Crusader Kings III

Crusader Kings III

A Special World - Special Building Compatch
1,130 Comments
cuomo860  [author] 1 hour ago 
No, “sprawl” was removed a while back for consistency and functionality except for what is added by Medieval Arts and COW3.
sleepykids 2 hours ago 
does this mod add building clutter around the holding after constructing?
michaelm3620 8 hours ago 
Hello, for some reason some buildings I added in my own mod aren't showing up anymore. It used to work before. I took the holdings file from the mod and added my buildings to it and it would work before. But right now they wont show, not even the duchy building will show. Any help in getting it to work together again would be appreciated.
cuomo860  [author] 6 Sep @ 7:56am 
Yeah, that's an error on my end. It shows as an option but it should shouldn't actually be able to be built.

FYI, I made some other changes and fixes that I'm not going to release until after the DLC update, unfortunately because of the changes in this mod and my others there may be some stuff that's broken until you start a new campaign,
Herr Doctor 6 Sep @ 3:03am 
Castelo de São Jorge is for some reason available as duchy-tier building in every duchy's main city instead of being unique for Lisbon
LevixLex 5 Sep @ 2:16pm 
Is it compatible with multiplayer?
cuomo860  [author] 4 Sep @ 8:51am 
Yes, you probably need to have EPE after this as I took out most of the culture files due to other issues. Good catch, I should have noted that when I made that change for compatibility.
Herr Doctor 4 Sep @ 7:00am 
@Warjammer many thanks, this actually fixed a lot of problems I had too. Still hope map locators for some newest buildings would be updated for MB+ (like Alexandria etc).
rydiculous 3 Sep @ 1:37am 
After some testing I can confirm this mod makes Norse religion characters wear nightgowns. I do have all the DLC so I have my doubts its a DLC issue, but there may be some issue with another mod.

Actually I kept testing before I sent this and its a load order issue with EPE and CFP. Load those after this mod and the issue disappears
jigme119 2 Sep @ 10:40am 
Is this mod possible to run with Weight of Crown? Becauuse I can't click on the empire icon because of two WOC icons
cuomo860  [author] 31 Aug @ 12:25pm 
There are a few province portraits included. I may add some more as time goes on.
adrija8 31 Aug @ 11:41am 
You have plans to add Provinces Portraits ??
Thanks for the amazing job !!!
cuomo860  [author] 31 Aug @ 8:40am 
@Warjammer You don't need UB+, it's integrated into this mod.
@ronnieraso If it's north it may be a DLC issue as for most culture mods you need the North DLC.

@all I'll be updating this later on today or tomorrow for the latest Medieval Arts Update. In case y'all haven't noticed I do include a decision that updates the map to consider the latest ME buildings.
ronnieraso2005 30 Aug @ 6:27pm 
the mod appears to be making all characters in the north wear sick gowns
Warjammer 26 Aug @ 6:08am 
@Raptor and others that experiences CTDs on launch.

There was an issue for me and several others that were using MB+ and this mod.
At the time it was recommended by the mod author of this mod (Cuomo860) to put MB+ after this mod in the load order. If I remember correctly it had something to do with the new update of the CoW mod at the time.

I am still running MB+ after this mod to prevent crashes and it has been working great for me so far.
My entire load order for mods that affect buildings are:
- Unique Building Plus
- Medieval Arts
- VIET(not a building mod, but recommended to run before RICE I read somewhere)
- RICE
- CFP
- EPE
- CFP + EPE compatch
- Cultures Expanded
- RICE + EPE compatch
- this mod
- More Bookmarks+
- MB + CE (for those that use it+)
- MB + EPE/CFP

Be aware, I am not saying that this load order will work for everyone but it works great for me.
I load a bunch of other mods after these mods which is working fine for me but they do not affect buildings.
Phouruz 17 Aug @ 5:01am 
@Raptor I read somewhere that they're having issues with Medieval Arts and MB+ working together. I've also been having issues where the game is incredibly unstable (CTDs on launch, or random CTDs during gameplay).
Raptor 15 Aug @ 11:19am 
I'm just wondering am i doing something wrong because it keeps crashing, I'm only running MB+, MA, RICE and this mod but it crashes when I select a character and try to start a game.
jigme119 14 Aug @ 11:26pm 
Is this mod compatible with Weight of Crown?
Yusseter 13 Aug @ 10:57am 
is this mod has a github page?
aplikantgold 6 Aug @ 4:00pm 
@cuomo860 hey, Genoa has no walls on map in 1086 start (special building - Walls of Genoa), maybe you know how to fix it? Thank you
Ballester- 6 Aug @ 1:32pm 
Thanks a lot, @cuomo860!
cuomo860  [author] 5 Aug @ 10:11pm 
Updated the culture files to remove the ones the included EPE cultures. It's not the best scenario the Culture Expanded files.
Taelan 5 Aug @ 10:01pm 
@Ballester- same for me and made a comment earlier about it a few down from yours. Not the best solution as it may make things conflict but, I deleted all of the files in common>culture>cultures folder that didn't start with EEE or RICE. Also left the file x00_ce_latin.txt in the folder as well. This fixed the issue with the messed up characters to make it playable, though as said, what effect this will have on other conflicts i'm not sure.
Ballester- 5 Aug @ 5:16pm 
It was working fine until today. Unfortunately, the mod is making all the characters in the game albino... =/
sasc 3 Aug @ 7:36pm 
I understand that

Medieval Arts
RICE
This Mod

Are required, in that order. I also understand that COW3, MHG, MA-MSB, and (I think) UB+ should NOT be run because they are a part of this mod already.

Assuming that's all correct, I'm not sure what else is needed, should not be used with this, or what can be used and where it can go in the load order.
sasc 3 Aug @ 7:33pm 
Thanks so much for the response and all the work! Is there somewhere we can find (or can we make?) a list of what mods and in what order depending on what we use? I'm still a little confused about what's required, what's optional, and what is not needed due to it being fully integrated into this mod. Thanks!
hugo.beaulieu.camus 3 Aug @ 7:13am 
Is it possible to do a compatch for fallen eagle mod ?
Taelan 3 Aug @ 6:04am 
Hi, since the latest update RICE custom characters such as the landless adventures as well as others such as Godwins wife and whatnot all seem to be messed up. When I create a new toon it also seems to default to Slavic Culture/Race. Didn't have any issue prior to this latest update, haven't changed any mods since then and when i remove the patch and leave RICE and the other mods active except this one the issue goes away.

So seems the latest change with the culture files may also be having an issue on the characters.
cuomo860  [author] 2 Aug @ 8:07am 
I see what the problem is...there are no culture files in this mod, so you'd need to add something tht adds the culture files for the building graphics. I'm loathe to add my culture files as they may cause other compatibility issues but for now you could load the MHG+CE (or other) compatch until I get something figured out.
HagenTronege 2 Aug @ 7:48am 
Hi, thank you for the Update. Unfortunately, Slavic holdings are still not applying MHG graphics. Neither are Anglo-Saxon holdings. The only thing working seem to be special holdings like Rome or Lunden. Again, I tested with only Medieval Arts, RICE and A Special World enabled. So there is no mod conflict. Hopeful you'll figure it out because otherwise it's a wonderful mod.
cuomo860  [author] 1 Aug @ 3:50pm 
I found what was likely the issue with the Slavic buildings. I updated the culture files and they should be better now.

There is no patch for CFP and MHG and COW3 are integrated into this mod so those are not needed.
sasc 1 Aug @ 7:10am 
Hello! This looks amazing! Does it run with Community Flavor Pack? Does it need a patch for that? I also have the question about More Holding Graphics...those two mods are pretty core to my CK3 these days. Thanks so much!
HagenTronege 29 Jul @ 11:47am 
First of all, thank you for this great mod. One question, though: Maybe I misunderstand the mod description, but is MHG (More Holding Graphics) really integrated in this mod? Because I started a game with just Medieval Arts, RICE and Special World active but there were no MHG graphics to be found. Playing in Russia and the castle / city / temple art is still western European.
cuomo860  [author] 21 Jul @ 10:15am 
The issue is that MB+ (or MPE) need a separate locators file as their maps are adjusted. There are locators files in my Super Compatch addons that can be used but only the MPE is fully updated as that is what I use.

Using the in game map editor , these can be fixed.
Ginger Minge 21 Jul @ 3:49am 
They're all "near" where they should be (i.e. Pharos is still in the county of Alexandria) but they're obviously not in their correct positions. I'm not running any mods that should interfere with the map other than the ones you compatch (I'm also not running UB+ or cow3 since they're integrated). They're also in the right order, MA > Rice > MB+ (with a few extra mods such as epe/cfp, that should have no bearing on the map).

Does this sound like something that the patch might be affecting? A few screenshots for reference are in this Imgur album: https://imgur.com/a/Hsx4WZJ . Thanks in advance for any help. :)
Ginger Minge 21 Jul @ 3:49am 
Hey Cuomo, sorry to report another problem I've been seeing lately, and I'm not sure which mod might be the culprit. Have you had any recent reports of misaligned objects on the map? Both monuments from MA and more recently the unique models for cities like Alexandria.

For example, visible unique buildings from MA seem to be in the wrong spot, such as the Pharos in Alexandria being on land, away from the sea, with the city itself not being nestled between the two lakes nearby, Mont St. Michel being on the peninsula and not in the sea, or the Cothon in Carthage chilling somewhere in the plains nearby. A few of them also seem to be oversized, like the Trajan Arch in Ancona, or the Palace of Arechis in Benevento. I also made sure to use the right map mode rule as in I enabled the MB+ compatch, but the MPE one is disabled since I don't use it rn (since the MB+ version is not updated yet).
Karl Franz 20 Jul @ 2:08pm 
So... Should this be at the bottom of my load order? I'm getting crashes when i travel to greece and Romania.
cuomo860  [author] 19 Jul @ 4:14pm 
Move forward one day. COW3 changed it so it happens after one day instead of game start.
Danny Raymundo 19 Jul @ 1:54pm 
HI Cuomo!
I'm struggling to get any burges to show up on any start date. I've selected the game rule to include historical ones but when i load up, Constantinople for example stays a level 2 castle. it has an extra building built like the great lighthouse but no burge, the graphic looks like it should be one. I've not played for a while so i might be missing something that's changed. (I've seen Athens inst one anymore) I've tried to follow your instructions about removing COW and UB+. Everything else seems to be in working order with the mod. cheers!
DaTruth8506 13 Jul @ 12:17pm 
Alright I will keep that in mind I appreciate the quick response and your effort
cuomo860  [author] 13 Jul @ 11:48am 
Yes, it's working this needs to be loaded after the MPE Rice Compatch if you're using that and you need to make sure your game rules are correct under compatibility. I'll be updating this for the MA updates shortly.
DaTruth8506 13 Jul @ 11:38am 
So it this mod currently working?
Path of Lunar Chaos 11 Jul @ 11:34am 
I just found out that it is specifically MPE's RICE Compatch that is crashing things. I had been using your derivative of MPE's Patch. I will be doing further testing to see if the normal one works.
Path of Lunar Chaos 11 Jul @ 11:18am 
RICE updated recently, but MPE hasn't yet. My own testing implies that RICE crashes MPE since the update when loading in the map.
cuomo860  [author] 6 Jul @ 3:10pm 
Not at this time. I added a couple but it would take a lot of work. I may add some more over time.
hamletsdead 6 Jul @ 1:38pm 
Are there still plans to integrate Province Portraits into this mod? I saw you had some back and forth with the mod author in his mod page about it back in April. Be great if you could. :-)
cuomo860  [author] 5 Jul @ 3:38pm 
The holdings file would need to reflect both.
qwerty 5 Jul @ 12:17pm 
I think this mod removes the ability to use normal buildings from the More Buildings mod? Is there a way to stop this and use both?
cuomo860  [author] 27 Jun @ 11:06am 
Probably just some event graphics.
cbtendo 27 Jun @ 10:30am 
Hi @cuomo860 I found out that this compatch overwrites witch_ritual activity types. Making it incompatible with witchcraft mod. what does this mod change in that file?