Crusader Kings III

Crusader Kings III

No more sbr req fix
39 Comments
Dr.Cash10.000 23 Mar @ 9:35am 
Dr.Cash10.000 23 Mar @ 9:34am 
@chilllounge I've created an updated version of this, if you deiced to update it here I can remove it.
felletin 21 Mar @ 1:32pm 
update
MagnusAsakura 7 Nov, 2024 @ 1:28pm 
update
zooman78910 24 Sep, 2024 @ 3:41pm 
I hope this mod is updated for the new DLC
Mikos 16 Aug, 2024 @ 8:28pm 
Thank you for keeping this mod going. I'll never understand why there are religious req on bldgs. It's ahistorical nonsense. For example, most early churches were repurposed old pagan temples. Walls and a roof don't care what God you pray to.
macintosh1257 8 Jul, 2024 @ 6:28am 
@chilllounge Both maybe? I don't know what "aesthetic_tradition" means. Maybe ask PiGu?



And for governmental requirements from special mines, maybe soften the restrictions, like tribal only allowed to build a level 1 mine, but they have to go either feudal or clan to level that up further.
chilllounge  [author] 8 Jul, 2024 @ 1:02am 
@macintosh1257
sure i could do that. i quickly looked at the code. Do u want me to only remove the faith requirements? or do u also want me to remove the aesthetic_tradition requirements?
but honestly idk how the mod works, so a quick explanation what aesthetic_tradition are, would be nice!?

Do u want me also to make a mod that removes governmental requirements from special mines?
macintosh1257 7 Jul, 2024 @ 6:37pm 
@chilllounge Now i know it's a government change requirement. But is it possible to make a compatch for Medieval Arts and Medieval Arts Medieval Arts - More Special Buildings by PiGu?
chilllounge  [author] 7 Jul, 2024 @ 9:18am 
ah reading makes smart, i didnt see ur first comment, do u try to make mines buildable? Are u sure that this mod makes them unbuidable? (because this mod doesnt touch 00_special_mines.txt)

i just playtested it, its definetly a vanilla feature. This mod is only removing the religious requirements from special buildings. But what u are looking for is the goverment types restrictions from special mines. if u want me to make a mod that removes that, i can do that. just tell me
chilllounge  [author] 7 Jul, 2024 @ 8:13am 
@macintosh1257
i just looked at the code and i still dont get what u trying to achieve. but i noticed a mistake u made.

u deleted can_construct = {
i dont think its a problem when u delete the codeblock can_construct = { (...code...) }
but u just deleted the first line of it, u have to delete the whole block..
https://prnt.sc/yR_a9N2n4yiQ
..or delete the stuff in the block. and just leave can_construct = { } emtpy.
what u are doing when u delete the stuff in the can_construct = { } codeblock, is to delete the requirements which allow u to construct the building.
with just deleting the first line u left some code that the ck3 program probably cant comprehent correctly, especially the { } brackets are important, they define where a codeblock starts and ends.
chilllounge  [author] 7 Jul, 2024 @ 8:13am 
the mine at allaq is defined in 00_special_mines. this mod doesnt modify that txt. But if u are looking to change the requirement for the mine u will have to look at the can_construct_potential = { } & can_construct_potential = { }

https://prnt.sc/QOKbLareWf5T

here what in code "building_requirement_tribal = " does https://prnt.sc/_z1d7AlApXXw

if u want to know how the building files are structured and the individual commands work, i would suggest to read the info file https://prnt.sc/cgo5zr8fcpan

sorry im not good at explaining things ^^
if u want more help, i would like to relocate this discussion to discord or something similar
macintosh1257 7 Jul, 2024 @ 4:33am 
But when i add them back in the mine at allaq is unable to be built, i though it's because the holding was tribal, but i adopt clan ways and it still would let me build it.

https://imgur.com/a/AeixOHq
chilllounge  [author] 7 Jul, 2024 @ 4:14am 
ah okay i will try to look in the code the next days and figure out whats going on. atm im fixing a stellaris mod and want to finish the next update first :)
macintosh1257 7 Jul, 2024 @ 3:37am 
@chillounge when i remove "can_construct" & "is_enabled" from the code, it allowed me to build mines.
chilllounge  [author] 7 Jul, 2024 @ 1:52am 
@macintosh1257
i will look at the mod latest next week and try to fix it if there is a problem with mines.
and for ur coding, im not sure what ur trying to achieve. i didnt mod ck3 for long time so im not that familiar with how things work, but i can take a look into it.

@A6M Zero
im totaly okay with continuing ur mod as its quite an easy one to maintain :)
happy nothing happend to u, considering the cirumstances
macintosh1257 6 Jul, 2024 @ 9:39pm 
Hey i removed "can_construct" & "is_enabled" from the code and the holy buildings don't have a effect on them anymore, can you offer a solution?

https://imgur.com/a/FCxo8rq
A6M Zero 6 Jul, 2024 @ 2:50pm 
Hey, original mod person here: thanks for taking this up! It's been ages since I've played the game and I'm not up to date with all the stuff that's dropped since I last updated, so if it's okay with you I've put a link in the original's description sending people here. If not, just let me know, but it looks like you've done a fantastic job.
macintosh1257 6 Jul, 2024 @ 2:04pm 
Mines can not be constructed.
klongzaza Is Real !!!! 11 May, 2024 @ 1:46pm 
If use with Holding Sprawl mod you can't build other religion's holy site.
Even if load this mod after Holding Sprawl.
(Holding Sprawl have theirs own version of special_building.txt in theirs's buildings folder)
Oxbridge 28 Apr, 2024 @ 9:10am 
Thanks for the offer to help out, I'll take you up on it. I'm pretty easy to find on the official CK discord server. I don't need anyone with the skills to make mods like Fallen Eagle, RICE, or VIET, just some help learning and making some QoL stuff.
chilllounge  [author] 24 Apr, 2024 @ 1:12am 
im not sure than whats the problem is with the building, i guess i need to playtest it a bit.

thanks, im not that good at modding, but i could certainly help u out a bit on how to realise ur ideas. paradox games are really easy to mod to some extent. if u want we can chat a bit on discord. theres also an official modding server for ck3 https://discord.gg/ck3 and a community based one https://discord.gg/cMdymJyC
The ck3 wiki also has a lot of information on how to start https://ck3.paradoxwikis.com/Modding
Oxbridge 23 Apr, 2024 @ 1:33pm 
Hi, sorry for the delay on my response. I don't think a separate mod is needed for that purpose. I've built that upgrade before in other campaigns, but I did one campaign and met all the requirements and the button was greyed out with no red text suggesting what I was missing.

You are a very friendly person! I have a bunch of other mod ideas but they either don't exist yet or the existing ones simply don't work due to being out of date. I want to get into the modding scene myself, but I don't know where to begin. Thanks for the help good sir. :)
johnnyguffey1982 15 Apr, 2024 @ 11:32am 
add this still not working for me on 1.7.2
chilllounge  [author] 9 Apr, 2024 @ 8:05am 
just took a look at the requirements for the lvl 2 upgrade of the Palace of Ctesiphon.
The mod only removes religiouse requirements. requirements that are cultural (innovations like Guilds & Cranes) arent removed by this mod, so are some niche requirements.
the requirements for the Palace of Ctesiphon are:
highest_held_title_tier >= tier_kingdom
is_independent_ruler = yes

So u have to be at least a KIngdom and an independet ruler, normally such reqs should be shown in red on the building. If u want to play as a vassal, u could go to the main menu switch characters to your liege and let him build the building for u, if he doesnt have enough money just gift him some gold.

If u want a mod that removes all requirements for special buildings, i could make a seperate one, just tell me :)
Oxbridge 8 Apr, 2024 @ 9:01pm 
Hello! This mod works perfectly for me except for one special building in the game. The Great Palace of Ctesiphon in the County of Baghdad is unable to be upgraded. Can you please take a look for me? I would greatly appreciate! :)
chilllounge  [author] 12 Mar, 2024 @ 2:33am 
no problem, im happy that this fix is used by someone, feels it worth keeping it up to date :)
D34DLY 12 Mar, 2024 @ 2:19am 
my bad, i don't see it now. looks fine. very sorry to bother you with my confusion.
chilllounge  [author] 12 Mar, 2024 @ 1:59am 
sorry i just checked the file and found no missing "}"s, if u found some could u tell me some lines where they are missing so i can correct my mistake? i recently updated the fix & playtested it, it should work with the latest dlc update.
D34DLY 12 Mar, 2024 @ 12:23am 
yeah, missing a lot of "}" closing brackets. computer get angry.
chilllounge  [author] 22 Feb, 2024 @ 3:28pm 
should work again. if u guys want me to update this mod quicker in the future, feel free to harass me with "update pls"s. I mostly read ur messages within a few days, but as a huge procrastinator i need months to build up the mental strength to work on this mod. your input definetly helps me to get the job done sooner :)
Youngsnack 21 Feb, 2024 @ 6:36am 
indeed robert it doesnt work :steamsad:
Masterczulek 23 Jan, 2024 @ 7:02pm 
doesnt work :steamsad:
chilllounge  [author] 2 Jan, 2024 @ 5:05am 
@Kaataren

it shouldnt break buildings, this mod is a fix for the original "No more special building religious requirements" mod. link in the desciption
Tonk 1 Jan, 2024 @ 11:55am 
does this mod work or does it break buildings?
DanScallion 3 Dec, 2023 @ 2:24am 
Works fine, the code appears to be correct in winmerge. Well done.
chilllounge  [author] 30 Nov, 2023 @ 3:45am 
@arrjik
thanks, i must have missed that the last time i updated :S should be included now
arrjik 29 Nov, 2023 @ 11:43am 
I am not a modder myself, but comparing the mod file to original file shows that it should be working fine. The only concern I have is the missing flag = travel_point_of_interest_religious that is removed from a couple of buildings. Sorry, I can't tell which buildings they were for sure, because I edited the local mod file and forgot which buildings I edited. I think it was 2 of the 3 Canterbury Cathedral levels.
Venemar 23 Nov, 2023 @ 11:22pm 
As of today, this still works for me!