Crusader Kings III

Crusader Kings III

787 ratings
Foundational Framework
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11.357 MB
12 May, 2023 @ 6:57pm
18 Mar @ 4:10pm
12 Change Notes ( view )

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Foundational Framework

In 2 collections by Stik' | Mostly Mechanical Mods
Mostly Mechanical Mods
13 items
Foundational Framework
8 items
Description
Foundational Framework is a Uniquely Useful Utility mod that aims to enhance mod compatibility, by being to script what UniUI is to GUI.

It is required for Prisoners of War, advised for all Mostly Mechanical Mod, and open to include any mod whose author would like to be supported.

All supported mods are gathered in the Foundational Framework collection

No More Compatch


By relying on rules of single-object override, Foundational Framework establishes some scripting guidelines which, if followed, enable supported mods that modify the same vanilla files to work in any combination as long as Foundational Framework is loaded, without having to make compatches for every single possible combination of those mods, and mostly independent of load order.

Shared Effects and Triggers Library


Ever wished for an is_at_sea trigger? Foundational Framework has that.
Every scripted_effect and scripted_trigger used in Mostly Mechanical Mods that might be useful to other mods will be included in Foundational Framework.

Simplified updates on patch day


Mods can opt-in for a full integration in Foundational Framework, meaning they will require Foundational Framework, like Prisoners of War does.

With that level of integration, all vanilla files modifications are in Foundational Framework, not in the supported mod - which means that the mod will no longer require to update the vanilla files they modify when there is a new patch - Foundational Framework will handle that, greatly reducing the pain of updating mods with each new vanilla patch.

Join the Foundational Framework


If you would like your mod to be supported, please get in touch on our discord ![discord.gg]

Disclaimer


This mod might include any number of things not explicitly listed in this description, including (but not limited to) a loading screen promoting ModCon.
209 Comments
SpaceNavy 12 minutes ago 
Broken, don't use.
Lucky Dan 10 Oct @ 12:00pm 
Took me a bit to narrow down my issues to this mod. Yep, turned on "Nomadic" for Rurik.
Obiben27 2 Oct @ 10:18am 
If you want to use this mod makje sure that you only turn it on to change stuff and save before restarting without the mod on
I had all the bugs mentioned in the comments too.
Purple councilor task icons, 1-2 direct vassals limit and Nomadic Law stuff.

Sucks because I was playing adventurer and after a long while finally decided to settle and grab land and I got rektd instantly. Which also makes me think that if you are planning to stay as an adventurer and never grab land you are perfectly fine with the bugs, that kind of gameplay it's untouched by the various errors LMAO.
GandalfXLD 30 Sep @ 5:30am 
Does this mod still work or is it in bad need of an update?
Awozzy 23 Sep @ 9:37am 
I can also confirm the Nomadic law, domain/vassal limit, and purple boxes bugs.
s1tam 19 Sep @ 2:31pm 
I confirm the previous comments about the bugs this mod causes, especially the incorrect display of priest and treasurer quest icons, and the appearance of nomadic laws in the feudal state type. It's a shame because I only used this mod for Prisoners of War, which is so good it should have been included in the base game.
Kaiser 15 Sep @ 6:16am 
I can also attest that the chancellors cannot be appointed and the steward and priest have purple boxes
Felicio 14 Sep @ 4:09pm 
BUG: This enables Nomadic laws for non-nomadic adventurers, which also pushes the succession window off the bottom of the screen.
Miller 13 Sep @ 12:22am 
Can confirm, specifically the steward and priest are affected in my case