Crusader Kings III

Crusader Kings III

No more special building religious requirements
61 Comments
A6M Zero  [author] 6 Jul, 2024 @ 2:35pm 
At the moment I'm not, I'm afraid; been busy and not touched the game in a while, so I don't have any of the DLCs post-Iberia unfortunately
macintosh1257 6 Jul, 2024 @ 1:49pm 
Are you still maintaining this?
johnnyguffey1982 15 Apr, 2024 @ 11:32am 
this mod not working
D34DLY 12 Mar, 2024 @ 12:49am 
the file this mod affects (00_special_buildings.txt), was modified by Paradox 5 March.

Comparing the mod file to the latest Paradox file, this needs a re-write. Paradox changed a variable name, they added development boosts, and AI was added.

update needed
chilllounge 15 Aug, 2023 @ 2:04pm 
i made a fix for this mod. im not a modder so things might not work, please tell me when sth dont work like this mod intended it. and sorry for the long description.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3020808086&searchtext=No+more+sbr+req+fix
Kalisa 16 Jul, 2023 @ 7:12pm 
is there an updatred version of this anywhere else?
惊夏 25 May, 2023 @ 7:38pm 
update please
xristos3volt 18 May, 2023 @ 3:29pm 
I still can't build the special building in Athens
hayrinen 29 Jan, 2023 @ 6:33am 
Does this work properly with the latest (at the moment 1.8.1 Robe) update? I've been searching for this kind of mod for a long time and now that I found out there is this one, it would be super nice to get it up and running with my current game! (Playing with reformed Asatru faith and getting fed up with all the religious restrictions they put on way too many very good special buildings)
MagnusAsakura 13 Dec, 2022 @ 6:53pm 
can update please???
Youngsnack 13 Aug, 2022 @ 2:44am 
So I still had this in my load order when i started my save and just now I have read that it makes the new Iberian special buildings disappear. Is there any way to get the special buildings back? I wouldnt wanna start over after coming this far :/
A6M Zero  [author] 30 Jun, 2022 @ 4:31am 
Thanks for the warning; I'll mark it as outdated until I get the xpac and update the mod.
kgptzac 29 Jun, 2022 @ 9:11pm 
This mod is outdated, as with this enabled the new special buildings from Fate of Iberia will not appear on map.
will 5 Mar, 2022 @ 5:14pm 
I don't know if this would work for the buildings, but, I've worked on some mods and, to maximize compatibility with other mods, I would recommend renaming the file in your mod and removing the entries referring to the buildings that you didn't edit.
will 5 Mar, 2022 @ 4:59pm 
hall_of_heroes_01 appears in the castle_holding list in the 00_holdings file. I think completing removing the is_enabled building_hall_of_heroes_requirement = yes lines has the unintended consequence of making it appear in the list. Adding is_enabled has_variable = hall_of_heroes to each entry removed it from the list and kept the original building active. I don't know if that has any other unintended consequences.
A6M Zero  [author] 5 Mar, 2022 @ 10:27am 
@will: That's certainly a strange one. I'll see what I can find, though I strongly suspect it might be some sort of mod conflict as with this mod only changing the "00_special_buildings" file it shouldn't have any effect on other building lists nor move items in the UI.
will 5 Mar, 2022 @ 10:06am 
Since adding this mod, the Hall of Heroes appears in a castle's buildings list. It can't be built. https://i.imgur.com/pXpPQ7g.png
A6M Zero  [author] 11 Feb, 2022 @ 7:56am 
Yeah, it'd be great if they could somehow extend the conversion mechanic of the Hagia Sophia and the Temple/Dome building in Jerusalem so that conquerors could re-dedicate holy buildings to their own religion as was historically common practice.
Johann van Buren 10 Feb, 2022 @ 10:09pm 
This is great. Would love to, instead of having old buildings, the ability to create a new one for your faith or reformation.
A6M Zero  [author] 10 Feb, 2022 @ 9:57am 
It looks like Xan_Fist managed to find the issue, and I've uploaded a file with the fix. Hopefully that should be it resolved, but if anyone still has problems let me know and I'll do what I can.
A6M Zero  [author] 10 Feb, 2022 @ 8:25am 
I honestly have no idea what could be causing the issues; I can't replicate them on my end, and I can't work out any way my modified file could remove the special buildings never mind the slot.

Could anyone with the problem of vanishing specials/slots either send me a copy of their "00_special_buildings.txt" from "Program Files (x86)\Steam\steamapps\workshop\content\1158310\2432516187" and "Program Files (x86)\Steam\steamapps\common\Crusader Kings III\game\common\buildings"? Either that, or copy and paste the sections headed with Notre Dame, Palace of Aachens or other problem buildings into a discussion thred for this mod so I can take a look and see if I can find the issue.
Xan_Fist 10 Feb, 2022 @ 4:45am 
Correction, Palace of aachens special slot was also gone. Also noticed Paris was missing it's special slot for the notre dam.
Xan_Fist 10 Feb, 2022 @ 4:43am 
So I tried a complete reinstall of the game, started without mods and everything is fine, activated this mod and started a new game. Mines are gone, as well as the hagia sophia and the palace of aachen like someone else said but their special slot is not gone like the mines are. Lund cathedral also gone with its special slot. No other mod was active or ever installed now. I have no idea what is going on. Problem also dissappears as soon as you deactive this mod. If I start a new game with this mod on, quit out and deactive it then the slots and buildings are still gone.
P4r4noidg4m3r?! 10 Feb, 2022 @ 3:29am 
The Hagia Sophia and the Palace of Aachen are gone too. And the slots for Lund Cathedral and the Notre Dame are missing.
A6M Zero  [author] 9 Feb, 2022 @ 4:34pm 
@kgptzac: Not sure about the precise cause of any crashes, but other mods that add/remove/alter any special buildings are likely to be incompatible with this since they both try to replace the same file. It's possible that something in one of the other mods relies on its own specific version, and so when it tries to access it only to find this mod instead it crashes.
kgptzac 9 Feb, 2022 @ 4:12pm 
Also I'm not sure why enabling this mod by itself in a small test modset is fine, but enabling it in my larger modset will crash the game -_-
kgptzac 9 Feb, 2022 @ 3:18pm 
I'm not sure if this affects anything. There's a lot of unexpected token errors from this mod in the log file.
A6M Zero  [author] 9 Feb, 2022 @ 10:58am 
I have no idea what could be on, but I can guarantee that it's not from this mod; I've double-checked the file and the sections dealing with unique mine buildings are both present and completely untouched by the mod.

Have you tried starting a new game with only this mod enabled and then checking the mines enabled at start like Polygyros? If the mines are still absent I can only think of maybe verifying your game files or making sure that any leftover files from other mods aren't active; even then, I don't know how that would explain it being triggered by this mod.

I'll triple-check to make sure that the workshop version is the same as the version I uploaded in case something's gone wrong on the workshop's end.
Xan_Fist 9 Feb, 2022 @ 9:14am 
running 1.5.0.1 patch I might aswell add
Xan_Fist 9 Feb, 2022 @ 9:14am 
That's interesting because I tried it with only this mod on. the entire building slot is gone. I had Community flavor pack, Ethnicities & portraits expanded and the compatibility patch between those 2 on when I noticed. Turned everything off, started new game and they were back, Turned on only this mod on and all the unique mines were gone.
A6M Zero  [author] 9 Feb, 2022 @ 9:00am 
That's peculiar; running the current release with only this mod on my end doesn't affect any special mines. What other mods do you have active?
Xan_Fist 9 Feb, 2022 @ 8:29am 
There seems to be a bug with the Royal court release. All the special mines are gone if this mod is activated.
A6M Zero  [author] 8 Feb, 2022 @ 5:58pm 
Unlikely, I'm afraid; I'd have to make specific submods using the relevant .txt file from their mods, keep them updated to both the game and mod versions and even then those submods would probably be specific to one mod and incompatible with others.

If you're willing though, removing the requirements from the "common/buildings/00_special_buildings.txt" isn't too hard. Open that file from whatever mod you want to alter in Notepad++ or something similar, and look for the segments that begin with "is_enabled=". Delete those and it should do the same job, though you'll have to redo it whenever the mod updates.
beau 8 Feb, 2022 @ 5:20pm 
would it be possible to remove the religious requirements from the buildings added to the game from the popular buildings mods out there (medieval arts and unique buildings plus)?
A6M Zero  [author] 31 Dec, 2021 @ 9:03pm 
@LangyMD Thanks for letting me know; you're 100% correct, don't know how I managed that. I must have somehow made the max_garrison changes in an old copy and thus undid the Doge/Hall changes; the new update should have fixed it.
LangyMD 31 Dec, 2021 @ 6:37pm 
The Doge's Palace requires Republican government in the current version and the Hall of Heroes is identical to the version in the base game. Were those modifications lost when the max_garrison change was put in?
A6M Zero  [author] 8 Dec, 2021 @ 9:58am 
@LUCAS Thanks for letting me know; I've updated the mod with all the garrison terms matched to the new game file.
Lucas 7 Dec, 2021 @ 6:33pm 
I think it needs an update.I tried to compare mod file with game file and found "garrison" has been changed to "max_garrison", so unique buildings that provides an increase in garrison size may not work as intended. Game verison 1.4.4
edy2021 6 Aug, 2021 @ 2:33pm 
That's awesome, thanks!
A6M Zero  [author] 6 Aug, 2021 @ 11:12am 
@Edy2021

Yes, it should do now.

@SerratedPaper

Sorry, I must have entirely forgotten to respond; I believe (though may be wrong) that "Res Publica" may alter the relevant file too regarding the Doge's Palace, which would make them incompatible.
edy2021 6 Aug, 2021 @ 10:38am 
Hey does it impact government requirements for say like the Doge's Palace?
SerratedPaper 12 Jul, 2021 @ 9:44am 
Doge's palace still won't activate for me. Does "always move capital" "res publica" or "New Bookmarks +" interfere with this mod at all?

Awesome mod btw ^^
A6M Zero  [author] 26 Jun, 2021 @ 3:42pm 
Yeah, I definitely plan to. I'm not fully caught up, but from what I hear the method for removing the requirements should stay the same and thus be a simple update.
Decadence 26 Jun, 2021 @ 3:14pm 
will you update this mod when Royal Court drops? I hear it's going to change special buildings.
A6M Zero  [author] 24 Jun, 2021 @ 5:29am 
I've not checked it, but unless 1.4 includes changes to special buildings it should still be compatible.
ChatGPT 21 Jun, 2021 @ 7:25pm 
hi, is this compatible with 1.4?
A6M Zero  [author] 4 May, 2021 @ 4:28am 
Sadly I'm a fairly novice modder, so I don't know enough to go about seeing if I can make some sort of compatibility patch. I think I'm correct in saying that by modifying the 00_special_buildings.txt in whatever mod is clashing to add the changes in this mod would do the job, but I don't know how to go about making that into a standalone patch.
gunndigs 4 May, 2021 @ 2:41am 
Sadly seeing the same issue as Quareen. I also have a large modpack, including Unique Buildings Plus, which may be causing it. I'm a bit hesitant to mess around with it since everything else works together, but I also tried moving it to the top and bottom of the list, as well as right behind UBP. This mod is an awesome idea and seems to be the only one of its kind, so hopefully things work out at some point.
A6M Zero  [author] 21 Apr, 2021 @ 7:38am 
@Qareen: That's peculiar; do you know if any of your mods might change files regarding special buildings?
Qareen 21 Apr, 2021 @ 4:40am 
Just wanted to share this if it would help anyone : Alas this mod does not work with my full mod list even if I put it at the end, but it does work if I load up the game with just this mod by itself.