Crusader Kings III

Crusader Kings III

Elder King 2 - More Unique Building v2
59 Comments
Oda ZHon  [author] 7 Oct @ 5:17am 
It work "Overhaul Special Buildings EK2" with my mod.
I suggest you load my mod before "Overhaul Special Buildings EK2".
It will have that mod overwrite my mod.
Oda ZHon  [author] 7 Oct @ 4:52am 
i will test my mod with "Overhaul Special Buildings EK2".
Beorhthere Appleby 7 Oct @ 1:35am 
Meanwhile, I am wondering if this and Ek2 Special Buildings clash... my gut is telling me probably...
Argon 5 Oct @ 10:46pm 
Anyone run this with, "Overhaul Special Buildings EK2" and does it clash?
Spartan9123 3 May @ 12:28am 
Right on thank you
Oda ZHon  [author] 1 May @ 9:50am 
I will add upgrade version when i have time.
Spartan9123 1 May @ 7:58am 
Yes the Dwemer are the dwarfs of the Elder scrolls I am trying to rebuild them but I cant rebuild their ruins around the map.
Oda ZHon  [author] 28 Apr @ 6:22am 
IS Dwemer character in main mod if so i can set condition.?
I never play as Dwemer i don't know what it call.
Spartan9123 27 Apr @ 12:19pm 
Hey love the mod would it be possible to make it so that a Dwemer character can rebuild their ruins?
Oda ZHon  [author] 25 Apr @ 7:19am 
I'm not sure.
You can try to build it.
You may need to restart a new game to have it but it just one building.
their 25 Apr @ 7:14am 
do i need to build new holdings for some of the new buildings?
Oda ZHon  [author] 25 Apr @ 3:57am 
Arkngthand is added.
Kemal-Ze will not be move as Oethadepilu has two special building.
Sol 24 Apr @ 1:28pm 
Arkngthand, at Missamsi, located east of Balmora and Fort Moonmoth. The map of EK2 is just a little distorted/compressed from the UESP map. Looking at the UESP map and guessing, I look at Balmora, Marandus, and Palagia, and the placement of Lake Amaya as my guidepost here.

Kemal-Ze would probably be in Hills of Seresith or Oethadepilu. This is the other "big" Dwemer Ruin of Morrowind.
Oda ZHon  [author] 24 Apr @ 6:04am 
What this Dwemer ruins call and what Balmora Council Seat or town ?
Sol 23 Apr @ 12:28pm 
Can you put the Dwemer ruins in Vardenfel in that place east of Balmora? I like playing Dwemer and feel that is the best place to launch a rule designer character. Unless there is a better spot that is also in Vvardenfel.
Oda ZHon  [author] 21 Apr @ 8:17am 
move Silyanorn to nielsol
Relleis Lor Nevarsel and Arlis now settlement in 440
Loriasel move to 4743
Nevarsel is ruin in 450
Altan 21 Apr @ 4:19am 
Hi, good of you to reupload this mod.
I noted a few discrepancies with ayleid ruins.
Specifically the Ayleid Ruin in Stormhold/Silyanorn conflicts with the canal special building
Maybe put it in the duchy slot instead. Although I'd argue that Silyanorn is still inhabited by Ayleids in the available bookmarks so probably should not be a ruin in 440/450 - event if it's not ruled by ayleids.
Loriasel (this one also conflicts with a Holy Site special building actually), Relleis Lor, Nevarsel and Arlis are owned by Ayleids in 440 too so doesn't really make sense for those to be ruins either.
Only Nevarsel is not owned by Ayleids in 450.
Oda ZHon  [author] 28 Mar @ 11:22am 
Alright move bridge to city next to base bridge and made some change inline with base mod.
Oda ZHon  [author] 28 Mar @ 9:31am 
Main mod made change to Leyawiin bridge it got two level now like i made and decision has been change i will disable my Leyawiin bridge.
Fewher 28 Mar @ 5:42am 
Seconding this... the Leyawiin special building for this mod needs to be disabled.
Ea-Nasir 28 Mar @ 4:32am 
I noticed that the Drawbridge of Leyawiin overwrites the already present Bridges of Leyawiin, and thus disables the mechanic that prevents ports along the Niben river and Rumare.
Oda ZHon  [author] 26 Mar @ 7:16am 
Look like "county_holder_character_modifier" is bugged return it to "character_modifier" now
most building effect by it should work now.
Udikai 1066 22 Mar @ 2:52pm 
well ill come back to this mod later new update with ek2
Oda ZHon  [author] 22 Mar @ 3:49am 
I will busy for awhile and i playing AGOT2 + valyria with this in mind i'm just lazy too revert to older version so few question.
First did you use old CK3 version 1.12.5 ?
Second no error red letter i assume ?
I did test with vanilla CK3 most building with the like fort level holding effect " but " character effect isn't working properly if i don't know how to fix it.
I will remove it maybe return it to "character_modifier" .
Currently the bug you talking about is in "county_holder_character_modifier" i assume it don't give effect it say it does.
Udikai 1066 18 Mar @ 12:50pm 
i had time to test hammerfell it complete do over every fort had one or 2 not working bug ancestor's landing 2 or more not working after finding 20 non working in a row you got your work cut out for you hope this helps don't let it get you down
Oda ZHon  [author] 14 Mar @ 8:29am 
Damm i will fix this next month.
Udikai 1066 12 Mar @ 2:25am 
wide spread problem recommend starting in morrowind bug check one by one repair move on to next empire
Udikai 1066 12 Mar @ 2:01am 
skyheven temple, lunar forge, not working at all. fort rootspire only learning with fame working,xinchei-konu xanmeer ruin not firing it take month to go threw them all
Udikai 1066 12 Mar @ 1:35am 
i checked and confirmed volkihar not working im going to check dozen or so major sites see if problem wide spread only using this mod and ek2
Oda ZHon  [author] 11 Mar @ 11:40am 
and did you have other mods too ?
Oda ZHon  [author] 11 Mar @ 11:39am 
@Udikai 1066
Is Lunar forge working ?
Udikai 1066 11 Mar @ 8:46am 
Castle Volkihar holder effect not working idk why
Oda ZHon  [author] 8 Feb @ 2:01pm 
Thank, if you need any thing else do let me know.
Arphar 8 Feb @ 7:43am 
Looks like it works fine, good job.
Oda ZHon  [author] 8 Feb @ 5:16am 
I don't test it but do let me know if it work.
Oda ZHon  [author] 8 Feb @ 4:41am 
Sure i could try that.
Arphar 7 Feb @ 8:27am 
I noticed a fait amount of buildings were built on things like cities and academies, while having effects useful only for those that can't hold these types of buildings.
This is due to the modifier being sent to Holder Of Holding, and you should perhaps use Holder Of County instead.
Oda ZHon  [author] 14 Aug, 2024 @ 3:38am 
Done and done.
Redguard Fort Bloodhorn Keep ,Ruins of Caslte of Lorkrata ,Ruins of Castle Old Fell.
Name won't change for time being iam looking at Lorkrata Hills atm maybe upgrade in future whose know.
_Elise_ 13 Aug, 2024 @ 3:39pm 
In Highrock (Northpoint), Lorkrata has description of Old Fell, while Old Fell itself doesn't have any, Also, there is "Ruins of Caslte of Lorkrata, instead of "Ruins of Castle of Lorkrata". (sorry if some of it is not from this mod)
Oda ZHon  [author] 10 Aug, 2024 @ 10:36am 
Man i just add about 40%-50% form list But if i do add every thing form list it will be Morrowid heavy.
Oda ZHon  [author] 10 Aug, 2024 @ 10:31am 
For now some ruins is upgrade able.
Here is the reason to get level 1 building will we easier for me to add upgrade in the future.
There is four empire that have yet to add.
Honestly i have no idea of what to add.
LiterallyReverie 10 Aug, 2024 @ 10:14am 
it just doesnt really seem like there is a reason to keep both. The original is upgradeable so I prefer that one
Oda ZHon  [author] 10 Aug, 2024 @ 10:11am 
Ruins of Twyllbek in Gideon is in the base mod and mine.
My Twyllbek can't be upgrade.
Do you want mine or base mod ?
LiterallyReverie 10 Aug, 2024 @ 9:54am 
some of the descriptions for buildings like Killkreath Temple and Markarth Town's descriptions are way too long so much so you cant select them much less read them
LiterallyReverie 10 Aug, 2024 @ 8:57am 
Just looking at the mod it adds a lot of cool buildings although in the duchy of Gideon the provinces of both Governor Keep and the city holding of Gideon have the ruins of Twyllbek. Aside from that the mod looks really cool. Do you have plans to make all ruins rebuildable or just select ruins?
Oda ZHon  [author] 10 Aug, 2024 @ 8:36am 
List is quite long i'm not sure if i update it all.
Be sure to let me know if you think i forget any thing.
LiterallyReverie 10 Aug, 2024 @ 8:21am 
Really excited to try this out
Oda ZHon  [author] 6 Aug, 2024 @ 2:21pm 
:steamthumbsup:Thank for feedback.
Agree it a bit longer than base mod.
Solitude 6 Aug, 2024 @ 1:34pm 
It's a noticeable improvement. Good job. There are a few missing descriptions. Some of the text within the parentheses (the ones depicting statuses) remains to be capitalized as they should be (Lunar Forge and some that are outside of the "Ruins" category), but it looks like most were corrected.

The grammar for some of the descriptions is still faulty (for example, the Mzithumz ruins in the Barony of Berezan should be "Another Dwemer ruins left to its own devices." instead of "Another Dwemer ruins leave to it own devices.") Some of the GPT outputs are considerably more lengthy than the descriptions I have seen in base EK2, and would benefit from trimming/summarizing. I know that there isn't much lore out there for some of these buildings, so simple descriptions are fine.

Anyhow! It's better than before. Starting to look more polished. It is a WIP, after all. Kudos on taking the initiative.
Oda ZHon  [author] 6 Aug, 2024 @ 3:24am 
Add building description by chatGPT-4o. with memory feature what do you guys think of it.