Crusader Kings III

Crusader Kings III

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Overhaul Special Buildings EK2
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16.622 MB
7 ABR a las 7:36 a. m.
14 ABR a las 10:27 a. m.
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Overhaul Special Buildings EK2

Descripción
“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

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.

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.
Thanks,
Yudi
47 comentarios
Elfangore 1 MAY a las 6:06 a. m. 
I encountered problems with fang lair : unable to build fang lair 03 and no clue showed on the grayed upgrade button. Any idea ?
YudiBirelo  [autor] 30 ABR a las 3:42 p. m. 
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 ABR a las 11:57 p. m. 
Woah! This is admittedly a big project. how did you manage all those icons and the writing flavour?
YudiBirelo  [autor] 22 ABR a las 1:52 a. m. 
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 ABR a las 1:36 p. m. 
Would you consider eventually removing the AI generated descriptions, maybe if you got someone to help you write them?
YudiBirelo  [autor] 20 ABR a las 12:40 p. m. 
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  [autor] 20 ABR a las 12:37 p. m. 
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  [autor] 20 ABR a las 12:30 p. m. 
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 ABR a las 6:45 a. m. 
Hi, love the fact that almost all special buildings are now upgradable. Curious, are the new lore descriptions AI generated?
Ziege 20 ABR a las 6:26 a. m. 
are there any mods that add more that are compatible with this?