Crusader Kings III

Crusader Kings III

Medieval Arts - More Special Buildings
PiGu  [developer] Dec 24, 2021 @ 6:11am
Issues and Bug Report
If you notice anything weird or any mistake, please write it down here so it can be fixed
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Showing 1-15 of 21 comments
Bren Dec 24, 2021 @ 5:22pm 
Hi, thank you for responding to me before! I appreciated the quick response. However, it appears there may still be a problem with compatibility between this and MBB. I made sure to download this new version you posted of the mod along with the update to the compatibility patch, yet it seems there's still something overriding the MBB buildings. I even checked by starting a new game, but the problem persisted. I'm not sure what's going on since before you updated MA and split the mod in two, I had no issues with having both MBB buildings and your special buildings available to me. It's only now that there's an issue, and I'm not sure what the problem is. I'm sorry for bringing the same complaint to you again, even after you said you updated it, but I'm just confused over what's going on. :steamsad:
❦ Younique Dec 25, 2021 @ 3:00am 
Can confirm what Bren just said.
PiGu  [developer] Dec 27, 2021 @ 5:53am 
Hi @Bren, thanks for the feedback and sorry I could only get back at you now. You are right, I just checked and for some reason it doesn't seem to be working anymore. I'm trying to find a solution right now, once it's available I'll let you know!
Pan Zone Dec 29, 2021 @ 5:23pm 
I can't build Piazza del Campo in Siena. The option is always greyed out.
PiGu  [developer] Dec 30, 2021 @ 5:11am 
Originally posted by Pan Zone:
I can't build Piazza del Campo in Siena. The option is always greyed out.
Is there any mod that you're running or is the problem also present in other buildings? I'm looking at the file and it seems written correctly, so if you have any info it would be of help
Pan Zone Dec 30, 2021 @ 5:56am 
Originally posted by pietro.cavalli:
Originally posted by Pan Zone:
I can't build Piazza del Campo in Siena. The option is always greyed out.
Is there any mod that you're running or is the problem also present in other buildings? I'm looking at the file and it seems written correctly, so if you have any info it would be of help

It was definitely my fault. It was the "duchy capital" part that greyed it out. Sorry to bother you. Beautiful mod btw, it is nice to see the great monuments of my country represented in a game.
PiGu  [developer] Dec 30, 2021 @ 7:34am 
That's great to hear, glad you're enjoying it!
Haddam_Sussein Feb 2, 2022 @ 4:42am 
@pietro.cavalli Hi, I'm having trouble with the various cathedrals, it says i need an innovation but doesn't specify it, it just appears 4 equal check boxes saying "The X culture has the innovation" it doesn't specify which one it is.
PiGu  [developer] Feb 2, 2022 @ 5:03am 
Originally posted by Beeg Yoshi:
@pietro.cavalli Hi, I'm having trouble with the various cathedrals, it says i need an innovation but doesn't specify it, it just appears 4 equal check boxes saying "The X culture has the innovation" it doesn't specify which one it is.
It's probably a simple script error. Could you give me the name of a few of those buildings?
Thanks
Haddam_Sussein Feb 2, 2022 @ 5:35am 
Originally posted by pietro.cavalli:
Originally posted by Beeg Yoshi:
@pietro.cavalli Hi, I'm having trouble with the various cathedrals, it says i need an innovation but doesn't specify it, it just appears 4 equal check boxes saying "The X culture has the innovation" it doesn't specify which one it is.
It's probably a simple script error. Could you give me the name of a few of those buildings?
Thanks
Sure, right now i'm experiencing this with most abbeys and cathedrals in England, St. John's Cathedral in London and the Bedford Abbey for example. I was able to build the Colchester Cathedral (though there is some bug with its name since in-game it appears as "building_ct_a_cathedral_colchester_01") and the Dover Castle. Right now im using 13 mods including yours ("CFP","More game rules","Coat of Arms Designer","Cultural and Regional MaA","Custom title form of Address","Daddy Pika's Cheat Menu","Fullscreen BarberShop","Great Empire Wars","More Cultural names","More Farmlands","More Interactive Vassals","More Special Buildings, your mod :)",and "Title Bordered Portraits". If you need anymore info just say.
PiGu  [developer] Feb 3, 2022 @ 10:44am 
Hi, sorry I could only get back to you now. I have had a chance to look through the files and quite frankly I haven't noticed anything wrong with them. I might be wrong of course, but could you try to check without the other mods to see if the problem still persists? It might very well simply be a compatibility issue
Haddam_Sussein Feb 3, 2022 @ 12:55pm 
Originally posted by pietro.cavalli:
Hi, sorry I could only get back to you now. I have had a chance to look through the files and quite frankly I haven't noticed anything wrong with them. I might be wrong of course, but could you try to check without the other mods to see if the problem still persists? It might very well simply be a compatibility issue
Hi, i just tried it without any other mods but the problem still persists, and i've also noticed it isn't just for englands churches but all or most of the special buildings related to religion. Though i haven't updated to 1.4.4 idk if that might be it but...
PiGu  [developer] Feb 4, 2022 @ 5:53am 
That's extremely weird. The 1.4.4 shouldn't not be causing the problem, so there's probably something else at play. Thanks for bringing it to my attention, I'll try to fix it as soon as possible
Conifer Apr 24, 2022 @ 1:43am 
The mod changes the holdings of Aksum and Lalibala (the capital of Abyssinia) to be both churches — this means that in the 1066 start date both the Ethiopian kingdom and their Solomonid vassal are theocracies since their capitals are churches now.

I don't know about Lalibala but Aksum was the capital of the Aksumite empire (who would've guessed haha) so it being a church doesn't make much sense while Lalibala being a church just makes the kingdom of Ethiopia unplayable.

edit: Lalibala being a church does make sense looking at the wikipedia page but still
Last edited by Conifer; Apr 24, 2022 @ 1:47am
Etshy Aug 27, 2022 @ 9:47am 
Wanted to share something I found after checking error.log (another mode generated hug error.log so I took a look at the file to look from where it came from).

I noticed there is some messages like that
[18:00:37][pdx_persistent_reader.cpp:238]: Error: "Modifier type 'knight_effectiveness_mult' cannot be used in a 'county' modifier: 0.15, near line: 250" in file: "common/buildings/ma_sb_buildings.txt" near line: 250 ... [18:00:37][pdx_persistent_reader.cpp:238]: Error: "Modifier type 'defender_advantage' cannot be used in a 'province' modifier: 3, near line: 279" in file: "common/buildings/ma_sb_buildings.txt" near line: 279

on vanilla files, "knight_effectiveness_mult" is used on character scoped modifier so (I think) "county_holder_character_modifier", "character_culture_modifier", "character_modifier"
Same for "defender_advantage"

So I guess these appears in tooltips but maybe not working properly ?

Also found this error
[18:00:37][jomini_script_system.cpp:262]: Script system error! Error: change_fervor effect [ Expected opening bracket ] Script location: file: common/buildings/ma_sb_buildings.txt line: 3470
in ma_sb_building file
on_complete = { county.holder.faith = { change_fervor = 1 } }

From vanilla files, it should be like this
county.holder.faith = { change_fervor = { value = 5 desc = fervor_gain_built_temple_holding } }


I think that's all for this mod :p

ps : sorry for text formatting, steam is a pain for that
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