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I recommend using the other mod linked at the top as it patches more mods (you don't need to have every patched mod).
No for both this mod and the other one being save compatible as far as I've tested things.
I'm no longer adding to/maintaining either of these mods so very recently made building mods may not be included, however it's very unlikely that they'll ever stop working/functioning simply due to how unlikely it is that CK3 will ever change its building system (then again I may be jinxing it and Paradox makes 1.9 the building update).
Is it save game compatible?
(desc file fuckery means I can't update this mod, hence "GRANDER Building Compatch")
Yes. Tuesday or (more likely) Wednesday probably.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2778057631
On it with the Arquebus mod, motivation tripled by that actually being a mod I like playing with lol.
Warhorse grounds and warhorse trainers aren't really different at all, but I figured if anyone wants to lean really hard into their warhorses they might wanna be able to use both mods.
I initially thought warhorse trainers wasn't working either but it turns out you can only build it in favourable territory (plains and drylands), need a good castle and a metric shitload of technology to be able to use it. It's insanely inaccessible and I figured that actually made it perfect for the idea that by the time you can use them the horses in your heavy cav regiments are the descendants of the survivors of many of your battles and/or the result of many generations of selective breeding, so they'd naturally be better than the ones from back when you could only make warhorse grounds.
Can you also include the mod "The Arquebus" since it adds a few innovations and MAA which i believe is compatible with the mods you compatched BUT the gunpower buildings it adds arent working. cheers and Thank you! As its a hassle to have a big mod list and know that some mod features dont work together