Crusader Kings II

Crusader Kings II

Cultural Cities Remix
218 opmerkingen
Dracula Flow 5 5 feb 2023 om 17:01 
Ok thank you for explaining.
The whole zip thing really confused me.
Nendur  [auteur] 5 feb 2023 om 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 om 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  [auteur] 5 feb 2023 om 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 om 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  [auteur] 4 feb 2023 om 13:42 
Mods should be installed in "Documents/Paradox Interactive/Crusader Kings II/mod".
Dracula Flow 5 4 feb 2023 om 0:16 
Where do I paste the sub mod files?
Nendur  [auteur] 24 feb 2022 om 13:43 
That would be fine.
Et tu, B? 24 feb 2022 om 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  [auteur] 26 jan 2022 om 4:00 
Yes, using the SWMH compatibility submod for HIP.
KingZork 25 jan 2022 om 19:41 
Is this compatible with HIP+CPRPlus?
Nendur  [auteur] 6 okt 2021 om 2:59 
It is bundled, inside the mods culturalcities.zip is a directory submods.
ZakkyD11 5 okt 2021 om 18:34 
Is there a link to the generic compatiblity mod? I've tried searching but can't find anything.
AlucardNoir 21 jun 2021 om 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 mei 2021 om 12:11 
I have some extra cultures added by Dark Wold Reborn (Orc, Fairy, Dragon, Half-Dragon, etc)
Nendur  [auteur] 11 mei 2021 om 1:46 
Are there more mods in play? I can't reproduce these errors even attempting to break things.
Coalsack 10 mei 2021 om 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  [auteur] 10 mei 2021 om 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 mei 2021 om 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 om 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  [auteur] 15 apr 2021 om 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 om 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 om 10:35 
Yeah...
Nendur  [auteur] 15 apr 2021 om 10:18 
Is it a 3rd tier castle? I should fill in that gap in the Chinese style.
Judicatio 15 apr 2021 om 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  [auteur] 3 apr 2021 om 15:58 
That part I've never figured out well either.
Coalsack 3 apr 2021 om 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  [auteur] 30 mrt 2021 om 8:20 
An ironman submod is included with the mod.
StunManBoltz 30 mrt 2021 om 7:56 
ironman btw?
Coalsack 29 mrt 2021 om 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  [auteur] 29 mrt 2021 om 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 mrt 2021 om 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 mrt 2021 om 20:25 
Woah, it worked! Is there any way to make the Khitan/Chinese/Celtic towns to stick closer?
Nendur  [auteur] 24 mrt 2021 om 16:00 
The city sprawl can be set by editing the file common/defines/CC.lua.
Coalsack 24 mrt 2021 om 15:17 
I tried reducing their scale but they end up very spread up.
Coalsack 24 mrt 2021 om 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  [auteur] 5 nov 2020 om 6:28 
You can remove the holding icons in gfx\interface and interface\province_picture.gfx.
Taipan 26 aug 2020 om 4:39 
Found it. BLG CC. Googled it the wrong way. Thanks
Taipan 26 aug 2020 om 4:38 
A link to CC Ironman please? Thanks.
[yep]Thmyris 24 jul 2020 om 5:26 
Ah you are right, ty!
Nendur  [auteur] 24 jul 2020 om 5:19 
The breadcrumbs on the top of the page have the link:
https://gtm.steamproxy.vip/id/nendur/myworkshopfiles/
[yep]Thmyris 24 jul 2020 om 3:44 
Nendur can we have a list of all your mods? Because your profile is private, I can't find them.
Nendur  [auteur] 13 jul 2020 om 8:31 
Still fine with the new HIP update.
TheAuditor24 13 jul 2020 om 7:08 
Compatible with the newest HIP? (of course, if i use BLG/CC)
Nendur  [auteur] 27 jun 2020 om 1:26 
You can only get so much variation out of just the European buildings.
KZA 26 jun 2020 om 21:03 
Why do the Byzantines have Indian buildings?
25 mei 2020 om 17:57 
Ah thanks mate you're right on the money with Medieval Trade Routes, that was it
Nendur  [auteur] 22 mei 2020 om 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 mei 2020 om 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 mei 2020 om 11:23 
Why do the Welsh always look tribal?