Europa Universalis IV

Europa Universalis IV

Dwarven Tunnels for Anbennar
97 Comments
AsterParadox 15 Jul @ 3:52pm 
Noting that this mod is currently incompatible with the newest version of Anbennar, it apperas to be causing some issues that I noted through Nugdaan Tsaarai, where the decisions were broken. This seems to also cause crashes, when the AI attempts to use broken decisions (assumed, but not sure)
GoofyGooberYa 5 Jul @ 11:54am 
While not necessarily realistic, I would love it if there was a way to build tunnels to connect all the holds outside of serpentspine so you don't have to leave to get to them. I just like the idea of never leaving my safe tunnels
trantudat  [author] 16 Jun @ 4:23am 
Silverforge mission was fixed
Shadow 21 May @ 7:29am 
i skipped forward in the date. None of the Tunnels is accesable. Great Idea sadly usless mod :/
Shadow 21 May @ 7:12am 
why are the great projects not sped upable? i made a test if it works and tungr tunnel needs 30 years to complete with no option to sped this up?
Tyyx_4u 19 May @ 8:21pm 
Does this work with Dwarven Knowledge? Assuming it's possible, I'll try it:steamhappy::steamthumbsup:
Wust 4 May @ 11:50am 
Thank you so much !
saaxir  [author] 4 May @ 11:17am 
Then go conquer those damn elves! JK, will try and fix a couple things soon.
tern5 1 May @ 9:21am 
Silverforge mission "Stoke the Furnaces" require 8 production in Chylys (province in Deepwoods)
Tyyx_4u 25 Apr @ 11:59pm 
W update
Magnus_Volkare 25 Apr @ 12:35am 
@saaxir YES THANK YOU
saaxir  [author] 24 Apr @ 1:04pm 
Updated
Hunter 25 Oct, 2024 @ 10:35pm 
baby come baaaaaack
Kitzi 6 Sep, 2024 @ 3:43pm 
Just found the mod and ran into the Marrhold hold error, I guess...
FleissigTozzen 15 Aug, 2024 @ 1:58pm 
An update or updated repost would be awesome, I'm dying to see this in action
Bronthosoplex 24 Jul, 2024 @ 7:48am 
@Sch +1 plsssss
The Cream Cheese Wonton 23 Jul, 2024 @ 12:39pm 
@ScH post your update to your update to your steam workship. The OP has abandoned this mod, so you posting an updated version wouldnt be a problem
Tyyx_4u 19 Jun, 2024 @ 12:30pm 
I believe
Michaelxl14 4 Jun, 2024 @ 9:58am 
Would love an update!:steamthumbsup:
madpoet 28 Apr, 2024 @ 2:58pm 
pls update :(
ScH 12 Mar, 2024 @ 7:31am 
Part 3
-map/region.txt - Same old as the definition/positions files. Find the specific mod changes, copy them into the new Anbennar's files. (Reminder to watch out for Rubyhold changes)
-map/terrain.txt - Same as the above.

Localisation. The mod edits two files from Vanilla Anbennar I listed bellow.
-localisation/anb_areas_l_english.yml - Find the Areas added by the mod, check that they don't overlap with the existing ones and add the new ones.
-localisation/prov_names_l_english.yml - Find the provinces added by the mod, copy paste them into the new Anbennar's files.

-missions/Bennon_Missions.txt - Change the required areas in the MT to suit the new provinces.
ScH 12 Mar, 2024 @ 7:30am 
Part 2 Terrain.
-map/default.map - I would compare the mod's files to old Anbennar's files and see what the mod added then use a copy of the new Anbennar's file and put the changes under the respective brackets.
-map/definition.csv - Same as the above. First compare to an old Anbennar's files and then add the changes to a copy of the new Anbennar's file. Take a look that the new provinces' color doesn't match any of the existing ones.
-map/positions.txt - Same as the two above. This one defines the location of units when they're in a province, if not properly defined the units will just be invisible. So it might require more testing for this one and old mod files might not be correct here.
-map/provinces.bmp - You gotta draw the missing provinces onto the new map. Simple (and hard) as that.
ScH 12 Mar, 2024 @ 7:30am 
Now for the (un)fun part. I've never modded the map of EU4, so check the modding wiki for specifics.
-map/adjacencies.csv - Make a copy of the new anbennar file, and copy paste the mod's tunnels into it.
-map/ambient_object.txt - Unless I saw wrong (re-check it yourself), there are no mod specific addons here? Other than the position/rotation of Redgate/Rivergate objects for Rubyhold which you can edit but I find it redundant.
-map/climate.txt - Find the mod-added province ID's and put them into proper climate brackets under their respective regions.
-map/continents.txt - Same as the above, this time for continents.
ScH 12 Mar, 2024 @ 7:29am 
Quick and easy parts to change.
-common/great_projects - You need to take the monuments from this mod and create a new great projects file and put them in so it doesn't overwrite the Anbennar's one (this is for ease of updating)
-common/scripted_effects - Same thing as above for the anb_setup_effects.txt
-common/tradenodes - I'm not completely sure if the trade nodes themselves are changed, however you will want to add the new provinces this mod creates into the appropriate trade nodes and fiddle around with the control coordinates if needed.
-history/provinces - You just want to use Anbennars province files for the files that conflict and adjust added provinces so they have the appropriate religion depending on location (eg. Rubyhold isn't Ancestor worship anymore). Watch out for matching province numbers.
ScH 12 Mar, 2024 @ 7:27am 
@p0xus I don't really have either the time or will to update this personally, but in case you're interested in what needs doing here are what needs updating. I will also say that it will take you a few days, unless you really want to go all out modding for a whole day. I'll post this in a few messages that follow, because of the comment character limit.
I would highly recommend you get an older Anbennar version for which this mod works, either dig it out from their Bitbucket or ask on Discord if anyone has a saved one for you. You will 99% need it for testing/seeing the original changes.
I also would highly recommend you ignore any changes to Rubyhold this mod makes as the hold is already good enough in base Anbennar these days. Easiest way of comparing files is using Winmerge.
Magnus_Volkare 27 Feb, 2024 @ 12:58pm 
@p0xus If you ever make that unofficial update I will give you blood sacrifice.
p0xus 10 Feb, 2024 @ 2:25pm 
@Bronthosoplex - I did, but it will be alot more work then I originally thought. There are a few files that I cant tell what specific changes were made by this mod vs Anbennar mod changes across different versions. I think that I may have to end up reverse engineering what specific changes were made.
Bronthosoplex 10 Feb, 2024 @ 3:52am 
@p0xus did you ever start doing it? i would like to get rid of my firstborn aswell
greenie 12 Jan, 2024 @ 7:12pm 
p0xus I will give you my firstborn if you manage to do that
Bleopsome 2 Jan, 2024 @ 7:26pm 
please do
p0xus 31 Dec, 2023 @ 11:04am 
I may end up making an unofficial update to this. I tried friending saaxir and asking what his plans were, but he never accepted my friend request.

Love this mod, want it to stay alive.
PEPSI_WOMAN 31 Dec, 2023 @ 8:52am 
Update Please I beg you
Add to base mod
Michaelxl14 10 Dec, 2023 @ 10:37am 
Update Plz!!
Derben 7 Dec, 2023 @ 11:53am 
Love this mod! is it still getting updated?
Mrassassin12 23 Nov, 2023 @ 5:58am 
Any info on possible update?
Would like to use this mod on the new Anbennar version
Magnus_Volkare 17 Nov, 2023 @ 11:37pm 
Hey man love this mod, hope you update it for the Sarhal update coming in a few days. Keep up the good work if you're still working on it.
Iojima 26 Sep, 2023 @ 4:38pm 
Really love this mod, but it currently crashes the game, even with nothing else but Anbennar installed. Hopefully you can update to, at least, fix this.
Lemonz 24 Sep, 2023 @ 9:49pm 
Crashes the game, unfortunately
Mrassassin12 5 Sep, 2023 @ 9:50am 
Is this mod still being developed?
Redfurs 31 Jul, 2023 @ 2:29pm 
Hi, this mod broke the mission tree of Elikhand on the beta branch - not sure how, but if anyone else ends up with a confused half-tree, you know where it could have come from. :)
Banny_beach 30 Jun, 2023 @ 8:44am 
Can you make something like this for verkal ozovar? I think it can be more territories in these mountains.
Ness 28 Jun, 2023 @ 1:25pm 
The mod works great so far, I really enjoy iti, although it seems that it currently messes up Aelnar's mission tree somehow
denny's parking lot rat 10 Apr, 2023 @ 3:19pm 
@Inardesco I completely agree! This could allow the player more versatility and being able to play tall, rather than just relying on patrons. However, I do wonder if this would interfere with the MT.
Inardesco 10 Apr, 2023 @ 1:24pm 
Would you be possible to increase the mountainholds of Verkal Ozevar in the Southern Thaless region?
denny's parking lot rat 8 Apr, 2023 @ 9:16am 
why do the newly-dug tunnels in the Havoral Divide not have the Dwarven Road terrain type?
saaxir  [author] 10 Mar, 2023 @ 7:39pm 
Thanks for reporting the issue. I'll modify Marrhold's mission to also check for the copy. I didn't expect Marrhold to dig from the other side. I'll also look into the destroy great project effect, see if it's causing any issues.
Bufflor 10 Mar, 2023 @ 12:53am 
If im reading the Marrhold mission and Tunnel Projects-files correct, the Tunnel Project creates a great project called Marrhold_Tunnels_copy, while the mission is looking for Marrhold_Tunnel
dajaxx 9 Mar, 2023 @ 9:18am 
I noticed some errors from 'instant = yes' for destroy_great_project. I believe this effect is only allowed for add_great_project and move_great_project.
Bufflor 8 Mar, 2023 @ 8:28am 
I think the mod may have broken Marrholds mission The Grand Reopening. This mission requires you to have the great project "Marrhold Tunnel" in the province of Marrhold.
I do have the Marrhold Tunnel built in that province (did it early by conquering Natvirod and started the constuction there), and it is also upgraded to level 3.
However the requirement in the mission is still ticked off. Is it no longer categorized as a great project, but rather a canal? Or could it be something else?

Love the mod so far though, great work!