Crusader Kings III

Crusader Kings III

Overhaul Special Buildings EK2
95 条留言
YudiBirelo  [作者] 10 月 30 日 上午 7:27 
Space Dust: To start, sorry for the late response.

Well, I would not, because the reason some buildings have defiled and restored versions is that the EK2 team intended it this way if Level 1 and 2 being defiled in the base mod. The Thorn Palace doesn't come with these options, and as I like to keep the mod as vanilla as possible, I am only working on the buildings the EK2 team added and intended.

After the mod update again i will update the mod also
Space Dust 10 月 9 日 下午 1:20 
Could you add an event or decision for Argonian rulers to destroy Thorn and get their own unique special building?
KylerKhan 9 月 21 日 下午 12:36 
Also thanks for fixing stuff so quickly lad, your a legend
YudiBirelo  [作者] 9 月 21 日 上午 5:45 
Mod update: Localisation issues fixed
KylerKhan 9 月 19 日 下午 7:52 
Hey found 2 problems, Grand Chapel of Shezzar's beggining is cut off, and Deep Graves Cemetery Defiled, where it says Necromancers will raise more dead it says raise_dead_name Spell
KylerKhan 9 月 19 日 下午 7:30 
Pog
YudiBirelo  [作者] 9 月 19 日 下午 6:23 
Mod Update.
YudiBirelo  [作者] 9 月 16 日 下午 12:11 
KylerKhan: I think I need to check for bugs, as it’s probably the new update that had something to do with it. I will make some checks on my day off.

Mr. Andersmith: I will also have a look at Twyllbek and check to see what’s going on there.

Apologies for now, as I’m working from the office this week and not from home.
Thanks for letting me know about these bugs.
KylerKhan 9 月 15 日 下午 10:22 
Hey do a bunch of building dialogue at the start been cut off for anyone else? I just wanted to check if anyone else has this problem or if it could be from mods
Mr. Andersmith 9 月 15 日 上午 11:50 
Could you take a look at Koth or Twyllbek in Black Marsh? I had issues upgrading the building as an Ayleid. It remained a solid blue and said I could upgrade it but I couldn't. Thanks for any help you can grant!
YudiBirelo  [作者] 9 月 10 日 下午 4:55 
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 9 月 10 日 下午 2:21 
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 9 月 9 日 上午 6:50 
Thanks lad!
YudiBirelo  [作者] 9 月 8 日 下午 5:13 
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 9 月 7 日 下午 12:23 
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 8 月 27 日 下午 5:39 
Ah, yeah sorry I didn't know that. Cheers man, great mod!
YudiBirelo  [作者] 8 月 27 日 下午 2:53 
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 8 月 27 日 下午 1:15 
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  [作者] 8 月 19 日 上午 11:58 
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 8 月 19 日 上午 10:59 
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 8 月 19 日 上午 10:50 
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  [作者] 8 月 19 日 上午 10:34 
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 8 月 19 日 上午 2:20 
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 8 月 19 日 上午 1:55 
Thanks a lot man!
Dragonkiller135 8 月 18 日 上午 11:59 
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  [作者] 8 月 18 日 上午 9:20 
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  [作者] 8 月 18 日 上午 8:48 
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 8 月 18 日 上午 3:52 
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 8 月 14 日 上午 10:35 
Thank you! Really appreciate it
YudiBirelo  [作者] 8 月 2 日 下午 7:58 
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 8 月 2 日 下午 4:47 
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  [作者] 7 月 22 日 上午 9:44 
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 7 月 15 日 下午 2:02 
This mod was corrupting save files and hard crashing the game for me, could be an incompatibility with the 1.16 conversion?
Proud Lemming 7 月 12 日 上午 11:27 
Pity one cant actually hold the college of winterhold, or any of the academy buildings, you put some great unique's in those.
YudiBirelo  [作者] 6 月 26 日 下午 3:17 
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 6 月 26 日 上午 8:46 
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  [作者] 6 月 8 日 下午 3:14 
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 6 月 8 日 上午 9:04 
Are there any special buildings of the Dwemer black reach, etherium forge, etc?
Cyrvus 6 月 3 日 上午 10:52 
Thank you for you hard work Man!
YudiBirelo  [作者] 6 月 3 日 上午 12:56 
New Update:
See the "Change Notes" for full update details, improvements and bugs fixes!
Thanks
slight nope 6 月 1 日 下午 4:35 
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 6 月 1 日 上午 6:42 
Came in to ask about the lab, and your answer is very clear and I like the planned fix. Thank you!
YudiBirelo  [作者] 5 月 31 日 下午 8:29 
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 5 月 31 日 上午 12:45 
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  [作者] 5 月 28 日 下午 3:05 
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 5 月 27 日 下午 8:15 
btw great mod only issue I've had so far
Goldzack444 5 月 27 日 下午 8:12 
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  [作者] 5 月 3 日 上午 11:34 
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 5 月 1 日 上午 6:06 
I encountered problems with fang lair : unable to build fang lair 03 and no clue showed on the grayed upgrade button. Any idea ?
YudiBirelo  [作者] 4 月 30 日 下午 3:42 
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.