Crusader Kings III

Crusader Kings III

Legendary Building Location Anywhere
29 Comments
Tygrtraxx  [author] 12 Jun @ 5:41pm 
@kaanboztep For now I'm just going to say no but only because at the moment I'm burnt out on CK3. I also haven't really looked into how custom rules play with other mods with regards to compatibility. I'm just keeping my mods up to date with the game, but i'll take your suggestion into account for the future as a possible optional rule.
kaanboztepe 10 Jun @ 3:52am 
any chance to remove the special building restriction also or add a game rule to remove the limitation?
Tygrtraxx  [author] 7 May @ 6:58pm 
@Runa a custom dutchy building is fine, but it's the other special building slot. I'm not sure what you exactly call it but you'll see a lot of capitals with 2 special slots, 1 for the dutchy and the other for the special building, like a temple, or some sort of special historical building. That's what I was referring too :)
(Rúna) 7 May @ 6:40pm 
update: just tried clearing grounds in a custom formed duchy for legendary hunting lodge. It worked fine - can build both the lodge and a duchy building! Thanks again for the Extremely useful mod!
(Rúna) 7 May @ 6:37pm 
Can i clarify if Q.3 in the FAQ means I cant build a legendary building in a holding that has the capital duchy slot? Confused if this limits the newer custom duchies options that PDX put in. Thanks for making the mod!
Tygrtraxx  [author] 7 May @ 5:34pm 
@Sol, actually, I just did a bit of research and found out your right (I'm still learning too lol). I only need to replace the entire file when working with individual objects, but not when working with decisions. For that, I can use separate files for the mod, which will then override the vanilla decisions of the same name automatically. I'm not sure why I originally thought this way, but I'll change my mods going forward. Thank you.
Sol 7 May @ 12:51pm 
Got a question, still learning: Did you actually need to change "06_ce1_decisions" or could you have just changed one entry in a separate file? I am still learning where I need to replace the entire file vs when I can just make a new file that edits one thing in it.
EnumaEllis 6 May @ 9:24pm 
All good. I am not asking for compatches at all, I just though you should update the Desciption to mention which is compatible currently in case others asked. That's what I usualy add to mods I use.

And thanks for the update! My log balloons to 400k mb afterr 12 years of play or so, it was amazing lol.
Tygrtraxx  [author] 6 May @ 2:01pm 
The fixed code for 145/148 lines are "holder = root" and "holder = { liege = root }"

Thanks for reporting this, I probably would have selected the decision eventually and been "wtf" xD. I will be posting the update soon.
Tygrtraxx  [author] 6 May @ 2:01pm 
@EnumaEllis Yeah I won't be doing any compatches for other mods, people can feel free to do so with this mod if they want too :). Also about the recent update, the code is the same from 1.15 when I made it so you can select vassals under you. The problem is, I typically use debug mode, then "bypass_requirements" to see if the mod is working by seeing if I was able to select the barony. What I wasn't seeing is the decision was actually not working most of the time because of something small I overlooked.

Around the line where its complaining I had "holder = scope:ruler" and "holder = { liege = scope:ruler }".

This works for the part of the mod that makes the decision selectable. But for actually applying the decision, " ruler " doesn't exist in that scope. So it just spat loads of errors like you reported. I changed it to root, which is what vanilla had in the first place but I never thought it made a difference. My apologies, it was something I overlooked.
EnumaEllis 6 May @ 10:08am 
Also far as I'm aware, for overhaul compatibility, this will work work with AGoT.

However, almost all other overhaul mods are incompatible, like PoD, EK2, Godherja, etc.
EnumaEllis 6 May @ 10:02am 
Your recent update got me hundreds of these errors that balloons to 300k lines of errors:

[09:45:33][E][jomini_script_system.cpp:284]: Script system error!
Error: Invalid right side during comparison 'scope'
Script location: file: common/decisions/06_ce1_decisions.txt line: 148 (clear_ground_for_legendary_building:is_valid_showing_failures_only)
Fell Mor 23 Apr @ 10:53pm 
I just have "council assurance" hook vassals murdered, and then put whoever i want in my council
EnumaEllis 23 Apr @ 5:38pm 
Yeah, and also your mods touches 1-2 files, so it's usually not a big hassle. Downside is that the others touched events, which means you usually need to rewrite the entire file.

The hooks are legit cancer since I have perfect people on my council and out of nowhere they get removed. They almost use it within 2 weeks after, so you don't have the time to get a hook on them back.
Tygrtraxx  [author] 23 Apr @ 5:34pm 
Thank you!

Yeah that's why I initially starting modding in CK3, I was getting really annoyed that my heir had 10-20 favor hooks on him after my king died. My vassals then proceeded to make it so they can't be removed from the council position and I'd get a revolt because my powerful vassals were mad they didn't xD
EnumaEllis 23 Apr @ 5:31pm 
Also, your Tours and Wedding hooks mods are really good! It's one of those things that I hate about hosting them since the random hooks are gotten out of nowhere for no reason. Though weddings are rarer.
EnumaEllis 23 Apr @ 5:29pm 
I got an issue! I just had a heart attack from how good this is!

I am suing you and Fell Mor for being accomplices in this great awakening! Bring your best defense! Cheers!
Fell Mor 23 Apr @ 5:06pm 
Works so far, but I didn't test it with temples or cities.
Tygrtraxx  [author] 23 Apr @ 4:42pm 
Ok, updated. Any issues, let me know, thank you :)
EnumaEllis 23 Apr @ 4:05pm 
Damn it Tyg, the anticipation is killing me T_T

Post it damn it!

Joking lol, yes that seems fine. Sorry I had to reply late. Different timezone and all.
Tygrtraxx  [author] 23 Apr @ 6:44am 
Ok, I think I have it working. I did not include the ability to build in any leased counties.

So, for example, if I'm Britannia, and I take the decision, it will exclude anything handed out to realm priests ( lesees ) or citys ( mayors and of course, if it already has a special building in it. So essentially as long as your vassal is a direct vassal and it has full control over its counties, you should be able to build in them.

I hope that works fine for you, let me know and if it is i'll post it. :)
EnumaEllis 23 Apr @ 6:24am 
Thanks! Got all these family members I don't wanna piss off, this will do fine.
Tygrtraxx  [author] 23 Apr @ 5:18am 
@EnumaEllis Sorry for the late reply, had to go to work. Ok, that makes sense, sorry I misinterpreted it as all vassals, but yeah, I think direct shouldn't be too bad. I'll give it a shot and see how it goes. Gonna start working on it right now.
Fell Mor 22 Apr @ 6:55pm 
I agree with the prior statement.
EnumaEllis 22 Apr @ 5:48pm 
Oh no, I mean just under counties where you directly control.

Say I have a county where I hold the capital, and the capital have 4 addtioinal baronies where I already hands them out. I don't want to dismiss them and rebuild on them, if that makes sense.

This is because in some baronies, I can have the war statue where I can land a family member, but I don't want to take their baronies away, then build it. I think this is fair since its mostly quality of life and remove an extra step, in this case revoking from barons whom counties you directly control already.
Tygrtraxx  [author] 22 Apr @ 4:10pm 
@EnumaEllis Yes, it could be done, but I don't think I'm going to do it. This is because if you happen to be a VERY big kingdom or empire, selecting that decision could end up showing hundreds or thousands of barony's to choose from, which would be a pain to choose what you want.

Also, I'm trying to maintain some sort of balance with this mod and being able to build all of these special buildings in ANY landed vassal would be very overpowered as those bonuses would stack very quickly. The larger your kingdom/empire is, since most of the bonuses are percentage based, the much larger the exponential snowball.
EnumaEllis 22 Apr @ 3:46pm 
This is a big step up, but is it possible for you to make it so I can build on landed vassals' county?

Maybe not county or above, but barons'.
Tygrtraxx  [author] 21 Apr @ 3:49pm 
No problem :)
Fell Mor 21 Apr @ 3:48pm 
awesome, it didnt even occur to me to place legendary buildings elsewhere until i saw the mod, thanks for your effort.