Crusader Kings III

Crusader Kings III

Medieval Arts
1.490 kommentarer
月見里タカユキ For 10 timer siden 
Thank you very much for the explanation! What I am mainly concerned about are the provinces that received new 3D models, since I need to reposition those models from your mod in my own mod according to the modified map in order to avoid some strange clipping issues. If there is at least a list of those provinces, it would be very helpful, but if not, that is completely fine as well. I will take a look myself and see how I can identify them.
PiGu  [ophavsmand] For 11 timer siden 
Hi @月見里タカユキ
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.
月見里タカユキ For 11 timer siden 
As a small follow-up, I am aware that some special buildings are defined under \gfx\map\map_object_data.
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.
月見里タカユキ For 11 timer siden 
Hello, I am the creator of the New Miller Cylindrical Projection.
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.
Carl For 12 timer siden 
Can you make several models of special buildings for China, such as the Forbidden City in Beijing@PiGu:steamhappy:
PiGu  [ophavsmand] For 20 timer siden 
Thanks for the commet @Anubis, means a lot!
There is no dynamic sprawl mechanic in Medieval Arts, but I hand-design unique models for a few cities, and intend to make more : )
Anubis For 21 timer siden 
This is absolutely one of the best mods for ck3
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?
KaiserBellic 8. dec. kl. 12:55 
one of the best mods for this game, great work
PiGu  [ophavsmand] 8. dec. kl. 1:43 
Happy to hear it! I'm not at liberty to talk about it, but it's always nice to see the support : )
黑色巧克力 7. dec. kl. 19:33 
Will there be a Crusader Kings III Content Creator Pack: Medieval Monuments Part 2?
I'm willing to pay for it.
PiGu  [ophavsmand] 3. dec. kl. 0:43 
Most likely yes
上海上单 2. dec. kl. 23:51 
can compatible with New Miller Cylindrical Projection?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2320354406
Lusurfer 22. nov. kl. 10:13 
yep started a new save and it showed up thanks
PiGu  [ophavsmand] 18. nov. kl. 23:56 
Thanks guys!
@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
Lusurfer 18. nov. kl. 17:18 
i see the building that u recently added for north africa in tunisia but only the model shows up but its not in the building manager.
Kafkowski 18. nov. kl. 1:42 
I can’t wait to see at least one Polish castle from you, Pigu — I’m sure the time will come eventually in this mod. Either way, great work! Thanks for taking on something like this, because Paradox’s own expansions are way too lacking when it comes to unique buildings. ;P
Antak 17. nov. kl. 4:47 
Awesome, thanks a lot !
PiGu  [ophavsmand] 17. nov. kl. 4:03 
Sure! You need to add to the walls_00, in the buildings file, the name of the provinces you want to edit (it's a "fake" tier of the walls that is used to determine the provinces that don't get walls, by default that's temples and cities but also a few unique ones like Toledo, which you add manually).
Antak 16. nov. kl. 12:37 
Oh ok ! I undestand that you'd want to preserve maximum compatibility of course :)
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 ;)
PiGu  [ophavsmand] 16. nov. kl. 11:02 
Thanks! There is a way but it involves editing a base game file, which causes compatibility issues. It's a trade-off, and I understand we all may have different opinions on it, but in Medieval Arts I try as a rule to never pick edits that cause compatibility issues, even if they limit the creativity of the models.
Antak 16. nov. kl. 9:51 
I love this mod, but is there a way to make the castle holdings not have walls around them (like it is for Toledo, Lugo or even Constantinople) when you have a model around it (Like Baghdad, Cairo or Cordoba) ?
When high level, the walls "eat" parts of your model and it triggers my OCD :mailedfist:
PiGu  [ophavsmand] 16. nov. kl. 7:33 
Thanks @Kiwifruit, means a lot!
Kiwifruit 16. nov. kl. 6:16 
thank you for your work! love this mod <3
PiGu  [ophavsmand] 16. nov. kl. 1:19 
Hello @everyone!
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!
PiGu  [ophavsmand] 16. nov. kl. 0:50 
@Commodus the mod is perfectly compatible with COW3. I believe some of the newest monuments have not yet been patched up on their end, but that would only cause some weird visuals - the model appearing in the wrong location or size - certainly no crash. In fact, due to how Medieval Arts' files are structured, I don't think there exists a mod anywhere that can cause it to crash. Your issue I can only assume has to do with other mods you're using, or with an older save, or any other setting.

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 : )
cuomo860 15. nov. kl. 15:40 
I would trust the mod creators and not ChatGPT.
Commodus 15. nov. kl. 2:58 
Hey, chat gpt keeps telling me to sub to this mod to stop my crashing with cow3, but cow steam page dosnt say this mod is a requirment:/

Very confusing, any input would be helpful:)
CitesSkyliner 13. nov. kl. 8:52 
Very helpfull! I would love more 3D models of cities!
PiGu  [ophavsmand] 9. nov. kl. 7:21 
Hi @Kubrick, thanks for the work! I've updated the link
Kubrick 9. nov. kl. 4:22 
Hi! Earlier you kindly added my Turkish translation link to this mod’s page—thank you!
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!
PiGu  [ophavsmand] 9. nov. kl. 0:04 
Thanks!
GigglePuffs 8. nov. kl. 18:50 
incredible stuff! what you've done here is beautiful :)
PiGu  [ophavsmand] 8. nov. kl. 9:00 
Hi @Alex Nightingale, more are planned : )
@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.
Radonium 8. nov. kl. 8:49 
it doesn't work for me, i have no idea why
Alex Nightingale 8. nov. kl. 4:27 
More cities in China, Japan and Korea, South East Asia pls!
PiGu  [ophavsmand] 4. nov. kl. 1:32 
Thanks!
Crash 4. nov. kl. 1:13 
I'm really looking forward to it, and I really love your work.:steamhappy:
PiGu  [ophavsmand] 3. nov. kl. 9:41 
It's on the list @Crash
Crash 3. nov. kl. 9:35 
Could you provide a model of Kaifeng city for Chinese architecture?:steamhappy:
PiGu  [ophavsmand] 1. nov. kl. 3:33 
I'll look into it @aeternum thank you for the report
@Lusurfer thanks for the comment!
tilarium 31. okt. kl. 17:42 
.... @Lusurfer What update are you waiting for?
Lusurfer 31. okt. kl. 17:41 
i await the update i will give credit to paradox for revamping the map graphs looks beautiful but this mod is a must have especially for your amazing models.
aeternum 31. okt. kl. 9:58 
The Mount Aetna model doesn't fit the terrain properly. Hope you can fix it.
PiGu  [ophavsmand] 31. okt. kl. 9:13 
Thanks for the support @Munin1412, it's always nice to read it : )
Munin1412 31. okt. kl. 9:03 
I love your mod, I wish your remaining creations would be added to the game, preferably again as DLCs so that you benefit from them.
PiGu  [ophavsmand] 30. okt. kl. 11:01 
Thank you @Sai, always nice to hear it
@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
CapitalN 30. okt. kl. 9:43 
This right here might be the single most important mod for CK3.
Raichō 30. okt. kl. 8:02 
After the 1.8 update, I reverted to 1.17.1 and the beautiful graphics are no longer visible, which is a shame...
PiGu  [ophavsmand] 30. okt. kl. 5:41 
@Shura I haven't tested it personally but since the monuments don't have 3D models it should be perfectly compatible
Shura 30. okt. kl. 4:25 
Is this in any way incompatible with "Architect of Wonders" and its' additions?