Crusader Kings III

Crusader Kings III

Overhaul Special Buildings EK2
85 Comments
YudiBirelo  [author] Sep 10 @ 4:55pm 
In'ei: I have checked, and yes, the requirement was only available for level 1 of the building "Sacred Walls of Solitude". I have added the requirement to the other levels, and it should be fixed now.
In'ei Sep 10 @ 2:21pm 
I think you've forgotten to add building requirements for solitude_holy_walls_03 and now it shows up for everyone as building option for duchy slot.
KylerKhan Sep 9 @ 6:50am 
Thanks lad!
YudiBirelo  [author] Sep 8 @ 5:13pm 
KylerKhan: It should be fixed by now. I had a look and tested the mod, and it seems to be working fine.

Thanks for letting me know, and I hope you have fun with the mod.
KylerKhan Sep 7 @ 12:23pm 
Hello, love your mod lad! I did find 2 problems though, I've found that this mod causes the "Undertake the Trials of Alkosh" decision to not have a picture and the Hira Free Ports description beginning has been cut off at the start.
Xeno Aug 27 @ 5:39pm 
Ah, yeah sorry I didn't know that. Cheers man, great mod!
YudiBirelo  [author] Aug 27 @ 2:53pm 
Xeno: Some buildings in Elsweyr have only one level at the start of the game. This is because level 2 is the destroyed version after the Knahaten Plague.

So, the Senchal Palace actually has 3 levels, and the Lucky Cat Trade Port has 5 levels, but you will only be allowed to rebuild and improve them after the plague.

I may revise the buildings in Elsweyr to add more levels after the plague, but they will need to wait until after the plague ravages the province to be improved or rebuild.
Xeno Aug 27 @ 1:15pm 
Is it possible you'll work on an upgrade line for the Palace of Senchal sometime? I find it an interesting area in the lore that doesn't get a terrible lot of flavor, sadly
YudiBirelo  [author] Aug 19 @ 11:58am 
Nerevar Moon-and-Star & herobrinethief: I have updated the mod to make it compatible just now. It’s a quick fix, but when I have more time, I will be updating the mod again with the new buildings.

The mod has many buildings, but not a single new one. All the ones that have been worked on and improved were originally from the EK2 mod. I made it like this so the mod is easily compatible with other mods and the base game.

My favourite is the Imperial City. I took time and worked on the city and lore to make sure it fits the universe and time period.
herobrinethief Aug 19 @ 10:59am 
How much landmarks are in this? I believe we have to choose between this and "More Unique Buildings v2" because they both edit the buildings file. I LOVE your mods, but I'd still like a confirmation on certain things.
1. Are they compatible?
2. Which one is better in your opinion 0-0
Nerevar Moon-and-Star Aug 19 @ 10:50am 
Thank you so much for this great addition to the mod YudiBirelo! Looking forward to the update! As a sidenote: i also noticed some of the custom models/city sprawls were disabled in morrowind. Im sure it's an easy fix!
YudiBirelo  [author] Aug 19 @ 10:34am 
Master Peyoda and Dragonkiller135: Yes, sorry, I forgot to update the version, but the mod should be working fine. I noticed there are new buildings added in the last update that I need to fix and add, especially in "Morrowind". I will start working on it.
Master Peyoda Aug 19 @ 2:20am 
I've noticed that the mod has been updated, I expect it was to be made compatible with the latest version of the main mod, however the supported version still remains 1.15, rather than the current 1.16 the game (and the main mod) currently is on. A unintended "feature", perhaps?

Either way, I love special buildings, the more the merrier!
TrenchiE Aug 19 @ 1:55am 
Thanks a lot man!
Dragonkiller135 Aug 18 @ 11:59am 
Hey, not sure if its intentional or not but all of the new unique buildings in Morrowind added by the update seem to be missing and the mod still says that its for the old version of the game. not sure if its purely a problem on my end or not but thought i'd comment anyways just in case.
YudiBirelo  [author] Aug 18 @ 9:20am 
TrenchiE: I believed it’s fixed now. It had a wrong line that, for some reason, I forgot to check. But basically, it was forbidding the Orsimer heritage from rebuilding Old Orsinium. Well, it’s fixed now, and it’s based on the Orsimer cultural tradition to be rebuilt.
YudiBirelo  [author] Aug 18 @ 8:48am 
TrenchiE: I will have a look into it; it could be an effect from the new update. Today after work, I will have a look at the files to check this issue.
TrenchiE Aug 18 @ 3:52am 
Hello, great mod though i seem to have run into a problem. Im playing orcs and trying to reestablish Orsinium, the special building cant be upgraded as it says that I need to rebuild it first.
What does that mean exactly?
Paravox Aug 14 @ 10:35am 
Thank you! Really appreciate it
YudiBirelo  [author] Aug 2 @ 7:58pm 
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 Aug 2 @ 4:47pm 
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] Jul 22 @ 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 Jul 15 @ 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 Jul 12 @ 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] Jun 26 @ 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 Jun 26 @ 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] Jun 8 @ 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 Jun 8 @ 9:04am 
Are there any special buildings of the Dwemer black reach, etherium forge, etc?
Cyrvus Jun 3 @ 10:52am 
Thank you for you hard work Man!
YudiBirelo  [author] Jun 3 @ 12:56am 
New Update:
See the "Change Notes" for full update details, improvements and bugs fixes!
Thanks
slight nope Jun 1 @ 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 Jun 1 @ 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] May 31 @ 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 May 31 @ 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] May 28 @ 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 May 27 @ 8:15pm 
btw great mod only issue I've had so far
Goldzack444 May 27 @ 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] May 3 @ 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 May 1 @ 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] Apr 30 @ 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 Apr 29 @ 11:57pm 
Woah! This is admittedly a big project. how did you manage all those icons and the writing flavour?
YudiBirelo  [author] Apr 22 @ 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 Apr 20 @ 1:36pm 
Would you consider eventually removing the AI generated descriptions, maybe if you got someone to help you write them?
YudiBirelo  [author] Apr 20 @ 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] Apr 20 @ 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] Apr 20 @ 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 Apr 20 @ 6:45am 
Hi, love the fact that almost all special buildings are now upgradable. Curious, are the new lore descriptions AI generated?
Ziege Apr 20 @ 6:26am 
are there any mods that add more that are compatible with this?
Sol Apr 16 @ 12:02pm 
Awesome. I wish there were some Dwemer Ruins in Vvardenfell for my Dwemer playthrough.
YudiBirelo  [author] Apr 14 @ 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.