Crusader Kings III

Crusader Kings III

More Buildings Reboot + AGOT
65 Comments
织田信长 28 May @ 9:29pm 
with Chinese?中文
Lost Nomad  [author] 25 May @ 4:44am 
@nsinger998
Slaughterhouses can only be constructed in cities and they require pastures not villages, so you have to have something else going on that is causing them to be built in castles.
nsinger998 25 May @ 2:56am 
Slaughterhouses can be built in some castles but require small villages which can't be built in castles.
Lost Nomad  [author] 1 May @ 4:35pm 
@markvaughn2001
wow I forgot this even existed.

I'm surprised nobody has asked for an update before now because this mod is well out of date.

As you've asked I'll get around to it but I haven't even started doing vanilla updates yet, I'm struggling to get my test bench working.

Then all my vanilla mods will take priority before I look at this mod and tbh I'm not even sure I can even get this up to date within my rl time limits because it's so out of date. So if ago is not to distant from vanilla now I'll give it a try but no promises and it won't be before the week-end.
markvaughn2001 1 May @ 4:19pm 
update?
Lost Nomad  [author] 30 Mar @ 1:50pm 
@qm1111qm1111

I have no plans to do so for any other TC, I only did the AGOT one because I used to play the TC but I haven't done so for a very long time now. tbh with the amount of effort required for these mods I regret doing any AGOT mods now.
qm1111qm1111 30 Mar @ 1:06am 
Will there be the same submod for Elder kings?
Lost Nomad  [author] 19 Mar @ 1:43pm 
@Trident121
As I've said in the main mod I won't edit the county gui as it becomes a bigger burden to maintain and compatibility nightmare. However MBR is compatible with mods that already do that like Newer Better Buyable Building Slot + Infinite Building Slot.
Trident121 19 Mar @ 11:40am 
The new building slots slides away offscreen to the left. I have seen mods which divides the slots in two or more rows, as a suggestion.
Lost Nomad  [author] 31 Jan @ 2:03am 
@dev1LjAn
Sorry I don't make compatches for other mods it's too much of a burden.
dev1LjAn 30 Jan @ 9:05pm 
could you make a compatch with legacy of valyria? the new buildings of this mod appear, but the iron mines, steel crafters and valyrian steel mines dont work with this mod.
Lost Nomad  [author] 23 Dec, 2024 @ 2:06pm 
@Fallen King
Okay but even with MBR, I don't control AI willingness to build ports, they are vanilla, so you'd need to talk to the CK3 devs.

But I am also not responsible for how another mod changes the game, so I'm not going to change anything in my mod to alleviate problems caused by another mod, and I suspect you would get the same response from the ck3 devs if you asked them to change vanilla ports to work better with MPE.
Fallen King 23 Dec, 2024 @ 11:36am 
Wrong thread... Sorry this was meant for your general MBR.
Fallen King 23 Dec, 2024 @ 11:13am 
I don't use AGOT - just this mod, Unique Buildings, Medieval Arts and more Province Expanded.
Lost Nomad  [author] 23 Dec, 2024 @ 9:48am 
@Fallen King
I don't control the AI requirements/desires on the AGOT buildings, you need to talk to the AGOT devs about that.
Fallen King 23 Dec, 2024 @ 9:03am 
There really needs to be 2 lines of ports (full). One limited to the ocean front provinces and one for the navigable rivers - which would be limited - say 4 out of the last 2 upgrades. If you're on a river, you can't build the ocean front line and vice versa. The AI tends to prioritize high gold yield buildings over anything else. I'm using More Province Expanded and that modder added a lot of navigable rivers. it doesn't make sense to have 'Grand Ports' in the middle of a hilly country side.
HERZOG_ALEMANIA 15 Dec, 2024 @ 4:58am 
@xilukov
Worked for me. Thanks.
xilukov 3 Dec, 2024 @ 1:27pm 
@Raven7_be
This mod works perfectly with Valyria. You just need to put this mod below Valyria in the loading order, so that the 00_holdings.txt file of the Valyria mod does not overwrite the same file of the More Building mod. Also, to access some buildings that add mod Valiria, you need to edit the file 00_holdings.txt mod More Building, adding there missing lines, but these buildings are few and make sure that below there are no mods that overwrite the file 00_holdings.txt. Or you can create a separate compatch based on the 00_holdings.txt file of the More Building mod. It took me no more than five minutes and everything works fine.
Lost Nomad  [author] 27 Oct, 2024 @ 12:16pm 
@Raven7_be
Sorry but I don't support AGOT sub mods, so if that mod no longer works with MBR after an update you'll have to either ask them about supporting MBR which I doubt they will, or ask if there is a MBR compatch or look into writing one yourself.
Raven7_be 27 Oct, 2024 @ 10:50am 
it used to be compatible with colonize valyria, but not since they updated last night
WarTorn87 14 Oct, 2024 @ 5:07am 
Thanks Nomad, much appreciated.
hamletsdead 13 Oct, 2024 @ 10:44am 
@Lost Nomad, thanks for the quick reply, and thanks for all your work updating. Much appreciated.
Lost Nomad  [author] 12 Oct, 2024 @ 3:12pm 
@hamletsdead
No sorry, I've barely got time to support AGOT, let alone any of it's many submods.

Updating mods for 1.13 has been a heavy task, I'm finally going to get a chance to play for the first time tomorrow, so not willing to take on any more dev work.
hamletsdead 12 Oct, 2024 @ 11:17am 
Any chance of a patch for AGOT - Colonizable Valyria? I haven't seen any of the building options from this mod are showing up in Valyria, e.g., no orchards, no interior or exterior expansion, no hospitals, no tunnels etc.
Lost Nomad  [author] 9 Oct, 2024 @ 3:00am 
@WarTorn87
Yes if you read the comments I fixed it 2 hours and 48 minutes after Abyssian reported the bug.

You could have just added it back to test and simply remove if it wasn't fixed without any harm to your save game.
WarTorn87 8 Oct, 2024 @ 4:32pm 
Has that CTD been fixed yet? Want to add it back, but just making sure first! Thanks very much!
Abyssian 8 Oct, 2024 @ 11:29am 
@LostNomad thanks for the quick response, love your mods.
Lost Nomad  [author] 7 Oct, 2024 @ 8:48pm 
@Abyssian
@Rel
@hamletsdead

Sorry guys, I forgot to commit the changes for the holdings file. Thanks for the detailed report Abyssian, helped me quickly narrow down the issue :steamthumbsup:
hamletsdead 7 Oct, 2024 @ 7:26pm 
Same here, just spent an hour diagnosing, and this mod is the lucky winner of the "causes a CTD on load" contest.
Rei Ayakame 7 Oct, 2024 @ 6:18pm 
Having the same issue as Abyssian! Game CTDs upon attempting to load in >~<
Abyssian 7 Oct, 2024 @ 6:00pm 
Hi Lost Nomad, I just had the update and the game crashes on load. I tried a test playset where only GoT and MBR were active, upon clicking the first bookmark, the Dragonstone ruler and press play with the default settings. Upon clicking player, the game goes to loading up to 100% and crashes immediately. I tried to unsub and sub back but this led to another crash at the same point.
Lost Nomad  [author] 7 Oct, 2024 @ 6:15am 
@SvenReek
Update should happen today.
SvenReek 7 Oct, 2024 @ 3:39am 
can this be updated
Lost Nomad  [author] 7 Sep, 2024 @ 12:32am 
@cains8329
You would have to ask the CK3AGOT devs why Temples can't build Monasteries, it's their decision to remove them not mine.
cains8329 6 Sep, 2024 @ 2:08pm 
@Lost Nomad ......great mod, just wondering, is there a reason the temples don't have the basic building like the city does? cities get the guilds building and the temples used to get something lol i forget the name of it....normal ck3 has them.... i noticed when building the sanctuary buildings can add them but not the temples
Lost Nomad  [author] 1 Sep, 2024 @ 3:19am 
@Kullgen
If you add more slots than the county view can handle then you wouldd need a mod that adds a scrollbar to the county view for that, like the Newer Better Buyable Building Slot + Infinite Building Slots mod.

Or practice some self restraint and don't add too many building slots.

I don't add a scrollbar to the county view myself as it then means I have to support gui which is a nightmare and would lead to much more conflict with other mods.
Lost Nomad  [author] 1 Sep, 2024 @ 3:14am 
@Fewher
Sorry I can't tell you as I don't use other mods nor track their development.
I know MBR and Cow had a couple building name overlaps a long time back but COW goes through constant development so it may not be the case anymore, or there may be more overlap now.
Kullgen 31 Aug, 2024 @ 11:35pm 
I might be missing something but how do you see the additional building slots once it hits the edge of the screen?
Fewher 31 Aug, 2024 @ 8:42pm 
How much Conflict does this create with COW and other mods?
hamletsdead 24 Aug, 2024 @ 8:11pm 
You are a rock star! Literally. Thanks mucho and kudos!
Strelok 24 Aug, 2024 @ 5:42am 
Thank you!
Debilicis 24 Aug, 2024 @ 4:53am 
Thank you!
Lost Nomad  [author] 24 Aug, 2024 @ 4:15am 
@Debilicis
I've added the missing Dragon Pits and Scorpion Placement buildings to the mod.
Lost Nomad  [author] 23 Aug, 2024 @ 12:19pm 
@Debilicis
ugh, I haven't touched AGOT in a long while now and the thought of anyone asking for any updates is akin to "winter is coming" :steamsad:

I'll see if I can carve out some time this week-end or next week, though in truth this shouldn't be too hard so might not need me to update the rest of my AGOT mod bench which would make this request relatively easy to deal with.
Debilicis 23 Aug, 2024 @ 10:30am 
Great mod, been using it for a while now. Needs an update for the new version tho. Dragonpens dont show up in buildings when using this mod.
Zoe Hexe 23 May, 2024 @ 11:02am 
Could we cut the verbosity in the description of stuff like Civil Engineering? I think two paragraphs is enough to describe expanding your building slot by +1 - and the extra two insane paragraphs about killing protestors looks really bad in the building interface.
Lost Nomad  [author] 7 Apr, 2024 @ 4:53am 
@GrimoireODS
Yeah it's not a tribal building, requiring a castle/city/church and also the Godswood tenet which is only on the Old Gods faith or Faith of the 7 faith, so it's likely that was their problem.
GrimoireODS 7 Apr, 2024 @ 4:47am 
I just tested, and even without this mod you cant make that building with tribal, I guess there special conditions maybe I dont know but it aint COW-AGOT problem or this one soo it was something else by user I just tested with and without this mod
Lost Nomad  [author] 6 Apr, 2024 @ 8:46pm 
@GrimoireODS
I confess I have not looked at the mod, I just assumed it was a AGOT compatch for COW3 in which case the mods would not have been compatible due to building overlap.

Either way mods can usually be made compatible if someone is willing to do the work, but I don't make compatches for my mods, except for TC mods of which the only one I play atm is AGOT.

Though it sounds like there must be some degree of incompatibility if @sr52994 solved their Godswood issues by removing COW-AGOT. I don't know if that is the case, I'm just going off their comments, but it's not something I plan to spend any time investigating.
GrimoireODS 6 Apr, 2024 @ 5:23pm 
You guys talking about this mod COW-AGOT
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2971198450&searchtext=COW-AGOT
If soo how is it incompatible, I dont see any holding files in it, quite easy making this compatible if fellow mod had holding files