Crusader Kings III

Crusader Kings III

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Grander Buildings Compatch x COW2 v1.6
   
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4 Jun, 2022 @ 12:21pm
29 Jun, 2022 @ 4:53am
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Grander Buildings Compatch x COW2 v1.6

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Description
Might call itself "Grander Buildings Compatch x COW v1.6" in your launcher.

I haven't yet playtested this. This was made due to a request for a CoW2 x ♥♥♥ x Ports on Major Rivers More Navigable Rivers 2 x Ports on Major Rivers. However, it doesn't seem to be the case that any changes had to be made for Ports and Rivers compatability with either of the first two mods.

If any problems arise, explain them in the comments below ("it's not working" isn't as helpful as "I'm feudal but can't build cities" or "the game crashes when I try to start it up") and I'll fix things.

This mod does the following:

- Makes Metropolises from City of Wonders 2 able to have buildings added by other mods.
-> Files overwritten for this: the holdings file from CoW2. Will not affect castles, cities, tribes or temples, so getting wider building variety for those requires Grander Building Compatch.

- Makes it possible for feudal and clan rulers to hold cities and metropolises.
-> Files overwritten for this: governments file from Cities of Kings. Just put the metropolis holding next to city holdings.

If compatability issues between target mods persist it's probably:
- A conflict within the history files, although even this seems unlikely from what I know.

No other files are overwritten or made for this mod.



My awful discord. Here you can make suggestions for how to improve mods, gimme ideas for mods you want me to make, chat with other appreciators of my works
https://discord.gg/UbJAjKfTCM
Playlist of my stupidly many mods. There's like 40 of them now, so there's bound to be something you'll like:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2777025419
My legitimately awful YouTube channel. As of writing I'm close to finished on the first serious video on the channel, and it's gonna be full of videos explaining my mods, how to mod for CK3 and stories I'm writing (the stories are the main focus of the channel, but there will probably be more CK3 modding vids just because of how much easier they are to make): https://www.youtube.com/channel/UCq2ULiT-uUkuIDXLY8JYxtA
15 Comments
CaliBlueBear 7 Sep, 2022 @ 9:17am 
Gotcha. Well, thank you for your service! Much appreciated. :)
Dr Jimothy  [author] 7 Sep, 2022 @ 5:27am 
@CaliBlueBear
Yes. Grander Building Compatch specifically compatches the holding files, not anything else. There's no making a universal compatch for the GUI systems that lets you pick and choose which of the GUI-altering mods you want to use, it would be very "these are the ones it compatches, and you have to use all of them"...
also I suck at GUI modding.
CaliBlueBear 6 Sep, 2022 @ 8:49pm 
Would it be too difficult to combine everything into Grander Building Compatch?
Dr Jimothy  [author] 6 Sep, 2022 @ 8:18pm 
@CaliBlueBear
I accidentally gave another mod the wrong name. If I remember correctly it makes it so that clan and feudal governments can use metropolises and cities in addition to their usual castles. It was a compatch for COW2 and a mod that lets more governments use cities.
CaliBlueBear 6 Sep, 2022 @ 7:08pm 
Can this be adapted to allow More Generic Buildings to be built in metropolises? Also, I was curious, it seems there are two Grander Building / COW2 compatches in circulation, is that intentional?
Dr Jimothy  [author] 2 Aug, 2022 @ 11:10am 
@CaliBlueBear
No I just gotta update the mod for the megaliths. Duchy buildings shouldn't be affected by this mod, but if I haven't yet added the megaliths then they won't be buildable in mega-cities.
CaliBlueBear 2 Aug, 2022 @ 10:20am 
Is there something going on with this mod patch or the interaction of these mods that's preventing the building of Grand Temples on your faith's holy sites? Or with building megaliths if your faith has the Megalith Builders tenet?
CaliBlueBear 29 Jun, 2022 @ 8:07am 
Sweet! Thanks!
Dr Jimothy  [author] 29 Jun, 2022 @ 4:54am 
@CaliBlueBear
I didn't start the file name with a Z, so it probably got overwritten by something else. Fixed: clan and feudal governments should once more have access to city and metropolis holdings, and other settings will be overwritten.
CaliBlueBear 27 Jun, 2022 @ 8:20pm 
Cities of Kings - feudal owner of a city appears to continue giving the "wrong type of holding" error. Would it be possible to fix this and also have it so cities start with their vanilla mayors instead of all being domains of the feudal lord? I'm only half-hearted about that mod anyway but it would be nice to be able to grab one or two city titles if possible. If not, I think gameplay without it is fine.