Crusader Kings III

Crusader Kings III

More Holdings For Tribal
14 Comments
Dystopianist 1 Sep @ 1:02pm 
Oh, thanks!
MikkyV  [author] 31 Aug @ 3:10pm 
I have just now had a look, the mods you have listed all work with my mod on their own since they don't add to a holdings.txt
Dystopianist 27 Aug @ 7:15pm 
Oh, uhhh... I kind of use all three in my current modpack, which might be a bit much to ask haha.
MikkyV  [author] 26 Aug @ 11:44pm 
On its own, this mod can't be compatible with any other mods that add new buildings. I have made a compat mod for more buildings + but no others at the moment, are there any you would like in specific?
Dystopianist 26 Aug @ 10:50am 
Hi, how's the compatibility of this with other building mods? RICE, COW3, Medieval Arts?
MikkyV  [author] 26 Aug @ 6:01am 
Thank you! I have updated the mod just now adding in the feudalization and added some icons for the buildings. Thank you for the information!
RandomMurderer 20 Aug @ 6:05am 
should be else = {, not else_if ={, my bad
RandomMurderer 20 Aug @ 6:03am 
Also, I noticed you were replacing a lot of the files without changing all of the substance, which makes the mod less compatible. For example, in 00_tribal_interactions.txt you didn't change the tribalize_holding_interaction, so it would be better to create a separate file, call it xxx_tribal_interactions or w/e, and put in there the other edited interactions. The CK3 wiki [ck3.paradoxwikis.com] has decent modding advice for when a single object can be overrided as opposed to a full file.
RandomMurderer 20 Aug @ 6:03am 
So in order to allow upgrading to a feudal church there are a few things you can do. First of all, in the feudalize_holding_interaction, you can replace

if = {
limit = { exists = scope:target.title_province }
scope:target.title_province = {
set_holding_type = castle_holding
}
}


with

if = {
limit = { exists = scope:target.title_province }
if = {
limit = { scope:target.title_province = { has_holding_type = t_church_holding } }
scope:target.title_province = {
set_holding_type = church_holding
}
}
else_if = {
scope:target.title_province = {
set_holding_type = castle_holding
}
}
}

That will allow you to feudalize each individual tribal temple. You should probably also edit the convert_whole_realm_to_feudalism_effect (in 00_decision_effects.txt) to replicate the tribal_to_feudal_building but with t_church_holding and church_holding instead of tribal_holding and castle_holding.
MikkyV  [author] 10 Jun @ 4:00pm 
I'd also like to add, my first comment about how it should work with feudal buildings mods is wrong (lol), any mod that adds buildings will require a compat mod editing the holdings.txt and maybe other files if they have the same names.
MikkyV  [author] 10 Jun @ 3:20pm 
I have just now uploaded a new compatibility mod for More Buildings this is the link (if it'll let me post it)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3496831815
HeirandtheSpare 10 Jun @ 8:48am 
More Buildings + has a few for tribal. I'd like to use them both. Thank you!
MikkyV  [author] 9 Jun @ 9:22pm 
Thank you! I don't think it would be compatible with any building mods that change the tribal buildings, but it should be ok for any feudal building mods. If there are any mods that you know of / want to have work with this one let me know and I can have a look into adjusting my code!
HeirandtheSpare 9 Jun @ 7:19pm 
Is this compatible with other building mods? Looks great!