Europa Universalis IV

Europa Universalis IV

Anbennar - Dev Points Compatch
53 Comments
100beep Nov 4 @ 2:22pm 
@dinotobias yeah, I can. Wrote that off as just a display thing; didn't realize it showed the province button menu
Dinotobias Nov 3 @ 2:33pm 
@100beep You should be a ble to dig deeper for holds, but the button has been moved to the new extra menu instead of next to the terrain picture. If you open the province view menu and close the buildings menu, you should find the extra menu button close to the buildings menu button, which has the hold digging button
100beep Nov 3 @ 1:42pm 
Still doesn't let you dig deeper for holds
Novolone Oct 26 @ 7:48pm 
hero
Nuq  [author] Oct 26 @ 12:45am 
I have finally updated it!
All of the bugs brought up here (incompatibility in mil tech and racial tolerance/military menus not opening, + brahmins appearing out of nowhere) ought to be fixed now.

I'll run a quick game over next few days to see if any bugs emerge, keeping track of this thread once more.
generalRUS Oct 19 @ 12:21pm 
@Dinotobias thanks
Dinotobias Oct 17 @ 2:21am 
@And7rew If you go to the mil technologies file for the compatch and replace all the units with the one from normal anbennar, then they all get their units back

@generalRUS idk how to fix the button, but you can use event racial_pop_misc.1 to open a more basic but still workable version of the tolerance menu
Trash at **** Oct 15 @ 2:17pm 
I don't know if it's the loading order, but I can dev up my provinces as long as I have mana. However, deving them doesn't consume mana... so I can just keep devving as long as I have more points than the cost.
generalRUS Oct 11 @ 10:26am 
Does anyone know a fix for the racial tolerance menu not opening?
And7rew Oct 11 @ 7:08am 
What needs to be done to fix the armies of Orcs, Goblins, and Gnomes so they can produce units again? I also noticed for the submod "Planes of Anbennar" all the new nations it adds also lack army units. What file needs to be changed and how?
Dinotobias Oct 1 @ 3:22am 
Issue with Orcs and Goblins is that Anbennar slightly reworked the names of some units, and these new names aren't in the dev points mil tech file, so they can't be built (Which in this case include orc and goblin units). Its a very quick change
Randgrith_Raven Sep 28 @ 2:39pm 
Seems to be an issue where orcs and goblins aren't able to create military units.
Nuq  [author] Sep 27 @ 6:04am 
@Shadow A known bug with compatch in particular, I am trying to fix it but currently all my attempts lead to the whole system not working, hopefully I can get it fixed in full soon.
Shadow Sep 26 @ 12:48pm 
For some reason it adds the brahmin estate which cant be interacted with atop of the clergy. Its definily this mod or the original which causes it. i testet it all day. idk how this mod can have impact on estates
Nuq  [author] Sep 10 @ 10:59am 
Okay lads: I've woke up from my EU4 hibernation.
Hopefully late September/early October I'll push out an update w/ maybe a few more mods/compatches for Anbennar coming after now that EU4's in it's sunset stage.
Leon Aug 7 @ 12:09pm 
Please can you consider updating this mod
HypnoSkales Jul 20 @ 12:28pm 
update pls 🙏
Lizerat Jul 17 @ 1:21pm 
Dig Deeper mechanic doesn't work anymore with this mod. Racial Tolerance and Military UI doesn't work either. Pls update when possible.
Starfieg554 Jul 9 @ 10:49pm 
I really need this and hombrew compatch updated. I can't imagine playing anbennar without them.
GenericName Jul 8 @ 11:06pm 
pls pls pls pls pls update, you are going to make me cry :'(
Dinotobias Jul 2 @ 1:44pm 
@Faust Von Sekendorff Mod is severely outdated and with Anbennar releasing its next big update in about 2 weeks, it will be useless as it would clash with the new UI changes
北境总督 Mar 17 @ 5:16pm 
great mod! Can we have a version can work with Anbennar Racial Buildings?
Faust Von Sekendorff Jan 15 @ 2:09am 
I encountered a problem. The original mod says that the monarch's points are not wasted on development, but after testing in the anbenar with this mod, I noticed that all sorts of things are wasted.
T0RR4P Jan 6 @ 9:06am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3402051423

I made a probably working compatch for this and homebrew silvertaped
Novolone Dec 23, 2024 @ 5:06pm 
wanted to say i found this mod good but it clashes with dwarven knowledge so unfortunately i have to drop it
Starfieg554 Dec 22, 2024 @ 1:37am 
I have the same issue as the guy below, but it only occurse with the gnomes. They seem to not have any unit types to recruit. So Nimescod and Giberd are basically dead factions.
Randgrith_Raven Dec 16, 2024 @ 11:14am 
Also, as an addition it not only prevents recruitment of normal regiments, but deletes whatever regiments you normally start with. (i.e. Giberd starts with 5 Infantry normally, but now has 0 at start and can't recruit more.)
Randgrith_Raven Dec 16, 2024 @ 11:11am 
Just a heads up, it seems that since Anbennar updated, the compatch isn't quite working. Can't recruit normal regiments at all with it enabled (Mercenaries still work however). Devpoints mod itself is still working without the same issue, and after turning off the compatch it no longer has this problem.
jasinski9948 Oct 21, 2024 @ 9:42am 
Hello
May I ask if it's possible to make this mod compatible with the below public fork?
https://steamcommunity.com/sharedfiles/filedetails/?id=2939497607
Currently hewn using both the advisor's UI breaks (I can provide a screenshot if you want)
Dinotobias Sep 12, 2024 @ 4:55am 
Hows progress on the dwarven patch going?
AnihilatorX Sep 2, 2024 @ 2:26pm 
Found out that one of my provinces (isle of adrail in magisterium) takes both development points and mana when deving.
ヨゾラにあこがれて Sep 2, 2024 @ 12:11am 
It seems not compatible with the race building mod
Could you plz make an additional compatibility patch?
Nuq  [author] Aug 31, 2024 @ 2:20am 
The original mod was broken as a matter of fact, too.
Both original Dev Points and this compatch should be up to date, no more going into negatives.
Nuq  [author] Aug 31, 2024 @ 1:41am 
Yeah, it... is.
When I get a hand of original mod's dev I'll look into it.
青沼Azuki Aug 31, 2024 @ 1:04am 
大家好!

我已经完成了《发展点 + 安本纳尔兼容版》的汉化工作,非常感谢原作者的辛勤付出和优秀的MOD!这个兼容版对我来说非常有用,希望汉化版能为更多的玩家提供便利。

如果你们需要中文版本,可以通过以下链接下载:
https://steamcommunity.com/sharedfiles/filedetails/?id=3321348763

再次感谢所有的作者们,祝大家游戏愉快!

Hello everyone!

I’ve completed the Chinese translation for the "Development Points + Anbennar Compatch" mod. Huge thanks to the original creators for their hard work and excellent mod! This patch has been very useful to me, and I hope the translated version will be helpful to more players.

If you need the Chinese version of the mod, you can download it through the following link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3321348763

Thanks again to all the creators, and happy gaming!:steammocking:
Randgrith_Raven Aug 30, 2024 @ 8:06pm 
I have only Anbennar, Development Points and this mod active. The previous post stating development points going into the negative is correct. Something got borked.
Nuq  [author] Aug 30, 2024 @ 11:25am 
@Zeeron_Avino Just updated the mod to match up with newest version of Dev Points itself, hopefully it will be fixed - if not, you have a mod conflict elsewhere.
Nuq  [author] Aug 30, 2024 @ 9:38am 
@4irik This is not compatible with anything from Doge's set.
Zeeron_Avino Aug 30, 2024 @ 12:31am 
Development points go negative when I develop a province. Please fix it. As far as I know this was fixed in the original mod, so the problem is definitely in the compatibility patch.
4irik Aug 29, 2024 @ 12:52pm 
I played with the latest version with compatibility with ideas from Doga, and I met a bug when the points calmly go to "-" (By 1460, one country had a development of 20 in 5 provokes).
BreadandYeast Aug 29, 2024 @ 8:23am 
i think you should still be able to develop holds using monarch points as the huge amount of points gained from expeditions are just getting wasted once you have your tech and ideas established.
Baunruh Aug 28, 2024 @ 3:02am 
Don't worry I heard from a reliable source the author is making a compatch for Europa expanded
Dimension Aug 26, 2024 @ 9:35pm 
Found it. Xorme - AI (even with it's patch) breaks it. You have to pick either Xorme's AI or Dev Points, not both.
Dimension Aug 26, 2024 @ 9:24pm 
I have no idea what's causing this, but I can spend Dev points over the limit and go into the negatives, with no repercussion. In practice this means I can dev forever, only limited to my current Mana.
For example, if it takes 50 MIL to dev a province, and I have 50 MIL, I can dev it, causing my DEV POINTS to go to 0. Then, if the cost to dev is still 50, I can dev it again. My DEV POINTS then go to -50. If I do it again (assuming it costs the same), it goes to -100. I can do this infinitelly as long as a I have an equivalent amount of the respective Mana.
Is this a patch issue, or did I find a new bug?
Dinotobias Aug 26, 2024 @ 2:43pm 
yeah that could be nice, as the higher level the hold is the more its gonna cost to dev it to the requiered level
Evil Midget Aug 25, 2024 @ 1:43am 
maybe add a local dev points modifier to the hold level?
Dinotobias Aug 23, 2024 @ 2:16pm 
Thank you very much. I'm doing a Seghdihr run and by 1511 i still don't have enough dev to upgrade my hold to level 3, even though i have built every dev giving building i can. Which is not good as my second mission requires Segdihr to be a level 3 hold
Nuq  [author] Aug 23, 2024 @ 11:13am 
@Dinotobias I am running several dwarven runs myself and I am very much considering a flat bonus to dwarven hold terrain to help them out early game, yeah. I'll have that patch out + integration in other places hopefully by September.
Dinotobias Aug 20, 2024 @ 3:54pm 
Would it be possible to get some slight buffs to dwarven holds with the patch? While i do love the mechanic of dev points, most of the early dwarf missions require holds with 50-60 dev, which takes impossibly long early game