#AGOT - Special Buildings Expanded

138 messages · Page 1 of 1 (latest)

cold python
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A simple submod that adds a couple places as special buildings. Some have upgrades, such as the Mines of Castamere and Oldstones.

Currently, 30 new buildings are added, which are:
**Beyond the Wall: ** Hardhome

The North: The Dreadfort, Greywater Watch, the Old Mint of White Harbor, the Great Barrow, Wolf’s Den

Riverlands: Seagard, the Great Weirwood of Raventree Hall, Maidenpool, [CLASSIFIED], Oldstones

Vale: Gulltown, Smuggler Dens of Sisterton, Stone/Snow/Sky, Wickenden, Oldstones

Crownlands: Duskendale, Spicetown

**Westerlands:**Lannisport, Mines of Castamere

Reach: Tumbleton, Arbor Shipyards, Arbor Vineyards, Coldmoat, Horn Hill

Stormlands: Quarry of Tarth, Nightsong

Dorne: Planky Town, Hellholt

**Iron Isles:**Lonely Light

I tried to not go too crazy with modifiers and all values are kinda a WIP so it's subject to change. Anyway, if you have any feedback or ideas for locations where a special building could be included, feel free to share it.

Compatibility: This submod does not change any existing files, so it should not conflict with any other mods provided they do not make changes to special buildings in the same locations. However as a reminder, do not fill in bug reports with other submods active.

Enjoy.

https://steamcommunity.com/sharedfiles/filedetails/?id=2970181663

wooden kestrel
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[CLASSIFIED]

vapid plank
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I love this! Great job.

white turret
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@cold python hey does this work on existing saves?

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it actually said im missing a descriptor file when trying to use this mod.

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but worked when redownloading hehe

cold python
# vapid plank I love this! Great job.

Thank you! Glad you like it, there's a couple more places where i think i'd like to add a landmark/special building but i'm not sure yet. I'm also thinking if some should be possible to upgrade, such as the Wolf's Den as it served as the seat of House Greystark in the past, could offer some more playthroughs possibilities, but we will see 😅

cold python
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Not sure what could cause the missing descriptor, but good to hear it works

cold python
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Sorry i misread your message, it does require a new save

tropic sun
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Vaeron my beloved

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You are moving up in the world

cold python
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🥹 Thanks, just trying to learn a couple new things really

narrow swift
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This mod looks great, any chance you could upload it somewhere else than the Steam Workshop? Good taste on the Beksiński pfp on steam, btw 😉

cold python
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haha thanks! i should be able to upload it to either pdx mods or a site like nexus or something tomorrow

fossil bridge
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could you add special buildings for restored ruins?

vapid plank
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Just a heads up. Old Mint in White Harbor doesn't seem to have a description. Maybe that's intentional. Idk if it even needs one. BUT letting you know in case it's not intentional.

cold python
cold python
cold python
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I should have put something there though 😂

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Thanks for letting me know

safe oyster
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We love Vaeron

cold python
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❤️

vapid plank
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I've noticed that with the penalties that Stone, Snow and Sky give, The Eyrie county ends up with 0 levies. Would it perhaps be better to replace that with a garrison penalty to the holdings?

jagged axle
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Petition for Driftmark special shipyards that control trade on the Blackwater, because if the Arbor gets it we should too

white turret
golden karma
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I think the search for [CLASSIFIED] i driving me mad

cold python
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It does exist, and even appears a few times throughout the series, it's all I'm going to say :P

cold python
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Should be able to fix it later, I just have to figure out how to update it without breaking anything

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But I think changing modifiers shouldn't affect saves

stray basin
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is it the inn at the crossroads

cold python
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Compared to the natural layout and position of the arbor

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Although the trade coming through there is a good point

jagged axle
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Not really, the Velaryon fleet was large before Corlys was there, his main contributions were High Tide and Spicetown for their wealth (which should be ruins imo)

stray basin
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well dragonstone duchy should naturally produce more ships since stannis pretty much controls the narrow sea and i feel like driftmark is a big part of that

jagged axle
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Yeah the Driftmark fleet pretty much = the royal fleet up to the time of Aerys, where Lucerys Velaryon was his Master of Ships

cold python
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Those are fair points, i'll consider putting something for Driftmark

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Fixed the wrong levy modifiers to apply for specific holdings instead of entire counties, should work fine with existing saves

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@narrow swift i've put it on the pdx mods website, hopefully you're able to download it and it works (i never used it myself lol)

narrow swift
cold python
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Hope you enjoy it!

hardy vault
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@cold python can wr get something for castmare too

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its kinda sad that after you fox the ruin u get a normal place

cunning summit
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Mfw no Castamere or Oldstones 😔

cold python
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😔

trail marsh
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any plans for Oldstones?

cold python
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yes!

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need to do a bit more testing, but I'd like to make it possible to turn oldstones into a pretty good castle

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i have a few ideas for new spots, trying to do them all before making an update so people won't have to restart their saves multiple times

trail marsh
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Awesome cant wait!

cold python
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yeah, im planning on giving them their mines

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well the comment i was replying to was deleted, but I believe it should be possible without interfering with the ruins system 😆

hardy vault
cold python
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Not at all! I appreciate the suggestions

cold python
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Something that will hopefully make the efforts of restoring Castamere a bit more worthwile (WIP, values are subject to change)

tropic sun
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You should make it enable when the holding is not a ruin holding

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So that it can only be used after finishing reconstruction

cold python
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yeah that's what i did,

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Basically my idea was, you can begin to reconstruct the mines once you finish the castle first

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then its usual mine requirements

tropic sun
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That would only work if the player chooses to turn the ruin into a castle at the end

cold python
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yeah i guess i can put the other one

tropic sun
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Should be a NOT = { ... = ruin_holding }

cold python
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okay, thanks a lot, will change that

tropic sun
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Since that would include all the other holdings, plus any new ones added in the future

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And it's only one line

cold python
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thank you, will do

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would that be still okay for other tiers? basically what i did is, i kept the usual requirements for next tiers

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with the holding level requirements being lower than usual mines

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tier 1,2,3 giving less gold than usual mines (since they are at least partially depleted), but t5 surpasses them

tropic sun
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Yes it can be used for the other tiers

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Just slap the is_enabled block in if there isn't one already

cold python
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Splendid, thanks again

quick bramble
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Love the mod! Any plans for a unique building in Starfall or Skyreach? Both the Daynes and Fowlers held considerable holdings pre-conquest and both respective castles were formidable seats of power in Dorne outside of Sunspear

cold python
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Glad you enjoy it! Not sure about Starfall, don't really know what kind of bonuses the castle would get except some prestige

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I tried a "Prince's Pass" building where the Bottleneck is located and the Boneway with like a +16 defender bonus, but it's kinda meh, so not sure what to do with it

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Although when testing, you would get demolished if caught there

vapid plank
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Would it be feasible collaborating or coordinating with the person that made Cities & Wall Mechanics? Since they already made a unique Starfall building (with a model and everything). And presumably plan to make more eventually. Could save you both some work to not overlap.

jagged axle
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Just an idea, tbf I'm not sure if this is already reflected in the mod, but maybe Saltpans and Darry could also get special buildings since they have a unique position controlling trade in the Riverlands

cold python
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There's Maidenpool nearby which provides a growth and tax bonus for the county, iirc it's the biggest port in the vicinity

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Although I'd have to recheck

cold python
vapid plank
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Pretty sure it adds the Palestone Sword (Starfall's tower) as a special building, yeah.

cold python
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Oh wow it does!! That's so cool, it's basically everything I wish I were able to do when it comes to special buildings 😆 Sadly I have no skills in doing 3D models

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Good news is that both mods should be compatible with no issues at the time being, I think

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When it comes to modding, I'm still figuring everything out, tbh i did this purely for fun as i personally wanted a few more buildings here and there, and thought why not share it. So if anyone finds it useful and want to reuse/modify what i made so far, they are more than welcome to do so 😄

cold python
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Mod has been updated, added 10 new buildings, some of which have upgrades: the mines of Castamere, Oldstones, Duskendale, Spicetown, Hardhome, Nightsong, Horn Hill, Hellholt, Coldmoat and Lonely Light

jagged axle
cold python
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If you have any thoughts about the modifiers, cost, balance in general, please feel free to let me know

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Haha, can't compare that to the outstanding work the devs do

vapid plank
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So you know, I think there's a mispelling in the second upgrade of Duskendale. A $ symbol a the end of it is visible.

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Horn Hill seems to be missing a description, too.

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I'm loving all the additions, tho!

jagged axle
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These additions are awesome so far, although I do have to say I think Oldstones might be a tad bit expensive, especially compared to Castamere which is way cheaper but offers better bonuses. The upgrade costs could probably be lowered a bit to balance it out.

cold python
cunning summit
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❤️❤️❤️❤️❤️❤️

cold python
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Reyne ❤️ Reyne ❤️ Reyne ❤️

cold python
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The mines have similar pricing to standard mines, with the advantage of being available earlier, and an extra bonus tier

hardy vault
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imma start a new save with reyne with this mode

cold python
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reduced the cost of oldstones by 25% and added the missing (again) loc

vapid plank
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I found that Hardhome title could do with a little fix here. I also imagine that once upgraded, that (Hardhome (Ruins)) part will still say ruins, which may not be ideal. I really hope you don't mind me pointing out so much stuff. 😅 Trying to be helpful is all.

cold python
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💀 yeah will fix it, that's what happens when you do changes being half asleep

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thanks a lot for letting me know!!

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no i dont mind at all! its very helpful 😊

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if you spot any other errors, find some modifiers too strong/weak and stuff like that do let me know

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especially for that one lol, i barely ever play tribal

indigo flower
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@cold python hey! do you updated it somewhere else out of steam? i downloaded your mod on Skymods cause i play it on gamepass but its not updated there i think

cold python
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It's also on the pdx workshop thingy

indigo flower
cold python
indigo flower
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i tried to solve it and i think it worked

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the mines are from the last update, right?

cold python
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yes!

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glad it works, what was the problem?

indigo flower
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since i have to install it manually in my Windows archives (as im playing on Gamepass, all the MOD files are on My Computer) i always need two files to install it: the file with the mod and the descriptor.mod

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on paradox, i only have all the files inside without i trully need. so i just dragged all the archives to a ''special buildings expanded'' file and i dragged the descriptor.mod to outside

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so it looked like this

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thats what i have to do with every single mod since im playing outside steam xD

cold python
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Ooh i see, i think steam does it automatically or something (never used the pdx download site myself) so was wondering if it's something wrong with the upload

opal gulch
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@cold python are you using modified title files or an on_action to add the special buildings?

Instead of adding special buildings to my mod (AGoT Cities and Wall Mechanics), I could just attach my 3d models to your special buildings.

Also, are you doing custom building art for each special building?

cold python
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Hey! I love what you did with Starfall for your mod. So the way I did it, is simply by adding a file in history>provinces, not sure if it's the right method or not (i'm really a beginner when it comes to modding and all). I was thinking about reworking/adding some through a decision similar to the "found university" if i can manage to make it work, but didn't get to that yet.

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So somthing like that

cold python
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Not sure how to proceed about it really, but having 3D assets for those special buildings would be amazing, either by merging parts of it, or making sure both mods are compatible with each other 😅

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Or if you'd like to reuse any of it as a much experienced modder, go ahead. Also if you prefer, feel free to DM me about it

hardy vault
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adding 3D assets to your special buildings would be amazing

hot thistle
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@cold python is it fine using this mod or should we wait till its updated?

grim compass
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Works completely fine for me

cold python