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Rapporter et oversættelsesproblem






I'm afraid there's not a proper list of all the special buildings, the best place I'd look at is the MA_scripted_effects file to see which baronies are modified.
Regarding the special_building_locators.txt file, unfortunately due to limitations in the game engine there can only ever be one of those files, meaning that every mod shares that same specific list of locators and they all overwrite the base game's and each others'. In this mod's case, it is identical to the base game one except for each of the provinces that have received a new 3D model.
I'm not sure how to help in this case, what I'd suggest is to quickly compare the locators file in the base game or in your mod to Medieval Arts' in order to rapidly find the differences, and then move them from there. There are also a few monuments as well as all of the unique cities that instead use their own locators, they are independent map objects. They should be much easier to compatch.
What I mainly wanted to clarify is whether your mod also includes any special buildings that make use of the generic special building locators, that is, those that rely on the coordinates defined in the vanilla special_building_locators.txt.
Recently, I have received a lot of feedback from users asking whether I could release a version compatible with your mod.
May I kindly ask if there is any place where I can find information on which locations your mod adds special buildings to? This would greatly help me in creating a compatibility patch.
There is no dynamic sprawl mechanic in Medieval Arts, but I hand-design unique models for a few cities, and intend to make more : )
Would love for the projects to come back some how, and see how the ruins are rebuilt, and the landscape change even more.
And does this mod still have city sprawl?
I'm willing to pay for it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2320354406
@Lusurfer if you're playing on an ongoing save you need to add the buildings manually through the console since the game does not hot load them. You can see the command in the Discord server
Could you please indicate which edit to which file is necessary so i can make this change locally ? Thanks a lot for taking the time to answer !
Also btw I hope you have stuff in store for the monuments who came without unique models in AuH, wink wink ;)
When high level, the walls "eat" parts of your model and it triggers my OCD
I've released a small patch that adds two new monuments to North Africa as well as unique city graphics for Mahdia, the great Fatimid capital in Tunisia.
As always the update is save game compatible.
Enjoy the mod!
Also, as @cuomo860 has mentioned, ChatGPT is not a good source here. The model is only as useful as the information it is able to be trained on, and almost all of the information on CK3 modding files is hidden, so it is really just guessing.
Hope you find your issue : )
Very confusing, any input would be helpful:)
I’ve now rebuilt the translation from scratch for 1.18 “Crane” and will keep it maintained.
Could you please replace/update the link with the new Workshop item?
New TR translation: Turkish Translate
Thanks again for Medieval Arts!
@Radonium this mod is very compatibility friendly, but issues can still occur. It's not save game compatible since buildings are loaded at the start of the game, and it might conflict with a few mods. I would suggest booting up the game with only it enabled to see if the issue stems from some other mod. If it doesn't, then unsubscribe and subscribe again as it might be an issue with Steam.
@Lusurfer thanks for the comment!
@Raicho I'm not sure I understand your comment, but yes, the new monuments all use locators from the new map so of course can't be used for the previous game version