Crusader Kings III

Crusader Kings III

Flogi's Buildings and Technology Mod
328 comentarii
󠀡󠀡 12 iul. la 11:45 
Be healty wise one thanks for your benefits
flogi  [autor] 4 iun. la 1:41 
Is it your capital by chance? Cause you cant give that one away.
Ruizbros94 3 iun. la 10:47 
Nice mod, but for some reason I cant use the grant counties to nobles button for those that have Duchy Buildings.
flogi  [autor] 26 mai la 7:02 
I think I have fixed the error now. I was seemingly a building file causing it, also had to do with variables, but not really sure why this particular setup crashes the game right now. I have removed the deactivating of buildings costing resource upgrade for now. Its probably related to some kind of vanilla bug, cause that feature was working for quite some time before.
At least it did not crash for me for 30 years in Observer mode now.
flogi  [autor] 26 mai la 5:12 
No it cant be the varialbes. That has been working for years. It is showing up in the error log yeah, but that must not necessarily mean that its causing the crash. I let it run in observe for some time and seem to have crashes related to ambience sounds.
Arc 26 mai la 0:22 
Yeah there's definitely an intermittent issue with this mod. I had to stop playing and then did another playthrough which worked fine and now a new playthrough once again gets to a point where is just crashes repeatedly. error logs shows a multitude of errors multiple times a second from missing Flogi mod pictures, missing sounds and then failing to fetch resource variables leading to a memory access violation crash "uhandled Exception C0000005 (EXCEPTION_ACCESS_VIOLATION) at address 0x00007FF6A2A5ED0F"
flogi  [autor] 24 mai la 10:05 
Its possible, but its more likely that its a vanilla crash. The patch had a lot of problems actually.
Arc 24 mai la 10:03 
Thanks for explaining the event popup, but now I'm getting a crash around 15 years into the game with only this mod enabled. Did the newest patch break it?
flogi  [autor] 23 mai la 1:59 
The event briefly showing up is a hidden event calculating the resources. And it showing up is a vanilla bug, cause you are not supposed to see it.
Arc 22 mai la 18:12 
Events don't work with this mod. They pop up for a split second blank and then disappear. Game also usually has to be reloaded every time you need to load a save or it crashes.
Frontline 10 mai la 5:15 
Please remove the Russian localization from the mod. Firstly, it hasn't been updated since who knows what ancient times. And because of it, the entire resource system doesn't work at all. Instead of normal text, I only see MARKET_GENERAL_7 and MARKET_GOD_SUMMARY and similar everywhere
flogi  [autor] 29 apr. la 14:35 
The mod has been updated to work with the new patch. Cheers!
Spaceracer 6 apr. la 19:59 
Found out about this from CK2

Just now
matthias_noname 23 mart. la 4:16 
There is a patch for cow2 but not for cow3
flogi  [autor] 15 mart. la 1:53 
I have no idea, isnt there one on the workshop.
John Darksoul 14 mart. la 10:29 
Hey flogi what's the patch that makes this compatible with CoW?
Andsztal 12 febr. la 5:47 
More Bookmars+ edits the map as well, adding provinces (including changing existing ones), editing duchies and kingdoms. Nvm, I will try checking it with a patch for Cities of Wonder and report if I encounter some major issues.
flogi  [autor] 12 febr. la 5:14 
Adding more bookmarks should not be a problem in general. Cities of wonders though is not compatible without a patch.
Andsztal 12 febr. la 4:21 
Hello! This mod looks awesome, good job! I have a question though, does anybody know if it is compatibile with More Bookmarks+? At least with compatch that is required for Cities of Wonder (it is implemented in MB+).
JP 8 febr. la 5:54 
How do I feudalize a tribe with this mod ? I can't see the button
JamieStylez 27 ian. la 13:12 
apologies. yes. all good now. created two separate mod orders. thank you again
flogi  [autor] 27 ian. la 1:53 
I literally answered you one post earlier...
JamieStylez 25 ian. la 2:38 
hi again, is this compatible with MHG? the graphics seem to be overwriting one another and I am left with empty holding graphics in iberia, africa, and persia. there is also a localization problem with tribal holdings, it shows up as building_type_... something in my game.
flogi  [autor] 11 ian. la 1:47 
Its not compatible without a patch, no.
JamieStylez 10 ian. la 16:27 
is this compatible with Cities of Wonder 3? Because I can't seem to find the megalopolis option any longer for my castles
flogi  [autor] 24 dec. 2024 la 3:47 
Any mod that adds new buildings is not compatible with the other ones without a patch due to the file structure. Medieval Arts is compatible.
Fallen King 23 dec. 2024 la 11:59 
hi, is his compatible with More Building Reboot, Medieval Arts, Unique Building Plus - that's what I use for buildings. But I need something more dynamic when it comes to economy. Don't mention your discord, it's asking for cell phone verification and I don't use cell phones so - no discord.
Local 58 22 dec. 2024 la 15:37 
Love your mod. played with CK2, now onto CK3
flogi  [autor] 21 dec. 2024 la 17:38 
Yeah, this works.
Local 58 21 dec. 2024 la 17:33 
does it will work?
Rykhath 30 sept. 2024 la 22:10 
This would be awesome with Sinews of War :D
flogi  [autor] 28 sept. 2024 la 2:20 
@Templar Jon: You could change the point generation to your liking in common/script_values/02_Flogis_techmod_Resource_Production_Values. You can change the point generation per learning skill for example in line 465.
Templar Jon 27 sept. 2024 la 22:06 
If I am looking to just be OP and research all technologies, is there a way to change the amount of points you have?
flogi  [autor] 25 sept. 2024 la 13:20 
The mod was updated to the latest Basileus Patch!
flogi  [autor] 4 aug. 2024 la 13:30 
@Lempira: I posted an update right now, that should make the spawn of resources much more consistent. Pretty much on the same day every year.
flogi  [autor] 4 aug. 2024 la 8:43 
@Lempira: I dont know why that seems to happen from time to time. In my games it seems to happen with the game being several years in, but it always fixes itself at least for me with the events trickeling in after some time.
Lempira 4 aug. 2024 la 8:36 
It's a shame that the mod doesn't work well for me. I have to restart the game several times or go back to the main menu to select a new game. If I don't do that, I almost always have resources that are not mined. Sometimes even all of them.

What have I already done: uninstalled the game and installed it on the main hard drive, which is an SSD drive.

Checked for errors.

Disable one mod at a time to see if the error goes away or is still there.

I'm translating this with Google Translate. Sorry if there may be any mistakes. Unfortunately I am dyslexic.
Lempira 4 aug. 2024 la 8:36 
Schade das der Mod bei mir nicht gut funktioniert. ich muss etliche male das spiel gang neu starten oder ins Hauptmenü wider wechseln um ein neues Spiel aus zu Wählen . Mach ich das nicht habe ich bei den Ressourcen fast immer eine die nicht abgebaut wird . Manchmal sogar alle.

Was habe ich alles schon gemacht : Spiel Deinstalliert und auf Haupt festplatte installiert das ist eine SSD Platte .

Nach Fehler Überprüft .

Ein Mod nach dem anderen Deaktiviert um zu sehen ob der Fehler verschwindet oder noch da ist.

Ich Übersetz das noch mit Google Übersetzer Entschuldigung wen dabei noch Fehler sein können . ich bin leider Legastheniker .
flogi  [autor] 1 aug. 2024 la 13:58 
Hi Lempira,
well I thought I mostly fixed the inconsistent spawning of the resources. If it breaks over time this is not good, but right now I dont really know a workaround for it. Technically it should trigger...
Lempira 1 aug. 2024 la 8:57 
Entschuldigung das ich da in deutsch schreibe werde es aber mit google Übersetzer noch bearbeiten . ich spiele gern diesen mod . ich musste aber feststellen das der Abbau von Ressourcen im Jahr nicht immer funktioniert . An was kann das liegen . ich muss öfter das Spiel neu starten bis das geht . Kann mir bitte jemand einen tipp geben oder helfen ob es bei euch geht und was Ihr anders macht .

Sorry, I'm writing this in German, but I'll edit it with Google Translate. I like playing this mod. But I discovered that mining resources during the year doesn't always work. What could be the reason. I have to restart the game several times until this works. Can someone please give me a tip or help if this works for you and what you do differently.
flogi  [autor] 19 iul. 2024 la 8:02 
@PossumFlavored: CK 3 unfortunately only displays the first decimal, so if you raise the tax by 0.15 it will only show as 0.1. Thats the case for those buildings.
SuspiciousSeal 18 iul. 2024 la 19:56 
Some of the building upgrades are odd. Take the tavern for instance. You can upgrade it, over the course of several upgrades it only gets +0.1gp. If it enables some other building or has some passive that im not catching that would be great if it and buildings like it could get some clarity.
flogi  [autor] 15 iun. 2024 la 3:28 
@hamletsdead: I personally won't make one, but you are welcome to do one yourself.
hamletsdead 12 iun. 2024 la 15:35 
These are awesome but it overwrites the GUI for Sappho's Daughter -- it elminates the "Souls" icon showing how many souls the PC has for spells. Any chance of a compatch so they play nice together?
flogi  [autor] 9 mart. 2024 la 6:55 
You certainly require a certain tech level you might not have in 769.
Smiling Knight 9 mart. 2024 la 6:52 
Well, I still can't construct any dutchy builing for some cultures. For example Ireland petty kings. Do I require some technology? Can't find out
flogi  [autor] 9 mart. 2024 la 6:04 
I transfered the unique buildings to be regular buildings. Dont know about the comp patch, have not tried it.
Smiling Knight 9 mart. 2024 la 5:29 
Still have one problem. For some nations I can't construct any builing except burial site. Don't know why and some of unique builings (for example Notre Dame de Paris) just dissapeared(not even unique builing slot left).
Seems some of builing mods that I use have a conflict :steamsad:
Smiling Knight 9 mart. 2024 la 5:14 
What if I use this compatch with your mod, RICE, Medieval Arts and Architect of Wonders? :koukoulion:
https://cs2bus.com/sharedfiles/filedetails/?id=2980903256
flogi  [autor] 9 mart. 2024 la 3:09 
Im not sure RICE is fully compatible, there might be buildings missing if some are added that require editing of the holding.txt file. Medieval Arts I myself use in my playthroughs, Architect of Wonders is certainly not fully compatible.