I see nothing wrong with the menu. That's the additional map mode menu. The IMHO issue would be a compatibility issue that doesn't have to do with this mod as this does not touch those menus. You'd probably need to look for a mod that updates the interaction menu. I'm not even sure if IMHO is updated to the latest version of CK3. But, you can look for the file in my SuperCompatch "interactive_menu_window.gui"
mairao Jun 16 @ 8:52am 
Cuomo, first of all, thank you for the continued work on this mod. I'm having an issue for a few weeks now (probably since after the latest DLC release), with a UI "issue" that I identified as coming from this mod. You can see what it is here: https://ibb.co/KTxqRNC . The menu in the bottom right corner is odd (unless this is intentional, if so, my bad). In addition to that, there's a small conflict with "In My Humble Opinion". When this mod is active, I lose the ability to check third-party opinions. There is no button in the character interaction menu. I isolated the issue to this mod. Can you think of why this may be happening? I have unsubscribed and subscribed again but haven't recently validated the game files, so I can also try that to see if it solves the issue.
cuomo860  [author] Jun 11 @ 11:44am 
Yes...make sure it's loaded before this. The conflict with the royal courts is because of CFP, TCT and other mods all make subsuquent changes to the courts. You can grab the file "zgc_default_cultures" from my Super Compatch mod and create a personal mod for it's use.
Squidian The BoFish Jun 11 @ 11:40am 
dose anyone else here use the community flavor pack? Do you cuomo860?
cuomo860  [author] Jun 11 @ 11:21am 
Updated the On_action so it works based on rule settings not each individual mod.

Here are the dates and settings.

https://steamcommunity.com/workshop/filedetails/discussion/2875587269/603032812101091367/
cuomo860  [author] Jun 11 @ 11:03am 
Play one day and they'll populate. It's the way it's set up now.
HazDev56 Jun 11 @ 10:01am 
why the holdings not as big as before? (:
Squidian The BoFish Jun 9 @ 4:41pm 
yeah the pyramid issue is caused by old gods expanded clashing with cow3 and the royal court culture bug is caused by community flavor pack clashing with this mod specifically for some reason
cuomo860  [author] Jun 9 @ 6:34am 
Sounds like bad downloads or mod conflicts in either of these cases.