Europa Universalis IV

Europa Universalis IV

Dwarven Knowledge
944 Comments
haito3200  [author] 7 hours ago 
Just build the tower, it will automatically fire upon completion
PeachySnail183444 7 hours ago 
yo, how do i trigger the "Mage Tower Specialization" event, do i need to just build the mage tower or do i need to do some research?
haito3200  [author] 18 Jul @ 10:35pm 
This doesn’t break the racial UI, all those who reported that bug had 1 or 2 other issues / incompatible submods . Just to be sure try unsubscribing and subscribing again.
Ness 18 Jul @ 4:34pm 
It seems this mod breaks the Tolerance and Racial Military buttons, when installed the buttons don't do anything when clicked, when disabled the buttons work as normal
haito3200  [author] 18 Jul @ 12:24pm 
@balintgod51 , Nothing much? it should spawn during one of the 4 dig level 11 explorations, if, for some reasons uknown to me, it didnt' spawn. Write this in the command window:
event DA_ADK_explore.100 4119

just as a warning, don't use this while you are at war
balintgod51 18 Jul @ 11:02am 
Oh, so thats why it allowed earlier exploration. In that case, is there any hidden requirement for the special Amldihr monument to spawn? (the one that turns it to damestear)
haito3200  [author] 17 Jul @ 11:13pm 
Maybe you didn’t notice but the exploration system changed a bit, you can now explore the dig level after your current one, and you can’t dig until that is explored first.
So you can still explore dig level 11 but at level 10
balintgod51 17 Jul @ 2:38pm 
Is it now no longer possible to explore lvl 11 holds? In my latest Amldihr run it got the "explored lvl 11" modifier on lvl 10
haito3200  [author] 17 Jul @ 2:34pm 
Yeah, it is definitly that.
the patch make it so you don't get the MT until you take the decision ambition of something?, the one from ADMT.
glad it works now, have a good game
lor_freak 17 Jul @ 2:31pm 
I think I had the patch Dwarven Knowledge patch for all dwarf missions submod still on by accident. It is off and I saw the missions so will say must have been that.
haito3200  [author] 17 Jul @ 2:00pm 
The name "Anbennar-PublicFork" is ok, that is not the cause of your issues.
Making the MT disappear is quite .. strange, as the MT from DK is just there, it doesn't overwrite any file and it is high enough that other MTs will not reach it.
Let me know how the troubleshooting goes
lor_freak 17 Jul @ 1:31pm 
Ok so really it is that I am not seeing the mission tree that's good to narrow it down. I did try the first suggestion earlier and it didn't change anything. I am using the non-steam Anbennar and it is named Anbennar-PublicFork like asked for setting that up.

I am playing with other mods but have been using them for quite a while and they didn't block me from seeing the mission tree before, so I will start a trial and error checking which mod I am using is the cause and then will update here if I either figure it out or have no change.
haito3200  [author] 17 Jul @ 1:03pm 
Just to be clear, there is no build research facility option anymore, that part is now handled by the mission tree alone, same thing for the estate
haito3200  [author] 17 Jul @ 12:59pm 
Strange,
If you aren't getting the mission tree, something is very wrong.
- try unsubscribing and re-subscribing just to be sure.
- are you using other mods?
- Do you have some strangely named Anbennar? it may cause loading issues
- What are you playing specifically?
lor_freak 17 Jul @ 12:53pm 
Hey first off its a great mod, I just have a question with this latest update. I'm seeing expeditions/hold exploration and the new buttons but I am not getting the mission tree, estate option, or research facility build option.
Tyyx_4u 17 Jul @ 6:01am 
W fast update:steamhappy:
haito3200  [author] 16 Jul @ 1:51pm 
You are most likely missing a DLC or 2.
Domination has the infantry unit and lions of the north the cavalry one
Thorengard 16 Jul @ 1:45pm 
Currently playing as Krak, when I attempt to produce infantry or cavalry, it just produces a normal unit instead of a warforged unit. Artillery produces an actual unit but the others don't work.
haito3200  [author] 14 Jul @ 2:50pm 
Ok, I am done with fixes here. Next update will be the big one by the end of the month!
Stay tuned
haito3200  [author] 14 Jul @ 12:51am 
Thanks!
They are still there, you just need to unlock the tech to do so first (which is just waiting time), same as before
Leuven Lee 14 Jul @ 12:46am 
Love the new update! Small issue I’m having, I can’t seem to find the runic barriers which previously were found at the exits to the mountain.

Do we have to manually set them up now?
haito3200  [author] 13 Jul @ 3:41pm 
That is 100% just a problem on your end, try unsubscribing and then subscribing, or it is another submod’s compatibility issue.
GoofyGooberYa 13 Jul @ 11:15am 
I don't see it reported so far, it seems to crash when I open the build menu from the province menu
Rakso jerntand 13 Jul @ 6:54am 
I must have some compatibility issue as i dont see no third button. thanks for the fast respond, ill experiment.
haito3200  [author] 13 Jul @ 6:22am 
You can only enable/disable rune / inventions from the inventions interface ( third button in the special mini-panel in the topbar ), works same as Anbennar’s artificers inventions
Rakso jerntand 13 Jul @ 6:13am 
Am i doing something wrong? i cant add rune (privileges) to the runesmith estate
Cerenium 12 Jul @ 2:01pm 
I unsubscribed and resubscribed and it fixed the problem.
haito3200  [author] 12 Jul @ 1:24pm 
Thanks for the report but idk what to tell you, it works as intended when I play it
Cerenium 12 Jul @ 11:46am 
I don't see it reported, so will report it here. I am unable to open the Tolerance and Military Racial Menus. I only have DK and Anbennar enabled.
haito3200  [author] 11 Jul @ 4:05am 
My bad, I thought I fixed that already but I guess no. I will fix it later today, thanks for the report
Richard Sorge 11 Jul @ 2:57am 
If more than one mage tower finishes at the same time province modifier only gets applied to one province.
haito3200  [author] 9 Jul @ 10:41am 
The big update , 3 days ago was NOT savegame compatible. It is just the 2 fixes released afterwards which are savegame compatible
DasSchwotz 9 Jul @ 9:33am 
Hey, you wrote in the Changelogs that the new mod update is savegames comatible.
But in my current game the runesmith estate is still there and the runes that I have in the runesmith estate are in a seperate estate with the name no estate.
Totom 9 Jul @ 6:04am 
Maybe the other sub mods are in conflict with it, I will do some tests
haito3200  [author] 9 Jul @ 5:39am 
@Totom, I just tested it, Anbennar steam + DK steam + doge ideas + patch for doge ideas
and it works for, nothing out of place.
If there are issues on the doge trade goods patch I am not sure, I haven't made it myself
Totom 9 Jul @ 5:02am 
With the Doge mods enabled, there are issues with the resource icons, the distribution of resources, and also with the ideas, whose icons seem distorted. But I understand that this can take time. So I wish you lots of courage, since I’m unable to help in modding.
haito3200  [author] 9 Jul @ 4:24am 
@Totom, Thanks! Honestly, I am not even sure an update is necessary for the patch, DK hasn't changed any of the conflicting files so if Doge hasn't done it either it will keep on working.

Just to be sure I will test it out today, once I have a bit of time
Totom 9 Jul @ 1:24am 
Hello, I want to thank you for the mods you make and the quality you put into them. Do you plan to update the compatibility patches with Doge? Best of luck going forward! I love your mods
haito3200  [author] 7 Jul @ 12:54am 
“All the mods” is just dwarven knowledge for now, I am updating the building slot mods today but all the patches need the relative mod to update first so they will have to wait a while.
Thanks anyway @Muggel
Muggel 7 Jul @ 12:37am 
@haito3200 you are absolutely amazing getting all the mods up to date so quick.
KhorneFlakes 6 Jul @ 11:38pm 
@haito3200 Thanks :) I will disable it then. Keep up the great work with this awesome mode :D
haito3200  [author] 6 Jul @ 10:16pm 
You are using the patch for the relics mod when it has not been updated yet
KhorneFlakes 6 Jul @ 8:19pm 
I got a slight problem with the metallurgy interface : https://imgur.com/a/JvJSPvS
haito3200  [author] 6 Jul @ 3:25pm 
@Sam BTV It is in the hold digging panel ( the one with the “dig” button, there is another similar button with “explore” on it ). If you don’t have it, you have some other mods overwriting the province viewer, like a buildings slot mod ( which has been integrated in DK so it is no longer necessary ).

@Haystack, it was me who changed the way to access the interfaces from decision to buttons in the topbar, you just went there out of habit, you are not blinder than the average person 😂. I will think about the buttons
Sam BTW 6 Jul @ 1:08pm 
Where in the province view would I be able to find it? Might be being blind but can't see anything - i'm playing Railskulker
Haystack 6 Jul @ 12:45pm 
Ignore last, I am just blind and didn’t realize there is a new interface added to the top of the screen. Some potential feedback could be to add tabs corresponding to those 3 buttons at the top of the metallurgical menu when opened thru decision tab but I’m also just blinder than the average bat lol
haito3200  [author] 6 Jul @ 12:05pm 
It is in the dwarven knowledge’s interface ( the 3rd button ) or in province view
Haystack 6 Jul @ 12:02pm 
Where is the button to explore the next dig level in the new menu? It doesnt appear in the metallurgical menu anywhere or as a standalone decision in the decision tab. Playing as arg-ordstun and I went with reclaimers giving extra dig level, but didnt explore the prior dig level yet so maybe that had something to do with it idk
haito3200  [author] 6 Jul @ 8:47am 
It should be fixed now, together with all province buttons related issues
haito3200  [author] 6 Jul @ 8:14am 
Wait, really? I’m gonna take a look fast