Crusader Kings III

Crusader Kings III

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Overhaul Special Buildings EK2
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17.876 MB
7 Apr @ 7:36am
3 Jun @ 12:46am
8 Change Notes ( view )

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Overhaul Special Buildings EK2

Description
“Restore the ruins. Reclaim the glory. Rule from the Empire of Cyrodiil.”

This submod reworks and expands the special and unique buildings found throughout "Elder Kings 2" Tamriel, enhancing both their lore and gameplay impact. From the Summerset Isles to Morrowind, each location now features a richer narrative description, unique icons, immersive localization, and meaningful gameplay bonuses.

Key Features:
✅ Expanded Building Descriptions: Lore-rich flavor text added to dozens of special buildings, bringing their history and mystique to life.

✅ Improved Progression: Unique buildings now feature multi-tiered upgrade paths that reflect their evolving historical and magical significance.

✅ Enhanced Localization: Every level of each structure includes custom, high-quality localization that aligns with Elder Scrolls lore and Elder Kings 2’s tone.

✅ Wider Gameplay Integration: Many landmarks now have effects that enhance magicka, diplomacy, or military strength based on the region’s legacy or religion.

Changes:
# Black Marsh Special Buildings
# Cyrodiil Special Buildings
# Elsweyr Special Buildings
# Hammerfell Special Buildings
# High Rock Special Buildings
# Morrowind Special Buildings
# Skyrim Special Buildings
# Summerset Special Buildings
# Valenwood Special Buildings
# Systres & Yokuda Special Buildings

Bonus:
# Regular Buildings (Orphanage)
# Generic & Unique Mines

If you enjoy lore-heavy mods and want the world of Nirn to feel more alive, detailed, and rewarding, this mod is for you.

Let the Empire rise again, and may your dynasty leave its mark upon history.

Compatibility:
This submod is built specifically for Elder Kings 2 and is meant to be loaded after EK2 in your load order. It is compatible with version last version of EK2, and only changes the files of buildings and localisation.

Warning:
English is not my first language, so the mod "may" contain some errors in "English". Also, I'm not very skilled in design, but I did my best to create or find icons online that match each building to help make them feel unique.

Here my other Mods:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498546199

Thanks,
Yudi
66 Comments
YudiBirelo  [author] 48 minutes ago 
Paravox: If you are looking for the corrupted versions of the buildings, check the "Change Notes". I added all the updates I made there. I hope this helps, and I’m very happy you enjoyed it.
Paravox 3 hours ago 
Hi Yudi, thanks a lot for this. Really ads a lot to my multiplayer playthroughs. Could you point me to any interesting necromancy buildings you've added that might not be obvious? Played through in the valenwood and noticed the update down there, but took Akitosh cathedral and noticed the corrupted version. Is there anywhere you can see where has a corrupted version?
YudiBirelo  [author] 22 Jul @ 9:44am 
Proud Lemming: Sorry for the late response. So I believe, yes, it can cause some issues if the 1.16 conversion mod is made for the EK2 version.
Proud Lemming 15 Jul @ 2:02pm 
This mod was corrupting save files and hard crashing the game for me, could be an incompatibility with the 1.16 conversion?
Proud Lemming 12 Jul @ 11:27am 
Pity one cant actually hold the college of winterhold, or any of the academy buildings, you put some great unique's in those.
YudiBirelo  [author] 26 Jun @ 3:17pm 
Dvariak: It’s possible, as I modified the building and decisions file from EK2, and for you to summon the Earth Bones you need:

Is shown:
1 – Has building or higher: Bone Orchard level 06
2 – is ruler = yes
3 – is necromancer = yes
4 – Not has character flag = summoned_earth_bone

Is valid:
1 – Has magicka >= { VALUE = 100 }
2 – Has perk = Necromancy Master Perk
3 – Faith does not have doctrine = doctrine_pantheon_green_pact

There is a cooldown of 12 months.

I hope this helps. The mod "Undead Expanded" you’re using could be getting in the way.
Enjoy the mod, and sorry for the late response — I work nights and sleep all day.
Dvariak 26 Jun @ 8:46am 
I'm trying to summon Earth Bones from Bone Orchard as necromancer, but can't do so. Is it a compatibility issue with Undead Expanded?
YudiBirelo  [author] 8 Jun @ 3:14pm 
Violonur: No, the reason is because this mod is only a vanilla plus, which means only buildings that the dev team EK2 added initially are improved. If they add any new buildings in the next updates, I will gladly update the mod as well.
Violonur 8 Jun @ 9:04am 
Are there any special buildings of the Dwemer black reach, etherium forge, etc?
Cyrvus 3 Jun @ 10:52am 
Thank you for you hard work Man!