Crusader Kings III

Crusader Kings III

(Discontinued) Balanced Ultimate Camp & Estate With Feudal/Tribal/Clan Domiciles
101 Comments
hronflow008  [author] 27 Oct @ 11:09am 
Letting people know I will only be getting back to modding this game if All Under Heaven PROVES that the devs can optimize the running of the game, otherwise im simply contributing to its decline. Plus every major mod needs MONTHS of time after release to fix stupid bugs, so expect me back in november/december
smirkyshadow 6 May @ 6:40pm 
Aight
hronflow008  [author] 6 May @ 12:16pm 
hronflow008  [author] 6 May @ 12:15pm 
Letting people know now, I don't intend on doing any more development on this version until I am convinced that modders are capable of adding new domiciles WITHOUT introducing serious bugs.
smirkyshadow 5 May @ 4:05pm 
Yeah I was referring the upcoming dlc, although Im less optimistic now

Khans of the steppe massively hurt preformance

Also both this mod and the normal ultimate camp & estate broke, feudal/clan domiciles was broken by the update, but they already updated to fix it
hronflow008  [author] 5 May @ 3:15pm 
OH youre refering to the upcoming content. They can say what they want about optimizing it but given how crazy unstable the game is now with mods, they would need some MAJOR advancements.
smirkyshadow 4 May @ 12:02pm 
Ngl all under heaven isn't out yet, and this recent dlc was hell for preformance

Paradox really has to get their shit together for ck3 rn
hronflow008  [author] 28 Apr @ 11:46am 
No, it is the same thing I did
smirkyshadow 1 Apr @ 12:08pm 
Im pretty sure they stated they took a lot of care to optimize it for all under heaven?
hronflow008  [author] 20 Mar @ 2:37pm 
hronflow008  [author] 20 Mar @ 1:42pm 
And with the rest of Asia being introduced by next year, this game will become even MORE unstable. Unless they have explicitly stated they will be taking REAL, CONCENTRATED efforts to optimize this game, I am done.
hronflow008  [author] 20 Mar @ 1:41pm 
I will try to focus on splitting this mod before I quit entirely, this game ACTIVELY doesnt want me playing it, takes 20 mintues to load, uses 20GB of RAM, and crashes after an hour of play (crashes much sooner if a browser is open)
hronflow008  [author] 20 Mar @ 1:40pm 
His fix is the same as mine, heirs will be generated specifically if their liege is their heir and not of the same dynasty.
Cap n Ball Torture 14 Mar @ 2:11pm 
update to fix bug has been posted to manor domiciles mod
hronflow008  [author] 12 Mar @ 1:26pm 
@dawid69929 I can't find anything like that. the gptm name comes from the original feudal/clan/tribal domiciles mod, and is used in things like setting domiciles both at the start of the game and whenever governments are changed. If you have specific examples let me know.

@PlzDoNotPeek_03 I failed to save this mod before adding the feudal/clan/tribal domiciles, so splitting them off is going to take some work.

@Lord Rizen You would need to edit the domicile_types file and add another external_slot to the list, which is tricky because you'd need to adjust the position of ALL the slots. then in camp_buildings file you need to change camp_main_01 to add 5 external slots instead of 4, then 3 upgrades to the main building bringing the total to 8.

If you are using another mod that adds a building, that means that mod would edit 00_camp_buildings, which means you would need to merge whatever they added into this was well.
hronflow008  [author] 12 Mar @ 1:12pm 
Actually, after looking over the changes, only a few details about clan governments and estate buildings were changed. I just updated and tested myself, seems to work. Let me know if there are other issues.
hronflow008  [author] 12 Mar @ 10:55am 
the 1.15 update changed a lot about how governments work, and I think this mod now causes very hard crashes when used. Ill try and look into how to fix it, but I will likely be removing the extra domiciles, they simply cause too many issues.
Lord Rizen 25 Feb @ 6:42pm 
How hard would it be to add an 8th domicile slot for a building added by a mod?
PlzDoNotPeek_03 22 Feb @ 1:13am 
is there a version just for camp? or i have to waiit until you to splitt this mod?
dawid69929 19 Feb @ 12:15pm 
@hronflow008 one small question? can you clean up old files that aren't used like BUC and gptm files?
Fillder 14 Feb @ 10:25am 
Thanks for the reply, I ended up removing this mod from the AGOT playthrough, but will revisit it on my next vanilla run. Anyway, thanks for the mod! As a completionist, I really don't like arbitrary slot limits, but I appreciate a balanced take on the system. Cheers!
hronflow008  [author] 13 Feb @ 2:55pm 
As for why the visuals dissapear, I have no idea, it does not happen to me in my modlist, meaning you will need to try and find which other mod causes this issue.
hronflow008  [author] 13 Feb @ 2:54pm 
@[TO] I do not use AGOT mods, but I DO use More Interactive Vassals, and confirm it works fine with that one.

For everyone who wants AGOT compatibility, ive said before that I don't know enough about it to provide support, and I suspect someone else should essentially make their OWN version for AGOT specifically.

What I will eventually get to is splitting this mod up since not everyone seems to like the inclusion of feudal/tribal/clan domiciles. It may be a while though so do not hold your breath.
Yamada 11 Feb @ 7:42pm 
Hi
Can you make camp only version?
Fillder 4 Feb @ 10:02am 
@Nostramo, I too lost the pavilion image. Did you ever manage to resolve issue?

@hronflow008 The image and additional slots were there the first hour or so of a new campaign. Now I only see the slots and buildings, no background visuals. It's at the bottom of the Load order, and I tried resub. Any other ideas? I more or less only use AGOT + Submods + interactive vassels + character search
skinnypenis 26 Jan @ 4:21am 
also can there be a version just with expanded slots for camps and admin governments without giving it to feudal government types as well?
skinnypenis 26 Jan @ 4:15am 
AGOT compatible?
Miss Bonafide 24 Jan @ 3:07pm 
Has anyone made a patch for MHG?
Emperor_Koda Uzumaki 7 Jan @ 6:10am 
yes please a version without manor domiciles, this mod would be otherwiese excatly what i wanted.
Bobby 6 Jan @ 1:16pm 
could you please make a version without manor domiciles thx
Pete Zanzibar 5 Jan @ 11:51am 
This would be perfect without the Manor Domiciles inclusion.
Kahlil 30 Dec, 2024 @ 8:14pm 
Thanks for this mod and keeping it updated!
hronflow008  [author] 28 Dec, 2024 @ 2:53pm 
@Hellrech Possibly, I didnt change any names do the localization should still work. I'll look into adding it.
Hellrech 28 Dec, 2024 @ 10:09am 
There is a translation for Manor Domiciles, but it doesn't work with this mod. Is it possible to include the translation in your mod?
The inscriptions themselves are not in script form and it's not that it's hard to understand what kind of building is being built, it just looks better when everything is in one language.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3344667191&searchtext=Manor+Domiciles+
hronflow008  [author] 28 Dec, 2024 @ 9:51am 
@Hellrech Correct
Hellrech 28 Dec, 2024 @ 7:22am 
Since the Manor Domiciles mod is integrated, I don't need to subscribe to it, right?
hronflow008  [author] 27 Dec, 2024 @ 11:47am 
@Погладь и оближи I bet that mod also replaces government types, and if it does then yes, no one will have manors. Try loading it after.

@Nostramo Do you mean the camp pavillion or the tribal manor? They both use the same visuals. Either way I tested both and they exist. Try unsubbing then resubbing to ensure you have the latest version downloaded.
Nostramo 25 Dec, 2024 @ 10:19pm 
anyone have the missing picture of the pavillon? everything else seems to be there just not that.
phm.long75 25 Dec, 2024 @ 8:26pm 
Have anyone tried this mod with Rajas of Asia
Погладь и оближи 24 Dec, 2024 @ 6:46pm 
I checked with mod 'LotR: Realms in Exile'. Tried loading it at the beginning and at the end of the mods list.
Now manors are not showing up for anyone.
hronflow008  [author] 24 Dec, 2024 @ 11:42am 
Also I am keeping note of the requests for compatibility for other mods that add new government types, and I will see if I can add them to also have domiciles. However, when it comes to completely fictional world settings like AGOT or Elder Kings, I would actually recommend someone take this mod and rework the aesthetics and naming conventions to fit better within those worlds.
hronflow008  [author] 23 Dec, 2024 @ 12:55pm 
Just updated and fixed the naming issue, forgot to actually do that ZZZ trick, should be working now.
dawid69929 23 Dec, 2024 @ 11:51am 
anyone who has problem of mod not working should add zzz_ before file names for domicilte_types,governments and other files
Lex15 23 Dec, 2024 @ 3:41am 
What I have written applies to the mode MB+ as well as recently when I only use your mod without using any other mod
smn 22 Dec, 2024 @ 3:21pm 
So me and my friend were playing and he died, when his heir inherited he no longer has a manor at all. This doesn't seem to be the same bug you're talking about unless I misunderstood. Any ideas?
Lex15 22 Dec, 2024 @ 2:23pm 
what exactly my ust that I have since today as Feudal/clan Herrs+s but only if as an administrative direction graving it seems so that the integried Mod for all does not function for all
Ghost! 22 Dec, 2024 @ 1:18pm 
Can't you make a debug character that you can force to inherit all houses manors if they die out?
Make him immortal and unable to do anything just inherit manors
Bossatron546 22 Dec, 2024 @ 8:20am 
I know this is a bit much to ask, but if you ever have the time would you be willing to make an agot compatible of this, I love this way more cause it doesnt feel cheaty. anyway love the mod and great work
hronflow008  [author] 21 Dec, 2024 @ 6:37pm 
The recent update added a decision AI vassals will take if they dont have a same-house heir and their titles will go to their liege, who isnt the same house, to generate an heir. The original manor dev said this was the only real way to prevent the inheritance bug, so hopefully this will work. It does mean that houses wont go extinct if they have a liege, but that is the smallest compromise i could make.

Does not require a new game.
hronflow008  [author] 21 Dec, 2024 @ 6:30pm 
I don't know what to tell you, the mod works for me. You can try using the original Manor Domicile mod and see if that works, none of the code has changed.