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Post by Azrael on Jun 30, 2019 4:46:54 GMT
i download the mod and put it into my mod folder but it wont allow me to activate it when i go to launch ck2 See what I said a few posts back.
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Post by devongames1 on Jun 30, 2019 5:28:34 GMT
i download the mod and put it into my mod folder but it wont allow me to activate it when i go to launch ck2 See what I said a few posts back. whats the extra file called i did what you said but it still didn't work
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Post by Azrael on Jun 30, 2019 5:45:43 GMT
See what I said a few posts back. whats the extra file called i did what you said but it still didn't work When you unzip to your mod folder there will be a file called AGOT Special Buildings Submod. Inside this file there is another file called AGOT Special Buildings Submod and another file called AGOT Special Buildings Submod.mod. Take these two files out from the first folder and put those into your mod directory.
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Post by blackbin on Jul 3, 2019 4:11:05 GMT
Is it a bug or a feature that on some characters I randomly wake up in a lab and become a half-undead silent monster?
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Post by wurzeldieb on Jul 3, 2019 9:46:49 GMT
Is it a bug or a feature that on some characters I randomly wake up in a lab and become a half-undead silent monster? a feature, it can happen if you are mean to the shady alchemist
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Post by The black dread on Jul 5, 2019 6:36:30 GMT
Hi, I've been running into a little problem where after I download the mod and go into my game it doesn't show up with my other mods
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Post by wurzeldieb on Jul 5, 2019 18:05:24 GMT
Hi, I've been running into a little problem where after I download the mod and go into my game it doesn't show up with my other mods it is installed like any other submod:
put the "AGOT Special Buildings Submod" folder and the "AGOT Special Buildings Submod.mod" file in your mod folder
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Post by kaffo1 on Jul 8, 2019 21:31:41 GMT
hi! there's something happening with my game, i think that it's part of the submod but i dont know how to do it, when i call a blacksmith to make an armour or a new weapon (like a sword or the things like that) there's no option to call him, the only one option that appears in my screen is "this is not the best time to call him" so i can't make anything to foge new things, i tryed to begin a game with aegon targaryen to see whats the problem and he can foge things, he can call the blacksmith, so i think that i have to build a specialbuilding from this mod or why i cant call the blacksmith, whats going on? pd: I Allredy prove the game with this submod desactivated, and when i desactive it, i can call the blacksmith when i want, so i hope you can help me. EDIT: Oh my god i'm a fking asshole hahahahaha, it was my bad, i didn't remeber that you have to have a "master of weapons" to find the blacksmith , i'm sorry, and nice work with this mod!
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Post by Rasputin on Jul 12, 2019 9:05:49 GMT
Is it compatible with More Bloodlines Submod?
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Post by wurzeldieb on Jul 12, 2019 12:18:52 GMT
Is it compatible with More Bloodlines Submod? yes it should be compatible with everything, but other building mods that use the exact same file names for their buildings
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aconda
Modder (CK2)
Posts: 376
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Post by aconda on Jul 24, 2019 20:23:03 GMT
Would a candle maker named Chris be fun?
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Post by wurzeldieb on Jul 25, 2019 0:35:36 GMT
Would a candle maker named Chris be fun? sure, why not, will add it to the next patch
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 27, 2019 14:44:42 GMT
In the 'Go Out' decision outcome where you get a pet animal, the animal gets the same name as the person who found it. It's pretty weird to call your pet after yourself...
The animal also is immortal. The main AGOT mod events call a hidden event when a pet is given, that kills it after X days.
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Post by wurzeldieb on Jul 27, 2019 16:03:31 GMT
In the 'Go Out' decision outcome where you get a pet animal, the animal gets the same name as the person who found it. It's pretty weird to call your pet after yourself...
The animal also is immortal. The main AGOT mod events call a hidden event when a pet is given, that kills it after X days.
yes, i already changed the dying and removed the naming for the next version, but maybe i will look how the naming event works. I would also like do use the artifact system for pets(and horses), but that is something for future updates.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 27, 2019 16:08:23 GMT
For the cat you can just use add_cat_effect = yes, that does the name and everything else. There isn't an equivalent for other pets, though.
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