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Post by ManicMayo on Feb 15, 2020 20:42:58 GMT
Main changes: - Army graphics - Every culture in Westeros, the Free Cities and the Summer Islands have been given new unit models which draw their inspiration from the styles seen in the popular HBO series Game of Thrones. For cultures not featured in the show, I have used the descriptions from the books (well, the AWOIAF wiki...) and assigned cultures models that (in my opinion) best fit their real-world counterparts. For example, not much is ever mentioned about the Summer Islands but it is known that they are heavily based on the cultures of pre-colonial sub-Saharan Africa. As such, they have been assigned the African unit models. Of course, where possible, I have tried to avoid simply porting over vanilla units. Aside from the unit models that rarely appear on the map, you will find nearly all have been tweaked in some way, often reassigning unit models defined to different unit types (i.e. pikeman unit models being used as heavy infantry) or being given different weapons and/or equipment.
- Ship graphics - Non-western cultures will now utilise the ship graphics added in DLCs over the years. For example, Ironborn and Free Folk use Norse graphics, Salt and Sand Dornish use Arabic graphics, the Free Cities use Italian graphics and Valyrians use Byzantine graphics.
- Councillor graphics - A less noticeable change is the increased diversity of councillor graphics. Northmen, Free Folk and Ironborn rulers will now use Norse councillors, Dornish and Ghiscari rulers will have Arabic councillors, while Valyrian and rulers from the Free Cities will utilise the eastern councillor models.
Known issues: Just to be clear, they're all minor graphical bugs/annoyances and will NOT cause any stability issues or crashing! - Many cultures that do not follow the Faith of the Seven still use the septon councillor map graphic. As far as I can tell, this model is tied to the graphics assigned to religions, not cultures. Since many religions share the same graphical culture, this bug cannot easily be changed without making major modifications to the game files. As such, this will likely be a permanent issue as adding these sorts of fixes to this mod will greatly reduce its compatibility with future versions of AGOT.
- The Braavosi culture continues to use generic vanilla units. This is because, unlike virtually every other culture in the game, it seems to only utilise vanilla graphical cultures for its units (namely republicsgfx). While adding a custom graphical culture for Braavos would be easy enough, it would greatly alter the compatibility of AGOT Manic's Units with other sub-mods for AGOT. As such, unless a unique Braavosi graphical culture is added in a future version, this issue cannot be fixed.
- Some models may have headgear that are either ever so slightly misaligned or do not 100% completely cover the head of the unit model (e.g. small patches of fabric/hair showing from underneath). This is caused by mixing and matching different equipment with unit models from different culture packs. I have altered the sizes of these certain troublesome helmets/caps to limit the issue as best I can but there are still a few models where, no matter how much I tweak them, still aren't looking perfect. I can confidently say though that these issues apply only to the smallest minority of unit models you'll see in-game.
- Volantis, Essaria, Lorath and Qohor all use the same unit models. Unfortunately, while I wanted to give every Free City their own unique units, this does not appear to be possible. All these cities listed use the same freecitiesgfx graphical culture. The only way to change this is to make comparatively significant alterations to the game files which would greatly reduce this sub-mods' compatibility with AGOT. Because of this, I cannot do anything about it.
- Ibbenese troops still use the Celtic unit designs, even though I have assigned them new models in the game files. This is because celticgfx is defined before ibbenesegfx in culture's entry in the game files. Simply switch these two around in your installation of AGOT to get the new models to appear. I will not be adding this fix to the mod as it would greatly reduce its compatibility with future releases of AGOT.
- Because Mantaryan, Tolosi and Elyrian are assigned to the same graphical culture as Westerosi Valyrian, westvalyriangfx, these far-flung Essosi cultures on the edge of Old Valyria will use the Dragonstone troop graphics. You can fix this yourself by adding the line unit_graphical_cultures = { freecitiesgfx } (or valyriangfx if you want them to use the same unit models as High/Essosi Valyrians) underneath their respective entries in the AGOT mod's culture folder to give them Essosi-looking units without messing up their portraits. Again, this fix will not be added to the mod as it will greatly reduce its compatibility with future versions of AGOT.
- Good steel and skills in metalworking (outside of Thenn) are rare north of the wall. Wildling/Free Folk warriors mostly fight with axes, spears and bows. Unfortunately, as far as I know, there are no short spear models in Crusader Kings II. Instead, for the Wildling light infantry, I was forced to use regular pike models but scaled down. As a result, while they are (more or less) the right length, the width makes them look rather unsuitable for use in combat. Unless a short spear model is added to the game, I won't be able to fix this issue.
- Jogos Nhai may still use generic Muslim units, despite now having Mongol units assigned to them. This issue should not affect councillor models which will display correctly. This issue can be easily fixed by adding the line unit_graphical_cultures = { jogosgfx } to the jogos_nhai entry in the north_eastern underneath the culture's entry in the AGOT mod's culture folder. As usual, this fix will not be added to the mod as it will greatly reduce its compatibility with future versions of AGOT.
- Dothraki and Lhazareen light cavalry riders have a slightly bugged left arm (it rests sort of awkwardly when unit is idle). This is caused by them using heavy cavalry animations instead of light cavalry ones. The arm appears a little 'off' because there should be a shield there (which isn't present on most light cavalry models). I had to make this switch because light cavalry are equipped with spears instead of swords and, as far as I know, the Dothraki aren't ever mentioned using spears. If I manage to find a heavy cavalry/sword-wielding, shield-less light cavalry model I will update the animations as soon as possible.
FAQ: I can't find this mod on the workshop!Unfortunately, the Steam Workshop messes with the .mod file that is required for this to work properly. Until the issue in question is fixed, the only thing I can do to ensure that I'm not bombarded with an avalanche of comments about how the mod 'isn't working' is to post it here for people to manually download and install themselves. How do I manually install a mod?If you got your version of A Game of Thrones through the Steam Workshop and have only ever done things that way, the idea of installing a mod manually may seem rather daunting. But do not despair. Manually installing mods in Crusader Kings II is a very easy process, which I shall quickly explain below: - Download the .zip file provided in the link at the top of this page. Locate it on your computer and open it.
- Navigate to your Crusader Kings II mod folder (Documents\Paradox Interactive\Crusader Kings II\mod by default).
- Copy/cut the AGOT Manic's Units folder and the AGOT Manic's Units.mod file from the .zip folder.
- Paste them both into your CK2 mod folder and that's it!
I want my High Valyrian troops to look Westerosi. How can I change them?By default, the High Valyrian culture uses valyriangfx graphics and thus their units and councillors will be Essosi in style. This may be a problem when playing as a Targaryen king of Westeros who has never set foot in Essos in his life and uses only the finest Andal knights in his armies. If you wish for them to appear more Westerosi/Western, there are two easy solutions available: - Change the High Valyrian unit graphical culture - Create a copy of the fk_valyrian file in the common\cultures folder of your installation of AGOT and paste it into the same directory in your installation of AGOT Manic's Units (you will need to create a common\cultures directory). Open this file with any text editor and locate the entry for high_valyrian. Underneath where it says graphical_cultures = { valyriangfx } add the line unit_graphical_cultures = { crownlandergfx }. This will make High Valyrians use the Kingslander unit models which are essentially appropriated from the Military Order Unit Pack (these are also now used as the default western units).
- Delete or replace the char_valyriangfx file - The second solution is to simply delete your char_valyriangfx file from the sub-mods' interface folder. This will default them back to the vanilla western units they already use in AGOT. Alternatively, if you wish to use the Military Order units like with the above solution, copy/cut the char_valyriangfx_alternate file provided in the .zip folder and paste it into the sub-mods' interface folder. Make sure that you still delete/move the old file!
X culture still uses their old models, will you continue making changes/additions?Yes, I plan to continue working on this sub-mod. I'm starting in Westeros and am slowly making my way East. Like Daenerys in reverse. Currently, you won't really find any changes beyond Qarth but that should change in the not-so-distant future. Are you open to suggestions?Of course! If there's a culture that isn't currently covered that you would like to see new units for, let me know. If you want to recommend a unit model for a specific culture, let me know. If you feel that a different model would be more lore appropriate for a specific culture, let me know. I want to make this mod enjoyable to all who use it, so I'm always open to any and all constructive feedback. Is this sub-mod compatible with X?So long as it does not edit unit models or graphical cultures, this should be fully compatible with any other sub-mod for A Game of Thrones. To check the compatibility of another sub-mod yourself, see if it has a common\cultures and/or an interface directory. If one or both are present, there is a chance that you will run into issues though it still isn't guaranteed. Since this mod only alters graphics, any incompatibility won't corrupt your installation of AGOT or your save files and is highly unlikely to cause crashes. Sub-mods that are known to cause issues: - Tubbs' Better Faces - The mod alters certain cultures' gfx definitions to add new/DLC faces. While virtually all remain untouched, the largest difference is to cultures using the freecitiesgfx graphical culture which has been removed entirely. As such, with this sub-mod active, Volantis, Essaria, Lorath and Qohor (along with Braavos) will use Pentoshi units instead of the ones shown in the preview images. As far as I am aware, only these Free Cities cultures are affected.
Is this sub-mod savegame compatible?Yes, this sub-mod is 100% savegame compatible!
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Post by sourjapes on Feb 19, 2020 17:56:09 GMT
It's a nice little mod, I like it!
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Post by ManicMayo on Feb 23, 2020 17:35:14 GMT
Update released! Changelog- Slightly modified Persian units added for Hyrkooni/Bone Mountains cultures
- Slightly modified Persian units added for Asabhadi culture
- Jogos Nhai use Mongol units (potential issue with this, addressed below)
- Arabic councillor models assigned to Hyrkooni/Bone Mountains culture group and Asabhadi culture
- Mongol councillor models assigned to Jogos Nhai
- Female Norse councillor models assigned to Northman, Ironborn and Free Folk cultures
- Female Arabic councillor models assigned to Dornish/Rhoynar, Ghiscari, Qartheen, Hyrkooni/Bone Mountains and Asabhadi cultures
- Mongol Chancellor/Master of Laws model assigned to YiTish Castellan/Hand of the King council position
- Arabic ship models assigned to Hyrkooni/Bone Mountains culture group and Asabhadi culture
Known issues- Jogos Nhai may still use generic Muslim units, despite now having Mongol units assigned to them. As far as I can tell, this does not affect councillor models which should display correctly. This issue can be easily fixed by adding the line unit_graphical_cultures = { jogosgfx } to the jogos_nhai entry in the north_eastern file in the common\cultures directory of your A Game of Thrones mod folder. It is recommended that you make a backup of the north_eastern file before attempting to edit it!
Future updatesIn the next update, I aim to focus primarily on the Dothraki and Lhazareen units. Moving them away from their current Mongol units to something more similar to the Ghiscari (for the Lhazareen) or more lightly armoured and 'barbarian' (for the Dothraki).
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Post by Tiohzi on Mar 13, 2020 11:53:26 GMT
incompatible with [Sub-Mod] In heaven's map modifications for AGOT crash
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Post by ManicMayo on Mar 14, 2020 14:02:42 GMT
incompatible with [Sub-Mod] In heaven's map modifications for AGOT crash I'm sorry to hear that but I can say, with reasonable confidence, that it isn't what's causing your game to crash. Both of these sub-mods edit entirely different sets of files that wouldn't conflict with each other. I personally use both of these sub-mods (heck, I made this sub-mod whilst using the In heaven's graphical overhaul sub-mod) and I haven't run into any crashing or stability issues as a result. If you also use the Manic's Units mod for vanilla CK2, make sure you have disabled it before enabling this one. Similarly, ensure that you only enable the AGOT version of whatever In heaven's map modification you are using. Otherwise, the only other thing I can suggest is to disable any other sub-mods you may be using, one-by-one, to definitively figure out what's causing the issue.
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Post by ManicMayo on Apr 2, 2020 15:21:33 GMT
Update released! Firstly, I'd like to apologise for the delay. I haven't been playing much AGOT recently and that likely isn't about to change following the release of Bannerlord. Saying that though, I have made a conscious effort to continue working on these mods from time-to-time. Hopefully, especially if you like a bit of nomadic carnage, this relatively minor update was worth the wait. Changelog- Slightly modified Turkish and Early Frankish units added for the Dothraki culture
- Slightly modified Turkish and Early Frankish units added for the Lhazareen culture
- Arabic ship models assigned to the Lhazareen culture
- Even though you'll probably never see them, Arabic ship models have also been assigned to the Dothraki culture
- Dothraki now use Mongol Chancellor/Master of Laws graphics for Castellan/Hand of the King council position, instead of the generic Western European model
- Male and female Arabic councillor models assigned to the Lhazareen culture, better representing their closer cultural ties to the Ghiscari cultures
Known issues- Dothraki and Lhazareen light cavalry riders have a slightly bugged left arm (it rests sort of awkwardly when unit is idle). This is caused by them using heavy cavalry animations instead of light cavalry ones. The arm appears a little 'off' because there should be a shield there (which isn't present on most light cavalry models). I had to make this switch because light cavalry are equipped with spears instead of swords and, as far as I know, the Dothraki aren't ever mentioned using spears. If I manage to find a heavy cavalry/sword-wielding, shield-less light cavalry model I will update the animations as soon as possible.
Future updatesI am very pleased with how the Dothraki/Lhazareen units turned out but I still feel that Lhazareen units need to be less 'nomadic' in their appearance. I might look to modify them in the future since, at present, they're just a carbon copy of the Dothraki units, despite having their own graphical culture (which enables me to assign them separate unit graphics without altering the base game files). I suppose it doesn't matter too much since you're very unlikely to see anything other than the light/heavy cavalry models for the nomadic Dothraki armies. Otherwise, unless I've missed some obscure culture in the far corner of Essos, there doesn't seem to be any cultures left that are still using the generic Western European unit graphics. I guess, aside from any tweaking that needs to be done, this mod can be considered functionally complete.
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Post by wololo on Apr 2, 2020 15:44:48 GMT
Love this mod, though it causes a ctd when raising levies of skagosi culture when the majority of the levies are pikemen. Happened in the colonizable island of Skane, for some reason it has northmen culture by default, so it had an exclusive pikemen building. Of course, when the colony finished it switched to skagosi culture so I guess the cultural building remained the same while the gfxculture changed. I kind of minmaxed that island to get a majority of pikemen and once the levy replenished enough (man is that slow in this mod) it started ctd-ing with your submod enabled.
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Post by ManicMayo on Apr 2, 2020 17:47:52 GMT
Love this mod, though it causes a ctd when raising levies of skagosi culture when the majority of the levies are pikemen. Happened in the colonizable island of Skane, for some reason it has northmen culture by default, so it had an exclusive pikemen building. Of course, when the colony finished it switched to skagosi culture so I guess the cultural building remained the same while the gfxculture changed. I kind of minmaxed that island to get a majority of pikemen and once the levy replenished enough (man is that slow in this mod) it started ctd-ing with your submod enabled. Glad you're enjoying the mod and thanks for making me aware of this issue. I ran a quick test and got the same thing. I looked in the files and found it was a simple spelling mistake in the char_freefolkgfx.gfx file. I've corrected it and that seems to have fixed it. The mod, with fix included, should now be updated for you to download. On a side note, I actually realised while fixing this issue that I haven't touched the Naathi culture. While their military units already seem to use African models, I noticed that they still used western ship and Castellan/Hand of the King councillor graphics. As such, alongside this fix, I have also included an additional tweak which gives the Naathi culture Arabic ship graphics and assigns the African Chancellor/Master of Laws model (male and female) for the Castellan/Hand of the King council position. Hope this fixes your issue
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Post by stonewallace17 on Apr 2, 2020 22:13:41 GMT
Oh this sounds awesome, can't wait to try it out! Thanks for making it!
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Post by ManicMayo on Apr 3, 2020 22:26:52 GMT
Oh dear, it seems I missed yet another culture.
Along with the people of Naath, the inhabitants of the Three Sisters also managed to successfully elude me. As such, new units have been added for the Sisterman culture
Since we know next to nothing about what their troops look like (other than that all their soldiers probably have webbed hands and feet), I've just decided to give them some slightly modified Valeman designs for now. I may look to give them more unique-looking designs in the future. For now though, they no longer use the generic Western European unit models.
The mod should now be updated. Apologies for this sudden onslaught of minor additions and tweaks. Hopefully that's all the cultures now covered.
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Post by Azrael on Apr 4, 2020 1:46:18 GMT
I will be sure to check this out the next time I play, when I come back to AGOT.
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Post by ManicMayo on Apr 4, 2020 17:36:38 GMT
Urgent hotfix! Fixes- Fixed a major problem with the Sand and Salt Dornish heavy cavalry models (specifically their weapons) which would cause Crusader Kings II to instantly crash to desktop if they appeared on the map.
Alongside this, I've also decided to include a sneaky little update that I'm sure fans of the (Real) North will certainly appreciate. Changelog- Finally found an appropriate pike model to act as a spear for the Free Folk/Wildling light infantry, which has now been implemented in place of the old one. They should now hold the weapon, more or less, correctly and it should look slightly better proportioned to the character model. The shaft of the spear might still look a little on the brittle side due to scaling but I hope everyone finds it to be much improved over the old design. For those interested, it was the Norse pike model that saved the day.
- For those that wish to do away with the spear model entirely, now included in the downloadable .zip folder is a new alternate .gfx file for the Wildling/Free Folk culture that replaces the light infantry spear with an axe and gives heavy infantry a rudimentary wooden shield to make them more distinguishable at a glance. Character models remain unchanged.
- Gave Wildling/Free Folk heavy infantry a more rudimentary axe model. Before, they used the same default axe model given to the Ironborn and other cultures with a much more advanced knowledge of metalworking. Instead they now use the comparatively simpler-looking Saxon/Norse axe design.
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vsp95
New Member
Posts: 1
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Post by vsp95 on Apr 30, 2020 17:42:20 GMT
There seems to be a conflict with the Holding's+MB mod and I'm not sure what is conflicting or how since all the mod does is add an event for more holding slots
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Post by ManicMayo on May 29, 2020 17:31:31 GMT
Hey guys, apologies for the long absence. Just started playing AGOT again and noticed a few minor annoyances which I've corrected and added to the mod. These changes are very minor and as such I'm not exactly going to strongly recommend going out of your way to update your version of the mod unless you're like me and you really like playing as the Velaryons, Celtigars or Stannis/Rhaegar/Rhaenyra on Dragonstone. I'll probably look to make a few other tweaks in the not-too-distant future, but here are the current implemented changes: - Improved West Valyrian roster - Added new designs for all non-heavy infantry units for the Westerosi Valyrian/Dragonstone roster. Up until now, aside from the heavy infantry model, the rest of the West Valyrian cultural roster used vanilla western European units. This wasn't really apparent in those short Stannis/Rhaegar/Rhaenyra playthroughs but was certainly noticeable in those long Century of Blood playthroughs where amassing a sizeable army of light infantry slave soldiers meant the unmodded light infantry model appeared on the map much more often.
- Improved High Valyrian heavy cavalry - Affecting only those that use the default, Essosi-style High Valyrian unit models. The Byzantine heavy horse model, which was only half armoured, has been replaced with the fully armoured Russian heavy horse model. The heavily-armoured Byzantine cataphract model for the rider has been left unchanged, as has any weapons and equipment. The heavy cavalry of the mighty restored Valyrian Freehold should now look much more imposing on the battlefield!
As a bonus I'm currently working on a second preview image, which I plan on uploading within the next day or so, which showcases the predominant infantry models of the Free Cities and the Free Folk/Wildings for those that want to see cultures outside of Westeros before deciding whether or not to download this mod. There seems to be a conflict with the Holding's+MB mod and I'm not sure what is conflicting or how since all the mod does is add an event for more holding slots I'm not too sure what would be causing it either. This mod only edits unit graphics and doesn't touch anything to do with events. Is the mod available on the forums? If so, I might download it and have a look at the files to see where the conflict could be.
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Post by ManicMayo on May 31, 2020 0:46:01 GMT
Another minor graphical update! Changelog- The bare-looking Norman-esque kiteshields currently used by Reachman heavy infantry have been replaced by a smaller heater shield design to better fit the ones used in the reference images from the show. Unfortunately, due to their rather odd shape, this is probably the closest I can get in terms of an accurate replication in-game. As an added bonus, these new shields are dynamic and will display the sigils of whatever house/county they are pledged to!
- The Scandinavian/Saxon-style round shield currently used by the Ironborn heavy infantry has been replaced with a rounded rectangular one to better fit the designs used in the show. I only recently realised that they used such shield designs and was surprised that a similar one actually existed in Crusader Kings II, namely the Finnish Holy Order heavy infantry shield. For those of you who are unaware of the Ironborn shield design (as depicted in the show) they can be seen in this image HERE. Same as above, these shields are actually dynamic and with thus now display the sigil of whatever house/county they are pledged to!
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