Crusader Kings III

Crusader Kings III

More Buildings Reboot + AGOT
77 Comments
Lost Nomad  [author] Sep 5 @ 8:50am 
@TrueSkum
np, glad you got it sorted :steamthumbsup:
TrueSkum Sep 5 @ 6:52am 
@Lost Nomad

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 :)
Lost Nomad  [author] Sep 5 @ 6:08am 
@TrueSkum
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.
Lost Nomad  [author] Sep 5 @ 6:05am 
@TrueSkum
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 :steamthumbsup:
TrueSkum Sep 5 @ 5:41am 
@Lost Nomad

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!
Lost Nomad  [author] Sep 5 @ 2:53am 
@TrueSkum
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.
TrueSkum Sep 5 @ 2:12am 
Hey Lost Nomad, Just want to let you know i appreciate your hard work on these great mods, only for me (I don't know if it conflicts on it's own or with another mod) it crashes when starting a legend when this mod is installed, it looks like any mod that touches how buildings work will break the legend system, i have the same problem with: Holding Manager (AGOT), maybe you could check it out if you have the time? and again thanks for all your hard work and great mods.
Lost Nomad  [author] Sep 2 @ 4:16pm 
@Ransack
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?
Ransack Sep 2 @ 9:26am 
@Lost Nomad Question,I know that this mod is meant for the base game CK3, but I'm curious if it's possble to add Septs/churchs to the mod for towns and castles?
Lost Nomad  [author] Aug 31 @ 12:23pm 
@BrainCheese
Updated :steamthumbsup:
Lost Nomad  [author] Aug 31 @ 11:28am 
@BranCheese
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 :steamthumbsup:
BrainCheese Aug 31 @ 5:11am 
Needs an update because of the new ruin system, otherwise every ruin is a city. :thumbscup:
织田信长 May 28 @ 9:29pm 
with Chinese?中文
Lost Nomad  [author] May 25 @ 4:44am 
@nsinger998
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.
nsinger998 May 25 @ 2:56am 
Slaughterhouses can be built in some castles but require small villages which can't be built in castles.
Lost Nomad  [author] May 1 @ 4:35pm 
@markvaughn2001
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.
markvaughn2001 May 1 @ 4:19pm 
update?
Lost Nomad  [author] Mar 30 @ 1:50pm 
@qm1111qm1111

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.
qm1111qm1111 Mar 30 @ 1:06am 
Will there be the same submod for Elder kings?
Lost Nomad  [author] Mar 19 @ 1:43pm 
@Trident121
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.
Trident121 Mar 19 @ 11:40am 
The new building slots slides away offscreen to the left. I have seen mods which divides the slots in two or more rows, as a suggestion.
Lost Nomad  [author] Jan 31 @ 2:03am 
@dev1LjAn
Sorry I don't make compatches for other mods it's too much of a burden.
dev1LjAn Jan 30 @ 9:05pm 
could you make a compatch with legacy of valyria? the new buildings of this mod appear, but the iron mines, steel crafters and valyrian steel mines dont work with this mod.
Lost Nomad  [author] Dec 23, 2024 @ 2:06pm 
@Fallen King
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.
Fallen King Dec 23, 2024 @ 11:36am 
Wrong thread... Sorry this was meant for your general MBR.
Fallen King Dec 23, 2024 @ 11:13am 
I don't use AGOT - just this mod, Unique Buildings, Medieval Arts and more Province Expanded.
Lost Nomad  [author] Dec 23, 2024 @ 9:48am 
@Fallen King
I don't control the AI requirements/desires on the AGOT buildings, you need to talk to the AGOT devs about that.
Fallen King Dec 23, 2024 @ 9:03am 
There really needs to be 2 lines of ports (full). One limited to the ocean front provinces and one for the navigable rivers - which would be limited - say 4 out of the last 2 upgrades. If you're on a river, you can't build the ocean front line and vice versa. The AI tends to prioritize high gold yield buildings over anything else. I'm using More Province Expanded and that modder added a lot of navigable rivers. it doesn't make sense to have 'Grand Ports' in the middle of a hilly country side.
HERZOG_ALEMANIA Dec 15, 2024 @ 4:58am 
@xilukov
Worked for me. Thanks.
xilukov Dec 3, 2024 @ 1:27pm 
@Raven7_be
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.
Lost Nomad  [author] Oct 27, 2024 @ 12:16pm 
@Raven7_be
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.
Pvt. Raven7_be [16th IR] Oct 27, 2024 @ 10:50am 
it used to be compatible with colonize valyria, but not since they updated last night
WarTorn87 Oct 14, 2024 @ 5:07am 
Thanks Nomad, much appreciated.
hamletsdead Oct 13, 2024 @ 10:44am 
@Lost Nomad, thanks for the quick reply, and thanks for all your work updating. Much appreciated.
Lost Nomad  [author] Oct 12, 2024 @ 3:12pm 
@hamletsdead
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.
hamletsdead Oct 12, 2024 @ 11:17am 
Any chance of a patch for AGOT - Colonizable Valyria? I haven't seen any of the building options from this mod are showing up in Valyria, e.g., no orchards, no interior or exterior expansion, no hospitals, no tunnels etc.
Lost Nomad  [author] Oct 9, 2024 @ 3:00am 
@WarTorn87
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.
WarTorn87 Oct 8, 2024 @ 4:32pm 
Has that CTD been fixed yet? Want to add it back, but just making sure first! Thanks very much!
Abyssian Oct 8, 2024 @ 11:29am 
@LostNomad thanks for the quick response, love your mods.
Lost Nomad  [author] Oct 7, 2024 @ 8:48pm 
@Abyssian
@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 :steamthumbsup:
hamletsdead Oct 7, 2024 @ 7:26pm 
Same here, just spent an hour diagnosing, and this mod is the lucky winner of the "causes a CTD on load" contest.
Rei Ayakame Oct 7, 2024 @ 6:18pm 
Having the same issue as Abyssian! Game CTDs upon attempting to load in >~<
Abyssian Oct 7, 2024 @ 6:00pm 
Hi Lost Nomad, I just had the update and the game crashes on load. I tried a test playset where only GoT and MBR were active, upon clicking the first bookmark, the Dragonstone ruler and press play with the default settings. Upon clicking player, the game goes to loading up to 100% and crashes immediately. I tried to unsub and sub back but this led to another crash at the same point.
Lost Nomad  [author] Oct 7, 2024 @ 6:15am 
@SvenReek
Update should happen today.
SvenReek Oct 7, 2024 @ 3:39am 
can this be updated
Lost Nomad  [author] Sep 7, 2024 @ 12:32am 
@cains8329
You would have to ask the CK3AGOT devs why Temples can't build Monasteries, it's their decision to remove them not mine.
cains8329 Sep 6, 2024 @ 2:08pm 
@Lost Nomad ......great mod, just wondering, is there a reason the temples don't have the basic building like the city does? cities get the guilds building and the temples used to get something lol i forget the name of it....normal ck3 has them.... i noticed when building the sanctuary buildings can add them but not the temples
Lost Nomad  [author] Sep 1, 2024 @ 3:19am 
@Kullgen
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.
Lost Nomad  [author] Sep 1, 2024 @ 3:14am 
@Fewher
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.
Kullgen Aug 31, 2024 @ 11:35pm 
I might be missing something but how do you see the additional building slots once it hits the edge of the screen?