Europa Universalis IV

Europa Universalis IV

Anbennar - Haless & Aelantir Monuments
Sorge_  [developer] 25 Jun, 2022 @ 8:41pm
FAQ
Q: Is the art AI?
A: No, the art is from random artists on artstation that I grabbed. Sources of the original art with links can be provided if requested. I think I linked the full folder at one point in the descriptions to one of the monument mods if you want the originals.

Q: Is this mod compatible with the Bitbucket public fork of Anbennar, in addition to the steam version?
A: Yes.

Q: What monuments make the artificers estate upon upgrading to T3?
A: Luoyip (House of Fire and Water)

Q: Vampires?
A: Heiyukcheng.

Q: Does Anbennar really need yet another monument mod?
A: Yes! This is my final monument mod for Anbennar anyways. I have no interest in Sarhal and someone else made a Sarhal monuments mod I think. No relation to my mods.

Q: Does this mod conflict with/overlap with Anbennar - Monuments Expanded by SectionXIII?
A: No! I have intentionally gone out of my way to make sure that there is zero overlap between my Anbennar Monument mods and SectionXIII's mod. However, that's the only monument mod which I can guarantee that with, as I talk with SectionXIII and not with any other monument mod makers.

Q: Does this mod conflict with any other monument mods you have made?
A: No.

Q: I have a question that isn't answered here and isn't a bug report.
A: Ask below and I will answer!
Last edited by Sorge_; 19 May @ 4:04am
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Showing 1-6 of 6 comments
Yamakoki 27 Jun, 2022 @ 9:31pm 
i have a problem with this crashing the game i know its the submods for anbennar because when i deactivate them it works fine but activating them causes it to crash on start and that goes for testing single mods first with anbennar on
Sorge_  [developer] 27 Jun, 2022 @ 10:17pm 
Originally posted by Yamakoki:
i have a problem with this crashing the game i know its the submods for anbennar because when i deactivate them it works fine but activating them causes it to crash on start and that goes for testing single mods first with anbennar on
Could you provide some more information? Are you running any other Anbennar submods besides this one/other monument submods?
Lynrael 8 Jan, 2024 @ 3:32am 
Is there a Sarhal Monument Mod in the works?
Sorge_  [developer] 8 Jan, 2024 @ 4:34am 
Originally posted by Lynrael:
Is there a Sarhal Monument Mod in the works?
no not currently, because Sarhal's lore and Sarhal mission trees are still being developed, I see little point to adding monuments to a region that's not settled yet. I may add monuments to Sarhal sometime in the future once it's more complete.
somebodynobody10 14 Feb, 2024 @ 6:22am 
Does the Haless Vampire monument (the one that gives you the vampire estate when completed at third level) count syncretic faiths in its faith check for if you can use it, or do you need to have Lefthand Path as the actual primary religion?
Righteous Path can nowadays use that mechanic, so it would be nice to know if there is a way to activate the monument that way.
Sorge_  [developer] 14 Feb, 2024 @ 12:49pm 
Originally posted by somebodynobody10:
Does the Haless Vampire monument (the one that gives you the vampire estate when completed at third level) count syncretic faiths in its faith check for if you can use it, or do you need to have Lefthand Path as the actual primary religion?
Righteous Path can nowadays use that mechanic, so it would be nice to know if there is a way to activate the monument that way.
I just updated the mod to work with syncretic faiths for Heiyukcheng (a la vanilla eu4) I'll go over the other monuments in more detail to make them all line up later
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Showing 1-6 of 6 comments
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