Europa Universalis IV

Europa Universalis IV

Anbennar Racial Buildings
121 Comments
Alendar Nov 22 @ 6:35am 
Hi, im encountering the same issue as @Kapitalisti the entire Province Building Gui is messed up just as in his picture. Is there sth i can i do to fix this issue?
Please make it compatible with doge's stuff and dwarven knowledge
甜酵母  [author] Sep 10 @ 9:23pm 
On GitLab, there is anbennar-eu4-dev. This is the latest test version. Or you can try my mod. It is updated regularly to adapt to the latest test version.
甜酵母  [author] Sep 10 @ 9:20pm 
It's quite normal that he is using the latest beta version of Anbennar instead of the steam version of Anbennar.
Kapitalisti Sep 10 @ 7:51am 
Anyone else having the mod break the province GUI? Neither this or that other version works with the new base mod GUI buttons. Dunno if links work on Steam:
https://imgur.com/a/KT06DWV
ᛣ Munin ᛉ Aug 3 @ 6:34am 
It might be conflict with doge ideas mod because this mod adds more idea slots.. is it possible to compat?
ᛣ Munin ᛉ Aug 3 @ 6:28am 
This doesn't work, it says "requires 0" to build, I have adm 5 and it worked before latest update of anbennar
甜酵母  [author] Aug 2 @ 9:35am 
without
Compatible patch with doge?
Duke Jul 1 @ 2:08am 
Hello, I notice that this mod states: "Note: For the latest beta, not steam version of Anbennar"; is there was a version available for the Steam Workshop version of Anbennar?
jules.smitt Apr 21 @ 9:59am 
Yes, I think the conflict is between this mode and anbennar doge's ideas.
ɌƗȻꝀŦɆɌ Apr 5 @ 12:02am 
@jules.smitt my guess is the submod you are using overrides the admin tech file, which this mod also overrides, so the buildings can't find their requirement so when you hover over the button the game can't display the requirements so it crashes
you would need to patch the adm tech file manually to reconciliate this issue
甜酵母  [author] Mar 11 @ 1:00am 
No, but its province UI is the same as it is. Maybe you need a small modifiers version.
https://steamcommunity.com/sharedfiles/filedetails/?id=3165187601
BLUEA Mar 9 @ 10:32am 
do i really need the public fork for this mod to work?
Add support for dwarven knowledge and doges stuff please
甜酵母  [author] Feb 5 @ 10:25pm 
If you have more questions, you can send me a private message on Discord, @explosion_aoret.
甜酵母  [author] Feb 5 @ 10:24pm 
In short, it is your other mods that have disrupted its normal operation, not its own problem.
甜酵母  [author] Feb 5 @ 10:23pm 
That's not the problem of this mod, is it? It performed well in the test. The normal performance of the development and terrain requirements I uploaded as the last preview image.
jules.smitt Feb 5 @ 1:57pm 
Also, the game crash if my pointer hover on some racial building icon in the province window (not on the general building one though)
jules.smitt Feb 5 @ 1:55pm 
Hii, I'm a long time user of the mod and it appear it doesn't work namore. I'm currently in a game with Isobelin and I can't build any of the racial buildings, even though I have humans and ruinborn integrated. It also say "requires: (0)" for every building. What are the development and terrain requirements you were talking about ?
甜酵母  [author] Oct 25, 2024 @ 8:41am 
mp: https://steamcommunity.com/sharedfiles/filedetails/?id=2939497607

Because it fits into the ui of my other mod.
甜酵母  [author] Oct 25, 2024 @ 8:40am 
Without changing the original province modifiers size, increase the length of the province modifiers version:
https://steamcommunity.com/sharedfiles/filedetails/?id=3165187601
Flame Oct 25, 2024 @ 8:18am 
There is a bug where the racial modifiers [Like minority Orcs], and other provincial modifiers have been made massive and outscale the GUI. I was so confused during my Blademarches campaign when Bladekeep had so many big ass icons.
甜酵母  [author] Oct 13, 2024 @ 11:18pm 
\common\buildingscommunity_buildings.txt There are detailed requirements here.
甜酵母  [author] Oct 13, 2024 @ 11:17pm 
Of course, there are development and terrain requirements
甜酵母  [author] Oct 13, 2024 @ 11:09pm 
And Level 4 Adm Tech unlock
甜酵母  [author] Oct 13, 2024 @ 11:08pm 
Requires 70 tolerance (integrated)
skotland Oct 13, 2024 @ 4:36pm 
The mod isn't working for me. For every building, it says "requires: (0)"
甜酵母  [author] Oct 7, 2024 @ 11:13pm 
So it is more like the migration or expansion of ethnic communities with government intervention, rather than the creation of ethnic communities by themselves.
甜酵母  [author] Oct 7, 2024 @ 11:11pm 
In fact, Anbennar does not actively control the generation of each race, so if you do, the mod will become less useful. Instead, I added the conditions for each type of building: 1. 70 tolerance (integrated) 2. Degree of development, trade center or terrain requirements.
James A. Garfield Oct 7, 2024 @ 3:50pm 
This mod would fit better into the game play if i didn't spawn minorities on the province you build the building in. I think it would fit better with the race mechanics if you needed a minority of the pop on the tile to build in the province, I don't know if this is possible but I think it would make more sense for the game play if my country didn't have minorities of every race in the game by 1600
甜酵母  [author] Aug 5, 2024 @ 4:32am 
new small modifiers version: https://steamcommunity.com/sharedfiles/filedetails/?id=3165187601

Without changing the original province modifiers size, increase the length of the province modifiers.

Can also make the mp province modifiers to restore the original size(mp 8.4 update enlarged this UI).

mp: https://steamcommunity.com/sharedfiles/filedetails/?id=2939497607

Improves the large list of pop modifiers crowding produced by this mod.
甜酵母  [author] Aug 4, 2024 @ 1:09am 
Old,small modifiers version: https://steamcommunity.com/sharedfiles/filedetails/?id=3165187601 which does not change the corrected size of the original province modifiers size, can also restore the original size of the mp province modifiers size. mp: https://steamcommunity.com/sharedfiles/filedetails/?id=2939497607
Georgix May 29, 2024 @ 9:56pm 
@Serulin i gave up on this tbf, it was still crashing for some reasons
Serulin May 29, 2024 @ 7:54pm 
@Georgix ah so it is incompatible with Doge mods, just the building mod? was wondering on the crashing.
Georgix May 17, 2024 @ 1:53pm 
thanks for the answer :anon: idk, maybe it’s worth indicating known problems in the mod description + incomp with doge mods. For a long time I couldn’t understand why it was crashing and thought that I was doing something wrong
甜酵母  [author] May 17, 2024 @ 12:35pm 
And the latest beta Anbennar you can get at htt (please delete here, steam comments don't seem to allow some external links) ps://bitbucket.or (please delete here, Some external links that don't seem to be allowed in the steam comments section) g/JayBean/anbennar-eu4-fork-public-build/downloads/ get or the unofficial but regularly updated beta version of Anbennar from the workshop would also work for it: https://steamcommunity.com/sharedfiles/filedetails/?id=2974025641 . And my own large mods are regularly adapted to the latest Anbennar beta
甜酵母  [author] May 17, 2024 @ 12:23pm 
I'll try tomorrow. It's 3:30 in the morning here:coffee:
甜酵母  [author] May 17, 2024 @ 12:23pm 
Maybe I just keep some of the old boxes and move their UI off the screen, or maybe the system doesn't think it's a problem and write it in error.log
甜酵母  [author] May 17, 2024 @ 12:10pm 
Without removing them, it's obvious that the original interface could not accommodate so many buildings, and the errors I think are based on the detection of this modui in the original ui, which seems inevitable, at least I haven't thought of how to avoid them.
甜酵母  [author] May 17, 2024 @ 12:08pm 
In the error.log file you can see errors such as Missing Icon, Missing InstantTextBox, and Missing Checkbox, which were removed from the mod's UI.
甜酵母  [author] May 17, 2024 @ 12:06pm 
The crashes you find are actually just that I changed the province interface to comment out some boxes of the original display text, which the system thinks is irrational, which basically will not cause the crash of the game.
甜酵母  [author] May 17, 2024 @ 12:04pm 
The last adaptation of the culture group was on March 17. In the current beta version, the original veykodan_ruinborn_elf culture group is included in the north_ruinborn_elf culture group. I will update this in a moment.
甜酵母  [author] May 17, 2024 @ 11:47am 
For 12 tech crashes I checked the relevant code, they should have no problem, you using the steam version of Anbennar should use the older version of Anbennar Racial Buildings will definitely happen, the difference between the two is the different Dwarven Hold mining UI (in the province ui interface). The adapter is the latest beta Anbennar, adaptation steam version of Anbennar at https://steamcommunity.com/sharedfiles/filedetails/?id=3165187601
Georgix May 17, 2024 @ 12:11am 
A lot of crashes when hover over the modded buildings in build menu. Tested this with bb public fork and steam version of this mod with 1.36 steam release - same problem. Playset contains only anbennar and monuments mods, Racial Buildings loaded last. Force redownloaded on clean game.

It is hard to reproduce, on fresh save load everything seems good and no crashes. after 1-2 years in-game and some racial scripts events popping -> crashes appears
Magnum 0pus May 15, 2024 @ 7:44am 
Fixed it somehow by deleting tech 12 : )
Magnum 0pus May 14, 2024 @ 11:05am 
Game crashes when I unlock admin tech 12. Any wauy to fix this?
Agraza May 14, 2024 @ 12:21am 
its a cool mod, but i think the amount of modifiers each adds is OP. I have to give myself house rules to justify building specific ones or you just build most of them everywhere. Especially with the +1 building slot unlocked.

If they were terrain restricted it might be tiny bit less OP, because then you wouldn't be able to stack them so severely.