Crusader Kings II

Crusader Kings II

Cultural Cities Remix
218 kommentarer
Dracula Flow 5 5. feb. 2023 kl. 17:01 
Ok thank you for explaining.
The whole zip thing really confused me.
Nendur  [ophavsmand] 5. feb. 2023 kl. 16:51 
If you want to use BLG/CC for SWMH mod, extract "culturalcities.zip/submods/blgccswmh.mod" and "culturalcities.zip/submods/blgccswmh" to "Documents/Paradox Interactive/Crusader Kings II/mod".
Enable BLG/CC for SWMH in the game launcher.

BLG is not required, the files are shared to avoid duplicate work.
Dracula Flow 5 5. feb. 2023 kl. 16:35 
So I open the zip
open the sub mod folder
then paste the correct sub mod into the zip above?
weird but ok

also I'm a little confused about this instruction
"If you use the HIP SWMH mod, play with both Cultural Cities Remix and the BLG/CC for SWMH mod."
so is BLG/CC a requirement to use this?

Thanks for clearing this up
Nendur  [ophavsmand] 5. feb. 2023 kl. 4:26 
A level above them are a mod file and directory pair for each submod. Those can be installed as new mods.
Dracula Flow 5 4. feb. 2023 kl. 18:02 
Wow thanks I didn't know that.
Inside the zip
inside the submod folder
a common and a map folder
where do these get pasted?
Nendur  [ophavsmand] 4. feb. 2023 kl. 13:42 
Mods should be installed in "Documents/Paradox Interactive/Crusader Kings II/mod".
Dracula Flow 5 4. feb. 2023 kl. 0:16 
Where do I paste the sub mod files?
Nendur  [ophavsmand] 24. feb. 2022 kl. 13:43 
That would be fine.
Et tu, B? 24. feb. 2022 kl. 8:35 
Do you mind if I use the models for a big mod I've been working on for quite a while? I will credit you for the models.
Nendur  [ophavsmand] 26. jan. 2022 kl. 4:00 
Yes, using the SWMH compatibility submod for HIP.
KingZork 25. jan. 2022 kl. 19:41 
Is this compatible with HIP+CPRPlus?
Nendur  [ophavsmand] 6. okt. 2021 kl. 2:59 
It is bundled, inside the mods culturalcities.zip is a directory submods.
ZakkyD11 5. okt. 2021 kl. 18:34 
Is there a link to the generic compatiblity mod? I've tried searching but can't find anything.
AlucardNoir 21. juni 2021 kl. 8:40 
The only "bad" thing about this mod are the low quality pictures used to represent the holds. They add cultural flavor, but don't fit in that well with the game. But the flavor this mod adds... frankly this is what at least one DLC should have been from Paradox. Or maybe, in place of just releasing unit packs, there should have been culture packs that included the equivalent of this mod and PDS units in one package. It's sad that for all the money they ask for the game, a mod like this is still a welcome change.
Coalsack 11. maj 2021 kl. 12:11 
I have some extra cultures added by Dark Wold Reborn (Orc, Fairy, Dragon, Half-Dragon, etc)
Nendur  [ophavsmand] 11. maj 2021 kl. 1:46 
Are there more mods in play? I can't reproduce these errors even attempting to break things.
Coalsack 10. maj 2021 kl. 16:35 
No, I deleted the one downloaded from the workshop before pasting the one that came with the main Cultural Cities zip.

The errors on the log fille all are from "invalid culture of origin in dynasty" (14K out of 15K error lines) or "unvalid X opinion" with X being different religion or something along that lines.

Any other lines refer to things that also appear from vanilla EK mod and don't cause any issue.
Nendur  [ophavsmand] 10. maj 2021 kl. 1:28 
Since you were using the BLG version of the compatibility patch before, did you delete it before extracting the cultural cities version?
You can sometimes find more about crashes in Documents/Paradox Interactive/Crusader Kings II/log/error.log.
Coalsack 9. maj 2021 kl. 16:00 
When staring Elder Kings, I'm getting CTD every time that I start up, both with the base Cultural Cities and with Cultural Cities and the BLG/CC addon.
Judicatio 16. apr. 2021 kl. 1:27 
Thanks dude, it works. For those who's using HIP and SWMH replace chinesegfx with khitangfx. SWMH added new gfx for jurchen and khitan.
Nendur  [ophavsmand] 15. apr. 2021 kl. 12:30 
Yes, try a
EMFXActorType = {
name = "chinesegfx_castle_3"
actorfile = "gfx\models\Settlements\Indian\indian_city03.xac"
scale = 1.4f
use_animation = no
cull_distance = 550.0f
}
Judicatio 15. apr. 2021 kl. 10:37 
I look into the files, it happens because you're using turk_temple xac file for mongolgfx castle level 3.
Judicatio 15. apr. 2021 kl. 10:35 
Yeah...
Nendur  [ophavsmand] 15. apr. 2021 kl. 10:18 
Is it a 3rd tier castle? I should fill in that gap in the Chinese style.
Judicatio 15. apr. 2021 kl. 8:53 
There's a mosque(3D) in my province and I'm not even a Muslim I'm Taoist. The province's culture and my culture is Jurchen.
Nendur  [ophavsmand] 3. apr. 2021 kl. 15:58 
That part I've never figured out well either.
Coalsack 3. apr. 2021 kl. 10:30 
I may bother you again with a similar question, but is there a way to reduce the city sprawl in the Tibetan and Celtic towns? No the size of the actual city, but how far from each other the buildings are.
Nendur  [ophavsmand] 30. mar. 2021 kl. 8:20 
An ironman submod is included with the mod.
StunManBoltz 30. mar. 2021 kl. 7:56 
ironman btw?
Coalsack 29. mar. 2021 kl. 10:50 
Oh thank you. They're probably fitting, but feel a bit too Eastern to me. They're good in Russians, tho.

And I'm playing them as a Hellenic ruler. Shame that there isn't any hellenic temple model available within the game files, I think. Thanks again for your answer.
Nendur  [ophavsmand] 29. mar. 2021 kl. 3:21 
The domed churches are fitting, but you can remove them from interface/settlements.gfx. The names are romangfx_temple_* and byzantinegfx_temple_*.
Coalsack 28. mar. 2021 kl. 19:33 
Also, is there a way I can replace the Greek and Roman hellenic temple structures by the European ones? It's a bit weird seeing them using the Hindu/Dharmic temple structure.
Coalsack 24. mar. 2021 kl. 20:25 
Woah, it worked! Is there any way to make the Khitan/Chinese/Celtic towns to stick closer?
Nendur  [ophavsmand] 24. mar. 2021 kl. 16:00 
The city sprawl can be set by editing the file common/defines/CC.lua.
Coalsack 24. mar. 2021 kl. 15:17 
I tried reducing their scale but they end up very spread up.
Coalsack 24. mar. 2021 kl. 15:09 
Is there a way to reduce the overall city extension? When playing on the late game, a lot of fully developed cities make the map look too crowded.
Nendur  [ophavsmand] 5. nov. 2020 kl. 6:28 
You can remove the holding icons in gfx\interface and interface\province_picture.gfx.
Taipan 26. aug. 2020 kl. 4:39 
Found it. BLG CC. Googled it the wrong way. Thanks
Taipan 26. aug. 2020 kl. 4:38 
A link to CC Ironman please? Thanks.
[yep]Thmyris 24. juli 2020 kl. 5:26 
Ah you are right, ty!
Nendur  [ophavsmand] 24. juli 2020 kl. 5:19 
The breadcrumbs on the top of the page have the link:
https://gtm.steamproxy.vip/id/nendur/myworkshopfiles/
[yep]Thmyris 24. juli 2020 kl. 3:44 
Nendur can we have a list of all your mods? Because your profile is private, I can't find them.
Nendur  [ophavsmand] 13. juli 2020 kl. 8:31 
Still fine with the new HIP update.
TheAuditor24 13. juli 2020 kl. 7:08 
Compatible with the newest HIP? (of course, if i use BLG/CC)
Nendur  [ophavsmand] 27. juni 2020 kl. 1:26 
You can only get so much variation out of just the European buildings.
KZA 26. juni 2020 kl. 21:03 
Why do the Byzantines have Indian buildings?
25. maj 2020 kl. 17:57 
Ah thanks mate you're right on the money with Medieval Trade Routes, that was it
Nendur  [ophavsmand] 22. maj 2020 kl. 12:17 
There is probably a conflict with another mod over interface/settlements.gfx. Medieval Trade Routes is a known conflict. Remove the other settlements.gfx or add a dependency to the culturalcities.mod.mod file.
22. maj 2020 kl. 12:04 
I think with the latest patch the building models on the map have now reverted back to the default models, everything else seems to be fine.
Sigericus 7. maj 2020 kl. 11:23 
Why do the Welsh always look tribal?