Crusader Kings III

Crusader Kings III

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Legendary Building Location Anywhere
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17 Apr @ 4:25pm
13 May @ 6:29am
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Legendary Building Location Anywhere

Description
Updated for 1.16.2.*

====> COMPATIBLE WITH 1.15.* <====



Information




This mod was inspired by Choose Location for Legendary Building by Nibow.

I noticed his mod was slowly falling behind on the patches and was essentially relying on user fixes in the comments in order to keep working. I took a look at the code and was amazed it was still working with weird fixes from the comments. I wouldn't be surprised if a lot of the other decisions located in the main file "06_ce1_decisions" were possibly not working as intended or worse, broken, because it's not up to date.

So I decided with the way Paradox has changed the overall "Clear Grounds" decision, to see if his mod was still relevant or if it was no longer needed anymore. After checking the vanilla version of the game and seeing that they only allow you to choose county capitals and not anywhere like his mod does, I came to the conclusion that his mod is still useful.

The good thing is that was a massive step in the right direction because it simplifies it for me. All I have to do is remove the county capital requirements, which is as easy as editing a few lines of code in 2 decisions. This makes it very easy to maintain and I will be keeping this mod up to date with the game going forward. :)



Mod Compatibility



The mod only overrides 2 decisions, "clear_ground_for_legendary_building" and "pick_legendary_barony_decision" in the file "06_ce1_decisions". So as long as you don't have mods changing those decisions, you should be good.



FAQ



1. Can this be used in my current save? Can it also be removed without issues?

Answer: Yes, the buildings should still remain there. Even after you remove the mod. It just means you won't be able to select anywhere anymore, only the county capitals like vanilla currently is.

2. Under effects, for the decision, it says "It must be the capital of its County, and not be leased, and not already have a special building slot". Does this mean the mod is not working?

Answer: No, the mod is working. It's because I chose not to touch the description of the decision. That way I don't need to do any translation for other languages. Just click the decision and you'll see :).

3. Can I select a county that is leased (To my religious priest as an example) or to one that already have a special building (Say a temple for example)?

Answer: No, you cannot select/build in those. I only removed the county capital requirements, I did not touch the other requirements of it.

4. Where exactly do I find the decision now, compared to the old mod?

Answer: You just simply use the one in the game now, it's built in. So whenever you finish a legend, and can build a legendary building, take that decision and with this mod you will be able to select any barony, not just the capital.

5. Why am I able to select counties that are not owned by me, but by my vassals?

Answer: I had added the ability to build only in direct vassals since it was requested by a few people. But I didn't want to add the ability to build in all vassals because then the decision would have hundreds of counties which would be both overpowered and annoying.

I'm still trying to strike a balance here so direct vassals with counties not held by their lessee's, mayor's or other minor vassals below their title, you will not be able to build in. Only if that vassal has direct control over the holding, can you build in it, just like how it works for you.




Feel free to check out my other mods

Link: Vassal Tours Hooks, Begone!

Link: Wedding Hooks, Begone!

Link: Plagues Spread More


29 Comments
Tygrtraxx  [author] 12 Jun @ 5:41pm 
@kaanboztep For now I'm just going to say no but only because at the moment I'm burnt out on CK3. I also haven't really looked into how custom rules play with other mods with regards to compatibility. I'm just keeping my mods up to date with the game, but i'll take your suggestion into account for the future as a possible optional rule.
kaanboztepe 10 Jun @ 3:52am 
any chance to remove the special building restriction also or add a game rule to remove the limitation?
Tygrtraxx  [author] 7 May @ 6:58pm 
@Runa a custom dutchy building is fine, but it's the other special building slot. I'm not sure what you exactly call it but you'll see a lot of capitals with 2 special slots, 1 for the dutchy and the other for the special building, like a temple, or some sort of special historical building. That's what I was referring too :)
(Rúna) 7 May @ 6:40pm 
update: just tried clearing grounds in a custom formed duchy for legendary hunting lodge. It worked fine - can build both the lodge and a duchy building! Thanks again for the Extremely useful mod!
(Rúna) 7 May @ 6:37pm 
Can i clarify if Q.3 in the FAQ means I cant build a legendary building in a holding that has the capital duchy slot? Confused if this limits the newer custom duchies options that PDX put in. Thanks for making the mod!
Tygrtraxx  [author] 7 May @ 5:34pm 
@Sol, actually, I just did a bit of research and found out your right (I'm still learning too lol). I only need to replace the entire file when working with individual objects, but not when working with decisions. For that, I can use separate files for the mod, which will then override the vanilla decisions of the same name automatically. I'm not sure why I originally thought this way, but I'll change my mods going forward. Thank you.
Sol 7 May @ 12:51pm 
Got a question, still learning: Did you actually need to change "06_ce1_decisions" or could you have just changed one entry in a separate file? I am still learning where I need to replace the entire file vs when I can just make a new file that edits one thing in it.
EnumaEllis 6 May @ 9:24pm 
All good. I am not asking for compatches at all, I just though you should update the Desciption to mention which is compatible currently in case others asked. That's what I usualy add to mods I use.

And thanks for the update! My log balloons to 400k mb afterr 12 years of play or so, it was amazing lol.
Tygrtraxx  [author] 6 May @ 2:01pm 
The fixed code for 145/148 lines are "holder = root" and "holder = { liege = root }"

Thanks for reporting this, I probably would have selected the decision eventually and been "wtf" xD. I will be posting the update soon.
Tygrtraxx  [author] 6 May @ 2:01pm 
@EnumaEllis Yeah I won't be doing any compatches for other mods, people can feel free to do so with this mod if they want too :). Also about the recent update, the code is the same from 1.15 when I made it so you can select vassals under you. The problem is, I typically use debug mode, then "bypass_requirements" to see if the mod is working by seeing if I was able to select the barony. What I wasn't seeing is the decision was actually not working most of the time because of something small I overlooked.

Around the line where its complaining I had "holder = scope:ruler" and "holder = { liege = scope:ruler }".

This works for the part of the mod that makes the decision selectable. But for actually applying the decision, " ruler " doesn't exist in that scope. So it just spat loads of errors like you reported. I changed it to root, which is what vanilla had in the first place but I never thought it made a difference. My apologies, it was something I overlooked.