Crusader Kings III

Crusader Kings III

Overhaul Special Buildings EK2
66 Comments
YudiBirelo  [author] 15 hours 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 18 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!
YudiBirelo  [author] 3 Jun @ 12:56am 
New Update:
See the "Change Notes" for full update details, improvements and bugs fixes!
Thanks
slight nope 1 Jun @ 4:35pm 
Thanks for the very swift reply, and the explanation about Beela-Kars. I'll add changing government (and thus also corrupting the Hist faith) to my to-do list for the Lichdom of Argonia. :steamthumbsup:
Giganch 1 Jun @ 6:42am 
Came in to ask about the lab, and your answer is very clear and I like the planned fix. Thank you!
YudiBirelo  [author] 31 May @ 8:29pm 
slight nope:
1 - Heritage is Argonian or has Doctrine Pantheon Sithis
2 - You cannot be Tribal gov.

So basically, you need to not be Tribal to upgrade the university. I admit the way the game says it is a bit confusing, and it says that because I used a trigger for the "is_enabled" in the "can_construct" section: "Requires your Government uses Prestige to buy Men-at-Arms." which would make sense if was a "is_enabled".

To fix the issue, the next update will contain a custom tooltip for the "building_requirement_tribal = no" in the "can_construct" area, not in the "is_enabled". It will now say: "Can only be constructed by non-tribal rulers."

Here the new code used for the construction:
can_construct = {
custom_tooltip = {
text = only_non_tribals_can_build
building_requirement_tribal = no
}
}

Hope this helps in the end – just change the gov to something other than tribal to build the Beela-Kars Laboratory in Norg-Tzel for now, until the next update.
slight nope 31 May @ 12:45am 
Thanks for the mod! I very much appreciate the option to pour gold into upgrade projects like this.

I am having an issue, however, with the Beela-Kars Laboratory in Norg-Tzel. It doesn't seem to recognise that I'm Tribal, so I'm locked out of upgrading it.
YudiBirelo  [author] 28 May @ 3:05pm 
Goldzack444: I'm really sorry. I will have a look at the issue, but I don't think it's a problem with you using other mods, as I had the same issue before from Alinor City and Palace, if I recall correctly. Just wait a bit, as I'm working on a new update.
Goldzack444 27 May @ 8:15pm 
btw great mod only issue I've had so far
Goldzack444 27 May @ 8:12pm 
Playing as House Dres, unable to upgrade Thorn Palace as it tells me province_barony_equal has no localization. Mazzatun and Stormhold canals work fine. is this a bug? Can i simply bypass it in the console through commands and it's Debug mode ID? only other mod I have that remotely affects buildings is Soulless flame, and that's for Markarth.
YudiBirelo  [author] 3 May @ 11:34am 
Elfangore: Sorry for the time it took to fix got distracted with Oblivion Remastered and Dwarf Fortress.

Well, I fixed the issue with Fang Lair and added a new rule for the special building, as you now need to be of malevolent faith to get all bonuses, since the building is a malevolent type of special building.
Elfangore 1 May @ 6:06am 
I encountered problems with fang lair : unable to build fang lair 03 and no clue showed on the grayed upgrade button. Any idea ?
YudiBirelo  [author] 30 Apr @ 3:42pm 
The description I looked up online, attempted to write a bit myself, and used AI to help with. I believe it worked well with the AI tool in writing, as English is not my first language and I was having difficulties writing. I just had to make sure it made sense and the lore was accurate in the end.

As for the icons, I made some myself, others I took online from Skyrim, ESO, Morrowind, and other real logos and icons found online, or altered to fit the lore and universe.
Nota 29 Apr @ 11:57pm 
Woah! This is admittedly a big project. how did you manage all those icons and the writing flavour?
YudiBirelo  [author] 22 Apr @ 1:52am 
Moskau: Maybe, but for now it's not a priority, as the mod is working fine and I'm focusing on bug fixes if needed, as well as the other mod I'm working on about the Ayleid Restoration flavour.

But I think I will spend a lot of time with the Oblivion Remastered now. 😅🤣
Moskau 20 Apr @ 1:36pm 
Would you consider eventually removing the AI generated descriptions, maybe if you got someone to help you write them?
YudiBirelo  [author] 20 Apr @ 12:40pm 
Professor Hardknocks: I believe there is a mod that adds more buildings and ruins. I forgot the name, but I know someone in the comments asked if it works, and I tested it worked.

My advice is to look in the comments; the name is there.
YudiBirelo  [author] 20 Apr @ 12:37pm 
I'm not a good writer 😕 so had to look for a little help in the writing of lore.

Ziege: The mod is compatible with EK2 More Unique Buildings v2 and EK2 Holdings Art. However, when using EK2 More Unique Buildings v2, the buildings added by that mod will only receive upgrade paths from one mod, depending on the load order before stating the game. As for COW-EK2, It is fully compatible. I’ve tested it myself.
YudiBirelo  [author] 20 Apr @ 12:30pm 
Not all AI. I started writing, but after some time, around the middle of the Cyrodiil province building, I felt like my ideas on what to wirte about the lore had run out, so I used some AI help on research and focused on the building upgrades and the icons.
Tyronis2054 20 Apr @ 6:45am 
Hi, love the fact that almost all special buildings are now upgradable. Curious, are the new lore descriptions AI generated?
Ziege 20 Apr @ 6:26am 
are there any mods that add more that are compatible with this?
Sol 16 Apr @ 12:02pm 
Awesome. I wish there were some Dwemer Ruins in Vvardenfell for my Dwemer playthrough.
YudiBirelo  [author] 14 Apr @ 12:08pm 
#Update

🎨 Visual Improvements:
Refreshed and improved the visual icons for the following buildings:

### Valenwood
# Vinedusk Lookout
# Eldenroot Palace
# Tower of the Wilderkings Throne
# Redfur Trading Post

### Summerset Isle
# Royal Palace of Alinor
# City of Alinor
# Alinor Arboretum
# Silvenar Palace

🏛️ New Additions:
Added 8 upgrade levels to generic holy site grand Temple, bringing them in line with the standard progression system used by generic holy sites.

A new icon for the Generic Holy Site Grand Temple, which was previously missing.
YudiBirelo  [author] 13 Apr @ 11:05pm 
nsinger998: Yes, I tested and made sure to load it just after the Ultimate EK2.
nsinger998 13 Apr @ 10:09pm 
is this compatible with ultimate ek2?
YudiBirelo  [author] 13 Apr @ 3:35pm 
Spungor the Annihilator: No 3D models, this is purely mechanical. The icons are new some used from EK2, like the Grand Cathedrals, but others I made myself, like the Alinor city goup and others found in internet searches, like the Stormhold Channel, which is the bridge of Venice.

Exemple: the Sithis' Teeth towers are the top of the Eiffel Tower with a Maya pyramid in the middle.
sulyvahn 13 Apr @ 2:44pm 
do these have accompanying 3d models or is this purely mechanical? Either way looks dope and im using it :)
their 13 Apr @ 12:27pm 
cool, thanks!
YudiBirelo  [author] 13 Apr @ 11:31am 
Their: I checked and tested it now, and it looks like there is no issue if the "Rebound - Ruin System for EK2" is loaded before, as this mod also adds some chapels that I also updated in Cyrodiil from the base game EK2.

Just make sure to load this mod after "Rebound - Ruin System for EK2".
1. EK2
2. Rebound - Ruin System for EK2
3. Overhaul Special Buildings EK2
YudiBirelo  [author] 13 Apr @ 10:47am 
🛠 Bug Fixes:

1) Resolved a major issue preventing upgrades to the Stomhold Channels and other buildings. The upgrade icon is now functional, and players should no longer encounter a issue when upgrading the Stomhold Channels and others.

2) Fixed similar upgrade issues affecting certain buildings in Black Marsh, ensuring they now progress correctly under the right conditions.

As always, feedback is appreciated!
their 13 Apr @ 10:20am 
would this conflict with the "Rebound - Ruin system for EK2" mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3455899251
YudiBirelo  [author] 13 Apr @ 10:08am 
Dovah: It shouldn't be any of these issues. I will check, as I think it's the same issue the Alinor Arboretum had.
Dovah 13 Apr @ 7:54am 
What are the requirements for upgrading the Ayleid special buildings in Black Marsh? Only the one in Gideon is build-able for me. The other two Ayeid cities in the north and south can't be interacted with, and hovering the mouse over the buildings doesn't show any missing cultural/religious requirements.
YudiBirelo  [author] 12 Apr @ 6:30am 
Jinetez: Not that I'm aware. I kept the build untouched except the icon.
Jinetez 12 Apr @ 2:08am 
incredible mod, a lot of detail and work

only one question, @YudiBirelo = theres a chance, like, this mod can break the leyawiin bridges decision?
YudiBirelo  [author] 11 Apr @ 9:52pm 
compatible with existing save? (Yes)
Pigsy Question: Well I did not know that I have to check. Give me a bit of time.
hide5ing 11 Apr @ 8:49pm 
great job! compatible with existing save?
Pigsy 11 Apr @ 8:00pm 
im playing specifically with the cantemirics, and I can't construct their shrine
Pigsy 11 Apr @ 7:59pm 
this mod is great, but makes it to where you cant construct any of the special buildings.
Blackfyre 11 Apr @ 4:00pm 
That Ayleid mod sounds amazing, would definitely grab it myself for my Ayleid runs.
YudiBirelo  [author] 11 Apr @ 10:26am 
Sorry for the delayed answer to your question:
Would you consider adding a generic Ayleid ruin tree with maybe 3 levels (ruined, rebuilding, rebuilt) to Ayleid ruins?
No, there is already a mod that adds Ayleid ruins:
EK2 More Unique Buildings v2
It's a great mod, and I highly recommend downloading it. However, for me, I feel it’s a bit too much, which is why I kept it limited to just the generic version.
YudiBirelo  [author] 11 Apr @ 10:23am 
I was working on a new mod that add cultural names changes for the provinces in Cyrodiil for the Ayleid, including cultural names for each province and baronies. I was thinking also adding decisions to move and shift kings around the provinces to recreate the old Ayleid realm and capitals, such as moving the capital of Skingrad to Silorn. This also involves changing names, flags, and borders etc.