Total War: ATTILA

Total War: ATTILA

Hadrian's Building Effects | Better Vanilla Attila
88 Comments
Gutsfu 18 Jan, 2022 @ 1:04pm 
1212 realy needs a mod like this. I know you just said it does not work but I'm about to try it anyways because I did not know you cand have both the plague and smallpox at the same time in a city. I guess those wheat fields really do be dirty
Hadrian  [author] 7 Jan, 2021 @ 7:44pm 
TtrainHdizzle, no way. I do not recommend using this with any mod that would be considered a "game overhaul" like Mordor or 1212.
TtrainHdizzle 2 Jan, 2021 @ 1:58am 
Can it be used with 1212ad?
p1nCh 18 Oct, 2019 @ 7:19am 
Hope this MOD works well, as the only annoying aspect of campaigns is how painfully awful the public order system is. and it seems like raising the difficulty, only really makes it harder to keep your public order and food consumption under control.
LoftonHenderson 26 Jun, 2019 @ 4:08pm 
Not sure why but the mod isn't working even though its the only one I have installed.
Hadrian  [author] 13 Jun, 2019 @ 9:15am 
Link me to the one you use just to be sure. I'll take a look for you.
General Götterspeise 13 Jun, 2019 @ 7:06am 
Hey, is this mod compatible with the improved fertility from sanitation buildings mod?
Hadrian  [author] 4 May, 2019 @ 9:23pm 
Nope. It still works if you enable outdated mods. The rules it changes haven't been otherwise tweaked in the core game.
Ekdromos 4 May, 2019 @ 6:54pm 
Does this mod need an update?
Hadrian  [author] 12 Oct, 2018 @ 3:31pm 
Bingo! Some mods use different file types. This one only needs to change values the game uses by default, like public order bonuses, food consumption, maintenance costs, et cetera. Those are almost all contained in the game's .pack files. :-)
Dunadd 11 Oct, 2018 @ 10:01am 
Ah wait it is - it just doesn't show up in blue - i assumed only blue files were mods.
Dunadd 11 Oct, 2018 @ 10:00am 
Ok thanks for the explanation. But it turns out when i subscribe some mods - including this one - aren't showing up in the Attila data folder at all and i don't understand why.
Hadrian  [author] 10 Oct, 2018 @ 7:07pm 
You're misinterpreting the common use of the term "compatibility." Saying that it's not compatible with Age of Charlemagne isn't the same as saying it won't work if you have AoC installed. That's like Steam saying it's not compatible with Origin. Which it isn't. The two services don't work together, but you can have them installed at the same time.

TL;DR You're overthinking. It will work, AoC installed or not. It just won't do anything to an AoC campaign because it is a grand campaign mod.

Enjoy the mod. :-)
Dunadd 10 Oct, 2018 @ 4:51pm 
But it'll work in the Grand Campaign even if i have AoC and The Last Roman installed, so long as i'm playing the Grand Campaign? Or should i uninstall them to use this mod?
Hadrian  [author] 10 Oct, 2018 @ 4:43pm 
It won't work in AoC. Which is really a no-brainer, because AoC doesn't use the same food / climate change mechanics. At all.
Dunadd 10 Oct, 2018 @ 3:41pm 
Does the "Is not compatible with non-GC DLCs" mean this mod won't work if i have the Age of Charlemagne DLC installed? Or only that it won't work in the Age of Charlemagne campaign?
5pectre7 19 Jul, 2018 @ 11:25pm 
@Hadrian I guess it's ok now. I've started a new game, loaded more than 10 times, and it seems to work. Maybe I've launched another mod that meanwhile corrupted the save file. Thanks for the response tho!
Hadrian  [author] 19 Jul, 2018 @ 12:56pm 
@Facelifter I just booted up a campaign and the mod is working just fine. I verified by checking for a public order bonus on the trade port in Constantinople.

Make sure the mod is enabled in the launcher; the mod should be up to date for current versions of the game, but you may have to "Enable out of date mods" (a check box in the launcher), then ensure the mod is enabled after that.

Here's a screenshot so you know I'm not full of it :-) Let me know if you get it working.

http://hadrian.watch/ConstaTradeBonus.png
Hadrian  [author] 19 Jul, 2018 @ 10:29am 
Hmm. I'll have a look when I can. Out of town at the moment, and my non-gaming laptop's ability to run an Attila GC is questionable.
5pectre7 19 Jul, 2018 @ 6:19am 
none
Hadrian  [author] 19 Jul, 2018 @ 5:16am 
What other mods are you using?
5pectre7 19 Jul, 2018 @ 12:07am 
When I load the game, this mod isn't working. (I've started a new game after installing the mod)
DarkPhoenix Gaming 8 Apr, 2018 @ 3:39pm 
@Hadrian Good to know. I was running on the assumption that was the case and hadn't noticed any issues so far (not that I was looking all that closely, mind you). Appreciate you clarifying it though.
Hadrian  [author] 8 Apr, 2018 @ 2:51pm 
The latter. The mod will work just fine.
DarkPhoenix Gaming 7 Apr, 2018 @ 5:31am 
Right now when I try to start with this mod enabled, the game gives me a message that it's out of date. Does anyone know if there's any actual issues with using it on the current version or if it's just because the mod hasn't been told it should be compatible with the current version (as in the TW version compatibility code or whatever just needs to be changed in a file)?
Alexander The Greek 19 Dec, 2017 @ 3:53pm 
can you reduce public order for all industry buildings? Because oppress the lower working classes.
Actarium 18 Dec, 2017 @ 10:10am 
This made the game far more enjoyable. Trying hard version on next campaign because it took away any challenge to public order in provinces. I found I could build whatever, and the only problem I ran into was squalor (and then only in some).
Xeryx 29 Sep, 2017 @ 6:15am 
what I mean is that you do not need to include every line item. You only need the ones you change, when you rename the sub_directory of the original.
Hadrian  [author] 29 Sep, 2017 @ 4:54am 
Not sure what you mean. The only table in the mod is the building effects table. So...
Xeryx 29 Sep, 2017 @ 1:17am 
When you make a mod in the submod format, especially one as large as yours, you only need to include the things that you have changed. You have included everything in you mod and that is not needed, infact it makes compatibility with other mods worse.
Xeryx 25 Sep, 2017 @ 2:51am 
Since, the AI has such an issue with food, wouldn't it be a good idea to open up the food buildings to all the major settlements? This would dramatically help in IMHO.

I am also currently using your hard buildings in my personal mod, and it seems to work pretty good, but I admit I have not had time to fully test it out completely.

I would really like to put the food issue to bed for the AI, and this mod seems like it could be a possibility, but the food building would need to be opened up to all Major settlements in order to do so.
Hadrian  [author] 17 Sep, 2017 @ 6:48am 
Yes.
✠SIgmaWolf✠999ACsoonMP 17 Sep, 2017 @ 4:58am 
Does this effect AI also
vanderbilt_grad 18 Aug, 2017 @ 4:24pm 
Is this mod compatible with Terminus?
Hadrian  [author] 5 Aug, 2017 @ 1:50pm 
Yep. Itll be fine.
wha2les 5 Aug, 2017 @ 10:39am 
The game said that It is built for older version and might not be compatible, so I wouldn't have any issues right?
WolfgangKrauser 27 Mar, 2017 @ 12:49pm 
Though I am obviously not relying on you to answer this, as a modder are you able to tell me whether or not those first two are compatible with the third (Roma Aeterna)?

If you could even tell me whether or not all three of those mods will work all together, that would be great. I may end up using your mod too, by mixing and matching and excluding.

Thanks.
WolfgangKrauser 27 Mar, 2017 @ 12:25pm 
Thanks.
Hadrian  [author] 27 Mar, 2017 @ 12:18pm 
Hey there, Wulf. The top two shouldn't be an issue, as those effects are covered by different tables. The bottom mod (the temples) won't work. Depending on the name of the mod file, either my mod or that one will load up, but not both.
WolfgangKrauser 27 Mar, 2017 @ 11:46am 
I know that you say that this likely won't be compatible with other mods that change building stats, but can you confirm that this mod will not be compatible with these three mods? Thank you.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=760745875&searchtext

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=664324592&searchtext

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=534127394
iloveatats 2 Feb, 2017 @ 8:23am 
Playing with Norse on Mac, second level farm still has a public order penalty. Is the mod working? I can't tell. Have Radious installed.
Rubino303 11 Jan, 2017 @ 5:20pm 
Going great so far. Might try hard building effects once i know i can handle winning the civil war with Julian Augustus with this mod. Definitely much more sensible effects for the buildings i love it.
Hadrian  [author] 8 Jan, 2017 @ 2:22pm 
You bet! Once you're used to this one and if you want a bit more challenge without it being just like vanilla, try Hard Building Effects. I tend to use that one nowadays in my own playthroughs.
Rubino303 8 Jan, 2017 @ 1:56pm 
Seems to be working so far. Will update you when im deeper into my campaign. Should be a big help thanks so much!
Hadrian  [author] 7 Jan, 2017 @ 10:03pm 
Should work great as long as that mod doesn't also edit the building effects file. Let me know how it goes!
Rubino303 7 Jan, 2017 @ 3:29pm 
gonna try this out with the Eras of Rome: Augustus Julianus mod:steamhappy:
Hadrian  [author] 8 Nov, 2016 @ 7:55am 
You'll have to be more specific. I don't know which one you're referring to.
Mr. Miyagi 8 Nov, 2016 @ 7:04am 
is it completable with reduce mod?
NapoleAn3 10 Jul, 2016 @ 12:36pm 
Love your work, thanks a lot.
Takes a truck load of mods to make the game playable.