Crusader Kings III

Crusader Kings III

Grander Buildings Compatch x COW2 v1.6
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.
Dr Jimothy  [author] 7 Jun, 2022 @ 9:54am 
... yeah just realised I accidentally put the governments folder I made in the wrong place. Fixed. You should be able to play with cities and metropolises as normal.
CaliBlueBear 6 Jun, 2022 @ 6:06pm 
It's interesting -- I'm playing feudal Iberian (Basque) and these issues seem to pop up no matter the order: 1. For City of Kings, I still get the warning for owning a city, although the city right next to my capital starts out as mine; and 2. the holding window is stretched vertically, with the holding graphic also stretched oddly.

City Walls conflicts with the new Iberian holding graphics, so I'm not using it for now.

Otherwise, COW2 and Holding Manager seem to be working like a charm now!
Dr Jimothy  [author] 6 Jun, 2022 @ 12:13pm 
@CaliBlueBear
At the bottom. This doesn't need the other compatch.
CaliBlueBear 6 Jun, 2022 @ 9:47am 
What's the load order and do we still need the Grander Buildings Compatch COW2 extension?
CaliBlueBear 4 Jun, 2022 @ 7:25pm 
Amazing!!!!