Crusader Kings III

Crusader Kings III

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A Special World - Special Building Compatch
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1.528 GB
2022 年 10 月 15 日 上午 9:33
9 月 17 日 下午 5:13
411 項更新註記 (檢視)

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A Special World - Special Building Compatch

描述
This compatch is for the Special Buildings included in a multitude of mods including, Cities of Wonder 3, Medieval Arts, Unique Buildings+, RICE, More Bookmarks +, Africa Plus, Muslim Enhancements and others.

*Now Included More Holding Graphics and COW3 Integration (Do not run either of these mods)

Required Mods (In This Order)
Unique Building Plus
Medieval Arts
Regional Immersion and Cultural Enrichment (RICE)
This Mod

This mod only requires the mods as notes on this page. It now works without MB+ opening the ability to use with a plethora of other mods. When using make sure you check your game rules (under the compatibility tab) to mark which mods you are using. Buildings will be used and assigned accordingly.

*Note: At the moment if you use MPE without MB+ you will not have access to the Port of Tripoli or the Hagia Sophia (separate of Constantinople) as I have not assigned baronies to those buildings.

SPECIAL BUILDING LOCATIONS
In making this mod compatible regardless of which map mode is used, I needed to remove the Special Buildings Locator file. In the gfx/map/map_object_data you will see .info files for these locator files according to which Map Mod is used. I will expand upon these when possible.

To use these, I recommend creating your own mod in the launcher, copying the file to the correct sub folder in the that mod folder and saving/renaming the file as special_building_locators.txt. Load this mod last in your playset.

These are not perfect and will likely need to be tweaked depending on the mod your using.

To edit the special buildings locators, if you want to, launch the game in debug mode (setting in launcher) with that mod active and start a game with as late a bookmark as possible. Once the game is started open the console commands with the tilda " ~ " and type " map_editor ". This will load the map editor. Pick the Map Object Editor option and you will be able to edit the special building locations. I could give a tutorial on this but it's just as easy to learn on your own. It's complex to explain but easy to do.

Locator Files for use with MPE (not MB+/MPE) can be found in this mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3195408681

NOTES
- There may be a weird quirk when when you first start up the game some of the building graphics may not show. No worries, it's because the scripting runs last so the buildings are moved after the graphics are processed. When you reload the save game, everything appears.

Additonal Information:
* Do Not Run MA-MSB as it is integrated into this Mod.
* Check your game rules at game start

(Without this mod UB+ will overwrite many of the buildings included with Medieval Arts.)

Notes:
1. The trade off for truly consolidating the files was to include COW3 to this mod. COW really highlights all the unique buildings as each start date will have very different details to the map - the world in the 9th century is very different than that of the 14th century)
2. For choosing which of the duplicated buildings I used: Medieval Arts takes precedence. Then the buildings in COW3, More Bookmarks+ (there are duplicates within that mod so Muslim Enhancements took precedence). Unique Buildings+ duplicates were removed because the balance on that mod is still questionable after my tweaks and balance is best preserved with other mod.
3. I removed the Silk Road aspects of Unique Buildings+ as these are covered well with More Bookmarks which includes aspects of the Silk Road/Trade Route mods.
4. I integrated the UB+,RICE Compatch so that is not needed if this is installed.
5. There a various other minor tweaks such as adding historical appearance to some buildings from MB+ and others.

***This will need to be loaded after More Bookmarks+/ Additionally, I recommend putting MA after UB+.***

There should be no Mod after this (>75) that adds buildings, edits the map, changes building locators etc.

Feedback is appreciated!



[ko-fi.com]

Also try...

Early Bookmarks : Legends
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2971032067

Gambo's Most Excellent Super Compatch
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2941627704

A Special World
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2875587269

Lay with Your Realm
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2876611303

Historical Figures for More Bookmarks+ (Parts 1 and 2)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2829347852
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2829349002
1,157 則留言
Yarn 10 月 14 日 上午 6:48 
i think this mod causes the Asatru religion to just be called "norse"
Etshy 10 月 14 日 上午 4:19 
as this mod is a compatch of many big mods I'm not sure you won't lose something if you load CFP after.
I'll try that on my side too
Squidian The BoFish 10 月 13 日 下午 3:48 
i fixed this by loading CFP after this mod
Encartrus 10 月 13 日 下午 3:38 
Confirming the behavior from Etshy. It swaps many courtrooms to Andalusian.
Etshy 10 月 12 日 下午 12:47 
Sorry I'm back with another issue.
I think this comaptch is messing with court room.
I tried playing with CFP alone, the court room were fine.
I tried playing with UBP, MA, RICE, CFP, this compatch (in that order) and a lot of the court room are andalusian.
In start date 1066: england, Scotland, norway, hre, Ghana, Qocho and more are andalusian.
Surprisingly France is western european, Indian and east of India looks good too.
Arabic realms looks good too but i'm not sure how many options there are
Etshy 10 月 11 日 下午 5:12 
so it's normal, thanks. i like the powerful lvl 5,6,7 though.
Is it also normal to not see the the huge walls (models on map) around a burge, like before ?
cuomo860  [作者] 10 月 9 日 下午 3:39 
Those were removed from the base COW3. It only uses modifiers.
Etshy 10 月 9 日 上午 10:10 
Not sure if this is this mod but as It include COW3 it should be.
I didn't play for a long time and started a new game with this mod (with RICE, CFP, EFP and a few minor ones).
So my problem is that I don't have any starting burges on the map, and I don't see the castle level 5, 6, 7 that was the Burge level before.
In Game rules, the Burges on start are activated, i allowed the decision to make more etc.
Yusseter 10 月 5 日 上午 10:17 
is this mod has a github page?
Bright moon 9 月 28 日 上午 2:27 
May I ask if this mod has a Chinese localization?