Crusader Kings III

Crusader Kings III

758 ratings
Foundational Framework
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11.357 MB
12 May, 2023 @ 6:57pm
18 Mar @ 4:10pm
12 Change Notes ( view )

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Foundational Framework

In 2 collections by Stik' | Mostly Mechanical Mods
Mostly Mechanical Mods
13 items
Foundational Framework
8 items
Description
Foundational Framework is a Uniquely Useful Utility mod that aims to enhance mod compatibility, by being to script what UniUI is to GUI.

It is required for Prisoners of War, advised for all Mostly Mechanical Mod, and open to include any mod whose author would like to be supported.

All supported mods are gathered in the Foundational Framework collection

No More Compatch


By relying on rules of single-object override, Foundational Framework establishes some scripting guidelines which, if followed, enable supported mods that modify the same vanilla files to work in any combination as long as Foundational Framework is loaded, without having to make compatches for every single possible combination of those mods, and mostly independent of load order.

Shared Effects and Triggers Library


Ever wished for an is_at_sea trigger? Foundational Framework has that.
Every scripted_effect and scripted_trigger used in Mostly Mechanical Mods that might be useful to other mods will be included in Foundational Framework.

Simplified updates on patch day


Mods can opt-in for a full integration in Foundational Framework, meaning they will require Foundational Framework, like Prisoners of War does.

With that level of integration, all vanilla files modifications are in Foundational Framework, not in the supported mod - which means that the mod will no longer require to update the vanilla files they modify when there is a new patch - Foundational Framework will handle that, greatly reducing the pain of updating mods with each new vanilla patch.

Join the Foundational Framework


If you would like your mod to be supported, please get in touch on our discord ![discord.gg]

Disclaimer


This mod might include any number of things not explicitly listed in this description, including (but not limited to) a loading screen promoting ModCon.
197 Comments
Arión 18 Jul @ 10:32am 
The domain limit bug makes it unplayable
ryan.drew 24 Jun @ 3:54pm 
I don't subscribe to this and I also have the issue of only have a domain limit of 2 as well as a vassal limit of 1. Any ideas?
Atomo24 24 Jun @ 1:35pm 
The domain limit bug, is because for some reson, all the characters in the game get nomad governments on top of their regular governments. So they are subject to the nomads domain rules.

Just letting the dev know so he knows where to look
Geo_kou 20 Jun @ 2:45am 
when update?
Uber-Chad 16 Jun @ 5:53am 
messes up my Holding number and messes up my Vassal limit.

Why does this Mod do this? it is perfect if you remove these blunders but this is literally game ending stuff here impossible to use
Mobius 9 Jun @ 2:24pm 
@Oorestis So this is what's causing that? I'm experiencing that too
Oorestis 9 Jun @ 1:08am 
you need to fix this, this mod is causing a bug limiting the domain limit to 2 regardless of stewardship, buffs or other limits you set
不死鸟 5 Jun @ 6:40pm 
PLS UPDATE !:steamsad:
Sunshine Amigo 30 May @ 1:54am 
@Benn_i can confirm, started a game with just his loaded and the council tasks are purple boxes