Crusader Kings III

Crusader Kings III

438 ratings
Submod for EK2- Holdings Art (update in progress)
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File Size
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756.169 MB
25 Dec, 2022 @ 1:53pm
18 Sep @ 1:50am
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Submod for EK2- Holdings Art (update in progress)

In 1 collection by Jimmywhite
Elder Kings 2 ART Submods Collection
28 items
Description
This EK2 submod enhances the visual side of the game, making holdings and background illustrations more immersive and culturally diverse.

Every culture now features unique holdings illustrations, giving each culture its own distinct flavor and atmosphere.

Several cultures (Ayleid,Bosmer, Daedra) have received revamped 3D models using assets from other popular mods, many vanilla assets were also reassigned.

This mod bring characters and settlements closer to the Elder Scrolls lore, making them feel more authentic. Most capitals now feature custom background illustrations.






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142 Comments
Hyperion 23 Oct @ 10:52pm 
Another issue in common/buildings/sprawl_background_graphics_buildings.txt, line 749. those gfx tries to use indian walls, but should not, because it's defined later on line (like ayleyd uses aldmer on line 791). Solution to remove that indian walls asset, because all gfx that use it already defined later.
Jimmywhite  [author] 22 Oct @ 12:49pm 
@Hyperion Hi! Thanks for the feedback!
Hyperion 22 Oct @ 12:35pm 
Hi! Great mod, but I found 3 mesh reference errors causing "couldn't find pdxmesh" errors in the log:

**1. wonder_pelargir_mesh (doesn't exist)**
- File: common/buildings/00_castle_buildings.txt (lines 533, 1301, 2020, 2731)
- Fix: Replace with building_dunedain_castle_01-04_mesh (for proper level progression)

**2. cemanahuac_city_*_mesh (missing "building_" prefix)**
- File: common/buildings/00_city_buildings.txt (lines 326, 944, 1528, 2116)
- Fix: Change to "building_cemanahuac_city_01_mesh" and "building_cemanahuac_city_02_mesh"
- Your .asset files define them with the "building_" prefix but the building files are missing it

**3. guinean_castle_4_mesh (wrong format)**
- File: common/buildings/00_castle_buildings.txt (line 2519)
- Fix: Change to "guinean_castle_04_mesh" (should be "04" not "4")
Jimmywhite  [author] 11 Sep @ 12:43pm 
@Jet It is better to start a new game to eliminate possible bugs
Jet 11 Sep @ 12:10pm 
can i add to an ongoing save
𐌸𐌿𐍂𐌲𐍉𐍄 5 Sep @ 12:43pm 
Plots with Argonian cities are empty pls fix. And I also think that the original Kotri architecture looked more native to Black Marsh than the one added in the last update. Meanwhile great mod thx for working on it
Nerevar Moon-and-Star 1 Sep @ 3:33pm 
Bug: The Argonian Cities do not show up for me, just an empty plot with a name. Otherwise wonderful mod, thank you so much for updating!
Aeylog 27 Aug @ 1:16am 
thank you very much for the update!
outlander7 25 Aug @ 2:16am 
thank you very much for the update!
Grand Admiral Thrawn 3 Jul @ 12:27pm 
the heartlander holding cards look too western european, makes them feel too similar to the colovians, despite the heartlanders being an extension of the nibenese.