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Haggmeister

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I was wondering where i can contact the CK2+ team regarding compatability issues regarding this mods conflicting with another?

If this is the right place then here goes.

I was playing a mod called Flogi's buildings and technologies, which is a great addition to the vanilla experience, as it adds more than a dozen new buildings and upgrades to your holdings, cities, tribes all that stuff... And then i tried playing it with CK2+ and it seems that the buildings in Flogi's mod do not appear, but they build partial upgrades at the start of each scenario, giving all characters a boost in skills... He has been absent for some time and just came back, as i contacted him regarding this he said he had not updated the mod since after release of Horse Lords. I just think that it would be great if this mod was compatible with Flogis Buildings & Technologies...

Here is a link to the active paradox thread about that mod if you want to check it out yourself.

https://forum.paradoxplaza.com/foru...d-flogis-buildings-and-technology-mod.756939/
 

zeress

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It would most likely require a rather decent chunk of time to get that to work with CK2+. CK2+ officially supports no other mods
 

LordPeter

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I see, well that sucks :/ Hopefully it becomes compatible at some point then.
Not very likely sadly, as modding holdings goes rather deep into the game, and CK2+ also has changed many buildings. So the two mods overlap a lot, and you would have to sort all of these duplicate changes out before it becomes compatible :(
Generally speaking, it would be easier if the other mod developed a compatibility patch for CK2+ than the other way round, because CK2+ is really huge and gets requests like this all the time. BLG for examples has one iirc, but that's just an aesthetical mod so it's easier.
So you could always suggest the other mod's author, flogi, to develop a compatibility patch. But it's a lot of work, so don't expect him or her to go for it :/
 

Haggmeister

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No i dont think he will do that, i spoke to Flogi himself about it just a moment ago, but its sad because these 2 mods would work together perfect if it wasn't for the compatability issues :)
 

flogi

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A rather easy solution would be (if you wanna play the mods togehter) to delete one of the overlapping building files.
I don't know how much was changed in ck2+ since I last checked (I think I checked somewhere between WOL and HL) but I'd say the effects would be rather small(er) if you'd delete the ck2+ building files that overlap with the of my mod. If there are no crossovers with special events or something like that it shouldn't be such a problem and shouldn't effect the overall gameplay.
But again I'm not up to date with the development of buildings in ck2+ and currently I can't check cause my gaming pc is broken atm.

Cheers
flogi
 

Fall_ark

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No i dont think he will do that, i spoke to Flogi himself about it just a moment ago, but its sad because these 2 mods would work together perfect if it wasn't for the compatability issues :)

I mean Flogi's mod is also very huge. You can't even simply copy only the buildings file and try to make it compatible, because it's closely intertwined with technology, laws, income and cost, and most importantly the whole combat balance thing. There's simply too many conflicts to make it compatible with other overhaul mods. Doing so will likely make the whole game balance go kaput. Considering both CK2+ and Flogi's mod are still updating more or less frequently, it's very unlikely that someone will find it worthwhile to make them compatible, even if they can get permission from both sides.
 
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