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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.
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I'm surprised nobody has asked for an update before now because this mod is well out of date.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I look at this mod and tbh I'm not even sure I can even get this up to date within my rl time limits because it's so out of date.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.
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.
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.
Sorry I don't make compatches for other mods it's too much of a burden.
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.
I don't control the AI requirements/desires on the AGOT buildings, you need to talk to the AGOT devs about that.
Worked for me. Thanks.
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.
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.
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.
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.
@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
Update should happen today.
You would have to ask the CK3AGOT devs why Temples can't build Monasteries, it's their decision to remove them not mine.
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.
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.
I've added the missing Dragon Pits and Scorpion Placement buildings to the mod.
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"
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.
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.
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.
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