Crusader Kings III

Crusader Kings III

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Holding Manager, COW2, COW3, EK2 and Tribalism Beyond Buildings Patch
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23 Jan, 2023 @ 4:14pm
29 Oct, 2024 @ 4:39pm
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Holding Manager, COW2, COW3, EK2 and Tribalism Beyond Buildings Patch

Description
A combination of building patches for Holding Manger (the only mandatory mod) that can work for any of the following mods:

1a) COW2 (optional)
OR
1b) COW3 (optional)

* Do not use COW2 and COW3 together. Choose only one of them. I recommend COW3 as this combined patch was more focused around it.

2) EK2 (optional)

3a) Tribalism Beyond (optional)
OR
3b) Tribalism Improved for 1.9 (optional)
* Don't use both, choose one or the other, I recommend Tribalism Improved as it's more up-to-date and that's what I'm currently using/testing with this compatch.

4) More Buildings Reboot (optional)
- IF you are using MBR with other mods like COW3/EK2/SOW/etc., get the already existing compatches for them. This compatch does not cover what they do.

You do not need them all (or technically any of them). If the buildings exist, the code will recognize it and implement them into the holding manager holding/building changes and upgrades.

Currently Adds:
- COW2 metropolis holdings and related buildings.
- COW3 castle05-07 (metropolis) and city05-07 (metropolis) holdings and related buildings.
** You need to upgrade your castles and cities to at least tier 5 to unlock the metropolis buildings and extra building slots.
- EK2 Academy holdings and related buildings.
- Tribalism Beyond/Improved tribe03-04 holdings and related buildings.
- More Buildings Reboot buildings

Recommended Load Order:
1) Tribalism Beyond
2) COW (2 or 3)
3) More Buildings Reboot
4) EK2
5) Holding Manager
6) Existing compatches (ex. MBR + COW3) NOTE: COW3 as of 1.11 does not need these existing patches, in fact; they might cause problems. Only use these if using previous versions of COW3 and/or previous versions of CK3.
7) Holding Manager, COW2, COW3, EK2 and Tribalism Beyond Buildings Patch

Update 1.2
- Added cost for academy holding and building constructions and upgrades.

Update 1.3
-Fixed up the base building slots.

Update 1.4
- Fixed free metropolis holdings
- Still trying to figure out how to stop castle_03 going straight to castle_05

Update 1.5
- Finally fixed the castle_04 skip to castle_05

Update 1.6
- Added More Buildings Reboot buildings compatability.
WARNING: when combined with CoW 2/3 buildings the buildings grid can start to overlap other items (like the owner portrait).

Update for CK3 1.9 Tours and Tournaments
- Added new buildings
- Fixed adding building slots
- County GUI updated/changed slightly

Update #2 for 1.9 Tours and Tournaments DLC
- Added Building values for new buildings
- Added Building values for More Buildings Reboot
- Added in the stationed guarrison button/icon
- The cavalry building from Tours and Tournaments should be properly added now.
-Caravanserai, horse_pastures, hillside_grazing, wind_furnace, windmills, watermills, and workshops are now properly added.
- Updated the county GUI again with onclick and expand calls
- Updated the build/upgrade all decision to include additional buildings
- Made the replace holder button visible without needing console to be enabled.
- Fixed the astronomical price increases for the build-all button

Update for 1.10
- fixed MBR horse_X building upgrades
- fixed MBR embassy construction and upgrades
- fixed county capital buildings (like windmills/watermills) so that only county capitals will build them
* WARNING: the county-capital buildings will still be built on non-county-capital holdings if developer mode is active
- Quick fix for the MBR horse building not being properly upgraded for tribal holdings up to lvl 4.

CK3 1.11 Update
- Fixed County Modifiers not showing effects when you hover over them.

CK3 1.12 Update
-Fixed County/Holding GUI and included new things like plage resistance.
- Fixed building preview effects.
-Further fixes/revisions for 1.12 GUI updates.
- Added in the Hopsices and Scriptorium buildings.

Update for 1.13
- Updated window_county_view.gui file
*Thanks to user Cavve for pointing out the fixes for the GUI.
Popular Discussions View All (1)
0
5 Jun, 2023 @ 7:27pm
current 1.9 Playlist as of 6-5-2023
The Renegade
255 Comments
Gameshark 11 May @ 4:26pm 
Hi there, it seems you forgot to add the "confert to academy" button to the province view GUI.

To anyone who wants this fixed before the next update, add the following at line 1098 if gui/window_county_view.gui:

button_icon={
name="gui_hm_make_academy_button"
datacontext="[GetScriptedGui('hm_make_academy_button')]"
texture="gfx/interface/icons/holding_types_tab/academy_holding.dds"
visible="[ScriptedGui.IsShown(GuiScope.SetRoot(GetPlayer.MakeScope).AddScope('gui_holding',HoldingView.GetProvince.MakeScope).End)]"
enabled="[ScriptedGui.IsValid(GuiScope.SetRoot(GetPlayer.MakeScope).AddScope('gui_holding',HoldingView.GetProvince.MakeScope).End)]"
onclick="[ScriptedGui.Execute(GuiScope.SetRoot(GetPlayer.MakeScope).AddScope('gui_holding',HoldingView.GetProvince.MakeScope).End)]"
tooltip="[ScriptedGui.BuildTooltip(GuiScope.SetRoot(GetPlayer.MakeScope).AddScope('gui_holding',HoldingView.GetProvince.MakeScope).End)]"
size={3535}
}
Georelic35 27 Apr @ 4:55am 
How do I replicate the feat from the mod screenshot of having multiple of the "Cities of Wonder 3" buildings in my Holding?
Or is that a screenshot from Cities of Wonder 2?
FunGaming44 10 Feb @ 11:15pm 
Can we get an update please to the latest version
JamieStylez 11 Jan @ 12:09pm 
any chance you could include flogi's tech and resources mod as well as Newer Better Buyable Building Slot + Infinite Building Slot? Thank you.
The Renegade  [author] 3 Dec, 2024 @ 6:33am 
@Element Other compatches like for COW3 + EK2, are for previous versions of COW3 (and CK3). Around the 1.11 update, COW3 underwent changes where they changed the metropolis buildings to be additional castle/city tiers. On the COW3 site, they stated that some compatches will be broken due to the changes.
Element 2 Dec, 2024 @ 8:24pm 
"NOTE: COW3 as of 1.11 does not need these existing patches, in fact; they might cause problems. Only use these if using previous versions of COW3 and/or previous versions of CK3."

Im confused, does that mean this mod is no longer requried or that listed in the example does not need to be used?
The Renegade  [author] 29 Oct, 2024 @ 4:41pm 
Applied GUI fixes pointed out by Cavve and noted their contribution in the Description page/1.13 update notes.
* Thank you Cavve
Cavve 28 Oct, 2024 @ 6:35pm 
@The Renegade
Updated window gui that allows for travel to individual baronies and not just the main county with your camp.
pastebin dot com/kNp89jiS

The paste will be automatically deleted in 1 month.
Cavve 26 Oct, 2024 @ 10:20pm 
The decision files need to be updated though.
As example the file hm_decisions_buildings_construction

from picture = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
to picture = {
reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
}

And now I hope formatting works :)
The Renegade  [author] 18 Oct, 2024 @ 7:11am 
After receiving multiple alerts, I tested out the mod with 1.13. As far as I'm seeing, there are no issues (apart from minor things like needing to add new buildings). It's likely those of you asking for an update due to function or GUI issues are having mod conflicts and/or load order issues.