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np, glad you got it sorted
Thanks for the advice, i skimmed down my playlist and made some changes to the load order and now everything is fine, i still don't know what the culprit was, i tested the load order with and without this mod and with this mod enabled legends don't cause CTD anymore, also my other problem is fixed aswell (artifact illustrations dissapearing).
i removed like 8 mods and made minor changes to the load order, i don't think the load order was the culprit but still just to be sure, from my perspective there was a broken mod somewhere down the line which conflicted with almost every mod because yours wasn't the only mod that caused CTD's and illustrations to dissapear, still thanks and props for the advice and the great mods you published :)
Also if the suspected conflicting mod does allow legends to start without CTDs, don't just accept it conflicts with MBR + AGOT, start a new game again with AGOT, MBR + AGOT and the conflicting mod to confirm it does conflict with MBR + AGOT because it could be that the two are fine together and it's in fact a combination of the two mods plus another that causes the conflict which is much harder to isolate.
np, what you'll have to do now is remove other mods one at a time until you can start a legend with no CTD, then you'll know which one is conflicting with MBR + AGOT, however it may not be a conflict, it may be that mod is just broken, so once you identify what you believe is the conflicting mod then do as I said, start a new game with just AGOT and the conflicting mod and see if it CTDs when you start a legend, if so then the mod is broken otherwise it truly is conflicting with MBR + AGOT.
Good luck
Yeah i already suspected it was a problem on my end, now i'm sure that it's conflicting with another mod in my playlist, anyway thanks for the fast reply! and again thanks for your great mods and hard work, it's appreciated!
I just started a legend on day one with King Baelor using AGOT and MBR + AGOT , so whatever is causing your CTD is in another mod.
Also it seems your thought that any mod which touches buildings causes CTDs with legends is also incorrect. Though that depends on what you mean by how buildings work , MBR + AGOT adds buildings with various buffs, it does not change how buildings work .
When you suspect a mod has a bug you should always start the game with only that mod and any dependencies it has, MBR + AGOT has none other than AGOT , to see if your suspicions are correct.
If you then find that bug is in effect your suspicions are correct, otherwise the bug is either in another mod or caused by a mod conflict between mods.
MBR doesn't remove any buildings from the game so it should have all the buildings that are in the AGOT mod.
To be clear MBR only touches holding buildings, not duchy or special buildings and there are in fact no sept holding buildings in the AGOT mod, only sept special buildings.
Can you provide an ingame description text of the building's you can't find, such as the name that appears in the building menu so I can look in to it?
Updated
I wasn't even aware AGOT had updated, seems it's been out of sync for a couple of releases now, thanks for the heads up, I'll look into it
Slaughterhouses can only be constructed in cities and they require pastures not villages, so you have to have something else going on that is causing them to be built in castles.
wow I forgot this even existed.
I'm surprised nobody has asked for an update before now because this mod is well out of date.
As you've asked I'll get around to it but I haven't even started doing vanilla updates yet, I'm struggling to get my test bench working.
Then all my vanilla mods will take priority before I look at this mod and tbh I'm not even sure I can even get this up to date within my rl time limits because it's so out of date. So if ago is not to distant from vanilla now I'll give it a try but no promises and it won't be before the week-end.
I have no plans to do so for any other TC, I only did the AGOT one because I used to play the TC but I haven't done so for a very long time now. tbh with the amount of effort required for these mods I regret doing any AGOT mods now.
As I've said in the main mod I won't edit the county gui as it becomes a bigger burden to maintain and compatibility nightmare. However MBR is compatible with mods that already do that like Newer Better Buyable Building Slot + Infinite Building Slot.
Sorry I don't make compatches for other mods it's too much of a burden.
Okay but even with MBR, I don't control AI willingness to build ports, they are vanilla, so you'd need to talk to the CK3 devs.
But I am also not responsible for how another mod changes the game, so I'm not going to change anything in my mod to alleviate problems caused by another mod, and I suspect you would get the same response from the ck3 devs if you asked them to change vanilla ports to work better with MPE.
I don't control the AI requirements/desires on the AGOT buildings, you need to talk to the AGOT devs about that.
Worked for me. Thanks.
This mod works perfectly with Valyria. You just need to put this mod below Valyria in the loading order, so that the 00_holdings.txt file of the Valyria mod does not overwrite the same file of the More Building mod. Also, to access some buildings that add mod Valiria, you need to edit the file 00_holdings.txt mod More Building, adding there missing lines, but these buildings are few and make sure that below there are no mods that overwrite the file 00_holdings.txt. Or you can create a separate compatch based on the 00_holdings.txt file of the More Building mod. It took me no more than five minutes and everything works fine.
Sorry but I don't support AGOT sub mods, so if that mod no longer works with MBR after an update you'll have to either ask them about supporting MBR which I doubt they will, or ask if there is a MBR compatch or look into writing one yourself.
No sorry, I've barely got time to support AGOT, let alone any of it's many submods.
Updating mods for 1.13 has been a heavy task, I'm finally going to get a chance to play for the first time tomorrow, so not willing to take on any more dev work.
Yes if you read the comments I fixed it 2 hours and 48 minutes after Abyssian reported the bug.
You could have just added it back to test and simply remove if it wasn't fixed without any harm to your save game.
@Rel
@hamletsdead
Sorry guys, I forgot to commit the changes for the holdings file. Thanks for the detailed report Abyssian, helped me quickly narrow down the issue
Update should happen today.
You would have to ask the CK3AGOT devs why Temples can't build Monasteries, it's their decision to remove them not mine.
If you add more slots than the county view can handle then you wouldd need a mod that adds a scrollbar to the county view for that, like the Newer Better Buyable Building Slot + Infinite Building Slots mod.
Or practice some self restraint and don't add too many building slots.
I don't add a scrollbar to the county view myself as it then means I have to support gui which is a nightmare and would lead to much more conflict with other mods.
Sorry I can't tell you as I don't use other mods nor track their development.
I know MBR and Cow had a couple building name overlaps a long time back but COW goes through constant development so it may not be the case anymore, or there may be more overlap now.