Crusader Kings III

Crusader Kings III

No more special building religious requirements
A6M Zero  [developer] 10 Feb, 2022 @ 8:26am
Missing special building troubleshooting
If anyone with the issue can copy/link relevant files or their files here, hopefully we can find the issue.
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Showing 1-4 of 4 comments
Xan_Fist 10 Feb, 2022 @ 9:10am 
https://easyupload.io/mi7ogs - Unmodded file
https://easyupload.io/nl0ijt - Modded file

I've been comparing them myself and there's nothing wrong as far as I can see. all you did was really just remove the is_enabled parts which shouldn't do anything with the actual building slot. This makes no sense.
Xan_Fist 10 Feb, 2022 @ 9:46am 
I think I solved it. Under line 1477 in 00_special_buildings.txt there is a } missing that should be at line 1487. when I replaced that in your mod everything came back for me. for me it looked like this

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = {
factor = 5
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_castle
}
}
}

It should be

ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = {
factor = 5
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_castle
}
}
}
}

♥♥♥♥♥♥♥ steam doesnt keep formating but you get the point I think.
Last edited by Xan_Fist; 10 Feb, 2022 @ 9:49am
A6M Zero  [developer] 10 Feb, 2022 @ 9:47am 
I am honestly stumped. I can't see anything either, and from what I can glean from this mod the files that determine building slots aren't even in the same folder.
A6M Zero  [developer] 10 Feb, 2022 @ 9:54am 
Originally posted by Xan_Fist:
I think I solved it. Under line 1477 in 00_special_buildings.txt there is a } missing that should be at line 1487. when I replaced that in your mod everything came back for me. for me it looked like this

Well spotted! I must have somehow deleted that character and overlooked it. I've updated the mod with the corrected file now, so hopefully that should be everything running smoothly.
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