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There is something with 0.4.1b that broke the script, and I didn't debug that before the new version of CK2 patched. I suppose I need to revert CK2 and finish debugging that but I haven't had time due to work and holidays.

So, to answer your question, it's not, but will be at some point. Apologies.
 
Unless the mod author's added some buildings in their updates this mod should still work fine with the 2.3.2 versions, just FYI.

I ended up generating a newer version for HIP sort of incidentally, so I linked it in the first post.

I ran a quick test for myself with the current version of CK2Plus [from their thread] and CK2 (2.3.2) and the uploaded version of AutoBuild and it seemed to work fine. If its broken in a more subtle way, let me know and I'll upload a fix.
 
Hi Ishar21, i tried running your script with the AGOT 0.9.5, changed the directories, but it seems i might be doing something wrong - once in game all i get is the message with no buttons to press...
If you could have a spare minute to give a hint, would be grateful.
Thanks!
 
First, sorry for the slow response.

I haven't ran it on AGOT in a few (of their) versions. Sometimes minor changes or edge cases that are valid for CK2 bork the script. For AGOT, this is usually Dothraki stuff.

I downloaded 0.9.5, generated it, and ran the validator. Looks like it was generating some weird code.

Minor stuff (fixed):
I forgot to switch over "build_cost" to "gold_cost" in the faux buildings, but that shouldn't have caused any issues.
I was generating emptyFROM ={} blocks when there was no prestige cost for a building, but that should've been ignored.
ca_asoiaf_move_camp has a weird potential block, I'm considering just excluding it; it probably doesn't make sense to autobuild it anyway.

Something I did borked the validator, I guess. Or maybe there's a bug.

With ca_asoiaf_move_camp excluded, it works, with it included, it has your error. There's a block called exception_list in the code for excluding certain buildings by name. I don't think excluding this particular building will matter, one way or another, but I'll take a look at...translating its potential block.

owner = { character = FROM }

I think this translates semantically, to, the province owner owns the settlement. But my naive script translates it to the event location block as

owner = { character = owner }

Which isn't the same thing. My hack was to scope to the province owner instead, which in this case, is apparently wrong enough that it causes CK2 to crash. I'm not sure why I was doing that. (Edit: On reflection, I wrap the translated potential blocks in a location scope as well, which might be unnecessary now...) Changed it to controller and everything appears to work. Excluding that one building also codes around the issue.

I am going to run a few more tests, but will upload a fixed script soon, as well as a generated version for 0.9.5 to moddb.
 
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Updated first post. Script is attached. BTW, to clarify, you did nothing wrong; the update to AGOT broke my script. (or more accurately, highlighted a way in which it was already broken!) Swapping owner to controller in my translation might have some unintended effects at some point, but didn't appear to hurt things in my somewhat limited testing.

I also found (and fixed) a bug related to charging you for buildings multiple times. The Steam version is updated, and there's a link to vanilla and AGOT 0.9.5 on the first post.

Over the next few days I'll create versions for some of the more popular mods.
 
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The only issue I'm running into now, and I'm not certain if its from this, CK2+, or the minor instances of HIP I have installed, but I have an event that fires immediately upon game load that has text, or means of closing. So now the game is paused and I have no way to advance. I'm going to attempt to delete HIP now, as I only wanted it for the interface.