• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
How integrate "Customise Appearence" to another portrait mod?
The decision is in decisions/ca_decisions.txt, the rest of the dialogs in events/ca_events.txt, text in localisation/blg.csv and the actual portrait changes are in interface/portrait_properties/ for clothes, headgear, hair, beard etc.
The main work is in rewriting the portrait properties for a different mod.
 
Release 17-03-2020 for 3.3.2
Better Looking Garbs

Better Looking Garbs is a portrait overhaul mod combining portrait DLC and custom new material to add diversity in clothing and styles for many of the games cultures. The faces, clothing, hair and beard-styles of each source has been recombined to create new portraits.
These new portraits fill the holes still unserviced with cosmetic DLC and add gradations to the existing portrait sets.
In addition to the portraits there are updates to the army and councillor avatar models.
While based around the use of DLC assets these are not required, an installer will add dependent parts of the mod selectively.

Download Links:

Mod Download

Steam Workshop Modular

Steam Workshop Full Pre-installed

Changelog:

17-03-2020

Added armour to clothing sets that didn't have it.
Moved mail coifs from clothes to headgear to get proper hair covering.
Turned carried helmets from warrior lodges into general layers. (requires Holy Fury)
Marshalls and others will now wear military clothes with carried helmets.
Applied Orrie's workshop dependencies fix.
Reduce chance of random headgear changes.
New combination for Miaphysite and Nestorian monastic clothing.
New combinations for Assassins, Followers of Hel and Otzo society clothing.
Add more Stoic society clothes.
Custom society clothing for various modded societies.
Added dlc checks to some society clothes.
Remove headgear from priests of modded early Christian branches.
Logging the mixed children events for debugging data.
Always replace noculture ethnicities.
Added AGOT More bloodlines genetic portraits.

 
Hi, @Nendur.

What's the difference between your new submod here and the previous extra submods you're
providing with the full BLG version for HIP and CC?

PS
I just grabbed the latest full update and using the swmh compatch (from the extras) my Normans have misplaced helmets or is this due to the new Marshalls change? If so, how can I revert it?
FdSKf0F.jpg

Cheers!
 
Last edited:
Hi, @Nendur.

What's the difference between your new submod here and the previous extra submods you're
providing with the full BLG version for HIP and CC?

PS
I just grabbed the latest full update and using the swmh compatch (from the extras) my Normans have misplaced helmets or is this due to the new Marshalls change? If so, how can I revert it?

Cheers!
I've started uploading the submods separately for ease-of-installation after learning how to fix the dependencies. The bundled versions will continue as well.
In the case of HIP I'm testing the water to see what the demand for split EMF/SWMH versus a merged version is.

The marshall switching from worn to carried helmet is as intended. In interface/portrait_properties/05_headgear.txt you can add lines above any 'in_battle' occurence with 'has_job_title = job_marshal' to change them. That's probably worth adding another game rule for.
 
I've started uploading the submods separately for ease-of-installation after learning how to fix the dependencies. The bundled versions will continue as well.
In the case of HIP I'm testing the water to see what the demand for split EMF/SWMH versus a merged version is.

The marshall switching from worn to carried helmet is as intended. In interface/portrait_properties/05_headgear.txt you can add lines above any 'in_battle' occurence with 'has_job_title = job_marshal' to change them. That's probably worth adding another game rule for.

Thank you for the detailed explanation. A rule would be nice, indeed.
Cheers!
 
@Nendur
Hi, It's me again.
I'm trying to import the great helmets (for characters with high personal combat rating) from CPR to BLG. I saw your instructions given to a user on STEAM, but I keep failing :(
I can't play without BLG but these great helmets from CPR are a nice addition. Could you please help me with the com-patch when you have the time and mood? because I'm doing something wrong, as it seems.

Cheers!
 
@Nendur
Hi, It's me again.
I'm trying to import the great helmets (for characters with high personal combat rating) from CPR to BLG. I saw your instructions given to a user on STEAM, but I keep failing :(
I can't play without BLG but these great helmets from CPR are a nice addition. Could you please help me with the com-patch when you have the time and mood? because I'm doing something wrong, as it seems.

Cheers!
One potential complication with that; install HIP as a different name to get a decoded version of the imprisoned.dds file instead of the encoded version in the modules directory.
 
One potential complication with that; install HIP as a different name to get a decoded version of the imprisoned.dds file instead of the encoded version in the modules directory.

Ok,I'm having the decoded imprisoned.dds now. Could you please guide me for the other 2 steps as well? I think I'm doing something wrong in the next 2 replacements.

1) I replaced the decoded dds imprisoned file.
2) In BLG's interface/portraits/portrait_sprites.gfx there is only one instance of imprisoned, this one
spriteType = {
name = "GFX_character_imprisoned"
texturefile = "gfx\\characters\\shared\\imprisoned.dds"
noOfFrames = 4
norefcount = yes
can_be_lowres = yes
}

and I replaced it with this one from CPR:
### WESTERN MALE ####
spriteType = {
name = "GFX_character_imprisoned"
texturefile = "gfx\\characters\\shared\\imprisoned.dds"
noOfFrames = 21
norefcount = yes
can_be_lowres = yes
}

3) BLG's 06_imprisoned.txt only includes this:
# p6 imprisoned
6 = {
0 = { # blank
factor = 100
modifier = {
factor = 0
OR = {
prisoner = yes
death_reason = death_dungeon
}
}
}
1 = { # prisoner
factor = 100
hide_layers = { 19 = { } } #Hide layers with special crowns.
hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
hide_layers = { 31 = { } }
hide_layers = { 36 = { } } #Hide scepters.
hide_layers = { 39 = { } }
modifier = {
factor = 0
OR = {
prisoner = no
practical_age < 16
has_character_modifier = house_arrest
has_character_modifier = the_oubliette
}
NOT = { death_reason = death_dungeon }
}
}
2 = { # clean prison
factor = 100
hide_layers = { 19 = { } } #Hide layers with special crowns.
hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
hide_layers = { 31 = { } }
hide_layers = { 36 = { } } #Hide scepters.
hide_layers = { 39 = { } }
modifier = {
factor = 0
NOR = {
has_character_modifier = house_arrest
practical_age < 16
}
}
}
3 = { # iron collar
factor = 100
hide_layers = { 19 = { } } #Hide layers with special crowns.
hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
hide_layers = { 31 = { } }
hide_layers = { 36 = { } } #Hide scepters.
hide_layers = { 39 = { } }
modifier = {
factor = 0
NOT = { has_character_modifier = the_oubliette }
}
}
}

but CPR's includes all these:
# p6 imprisoned
6 = {
0 = { # blank
factor = 100
modifier = {
factor = 0
prisoner = yes
}
modifier = {
factor = 0
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
year = 950
OR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
#religion_group = christian
OR = {
culture_group = north_germanic
culture_group = central_germanic
culture_group = west_germanic
AND = {
culture_group = latin
NOT = { culture = roman }
}
AND = {
culture_group = iberian
NOT = { culture = andalusian_arabic }
}
culture_group = celtic
culture_group = west_slavic
culture_group = magyar
culture_group = baltic
AND = {
culture_group = south_slavic
NOR = {
culture = bulgarian
culture = romanian
}
}
AND = {
culture_group = italian_group
NOT = { culture = roman }
}
}
}
modifier = {
factor = 0
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
year = 950
OR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
#OR = {
# martial = 20
# AND = {
# martial = 18
# trait = mujahid
# }
#}
OR = {
culture_group = arabic
culture_group = iranian
AND = {
culture_group = east_african
religion_group = muslim
}
culture = andalusian_arabic
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
religion_group = muslim
}
culture_group = north_african
}
}
modifier = {
factor = 0
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
year = 950
OR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
#OR = {
# martial = 20
# AND = {
# martial = 18
# OR = {
# trait = ukkos_shield
# trait = peruns_chosen
# trait = tengri_warrior
# }
# }
#}
OR = {
AND = {
culture_group = east_slavic
NOT = { religion_group = christian }
}
AND = {
culture_group = altaic
NOR = {
culture = mongol
culture = khitan
culture = karluk
culture = kirghiz
culture = uyghur
}
}
culture = alan
culture = mordvin
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
NOT = { religion_group = muslim }
}
}
}
modifier = {
factor = 0
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
year = 950
OR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
#martial = 20
OR = {
AND = {
culture_group = byzantine
NOT = { culture = alan }
}
AND = {
culture_group = east_slavic
religion_group = christian
}
AND = {
culture_group = south_slavic
OR = {
culture = bulgarian
culture = romanian
}
}
}
}
}

1 = { # prisoner
factor = 100
modifier = {
factor = 0
prisoner = no
}
hide_layers = { 18 = { } } #Hide layers with special crowns.
hide_layers = { 19 = { } } #Hide layers with special crowns.
hide_layers = { 5 = { } } #Hide layer 5 (headgear) when this frame is picked.
hide_layers = { 31 = { } } #Hide layer 31 (headgear) when this frame is picked.
hide_layers = { 32 = { } } #Hide layer 32 (headgear) when this frame is picked.
hide_layers = { 33 = { } } #Hide layer 33 (underlayer) when this frame is picked.
hide_layers = { 34 = { } } #Hide layer 34 (special helmets) when this frame is picked.
hide_layers = { 35 = { } } #Hide layer 35 (special masks) when this frame is picked.
hide_layers = { 36 = { } } #Hide layer 36 (special sceptres) when this frame is picked.
}

2 = { # Western knight armor #1
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
#NOT = {
# religion_group = christian
#}
NOR = {
culture_group = north_germanic
culture_group = central_germanic
culture_group = west_germanic
AND = {
culture_group = latin
NOT = { culture = roman }
}
AND = {
culture_group = iberian
NOT = { culture = andalusian_arabic }
}
culture_group = celtic
culture_group = west_slavic
culture_group = magyar
culture_group = baltic
AND = {
culture_group = south_slavic
NOR = {
culture = bulgarian
culture = romanian
}
}
AND = {
culture_group = italian_group
NOT = { culture = roman }
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
modifier = {
factor = 0
OR = {
AND = {
has_global_flag = EMF
combat_rating = 50
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 42
}
}
}
#modifier = {
# factor = 0
# martial = 20
#}
modifier = {
factor = 0
OR = {
trait = crusader
trait = crusader_king
trait = crusader_queen
}
}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}

3 = { # Western knight armor #2
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
#NOT = {
# religion_group = christian
#}
NOR = {
culture_group = north_germanic
culture_group = central_germanic
culture_group = west_germanic
AND = {
culture_group = latin
NOT = { culture = roman }
}
AND = {
culture_group = iberian
NOT = { culture = andalusian_arabic }
}
culture_group = celtic
culture_group = west_slavic
culture_group = magyar
culture_group = baltic
AND = {
culture_group = south_slavic
NOR = {
culture = bulgarian
culture = romanian
}
}
AND = {
culture_group = italian_group
NOT = { culture = roman }
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
modifier = {
factor = 0
OR = {
AND = {
has_global_flag = EMF
combat_rating = 50
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 42
}
}
}
#modifier = {
# factor = 0
# martial = 20
#}
modifier = {
factor = 0
OR = {
trait = crusader
trait = crusader_king
trait = crusader_queen
}
}
modifier = {
factor = 0
NOT = { year = 1100 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}

4 = { # Western knight armor #3
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
#NOT = {
# religion_group = christian
#}
NOR = {
culture_group = north_germanic
culture_group = central_germanic
culture_group = west_germanic
AND = {
culture_group = latin
NOT = { culture = roman }
}
AND = {
culture_group = iberian
NOT = { culture = andalusian_arabic }
}
culture_group = celtic
culture_group = west_slavic
culture_group = magyar
culture_group = baltic
AND = {
culture_group = south_slavic
NOR = {
culture = bulgarian
culture = romanian
}
}
AND = {
culture_group = italian_group
NOT = { culture = roman }
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 50
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 42
}
}
}
#modifier = {
# factor = 0
# NOT = { martial = 20 }
#}
modifier = {
factor = 0
OR = {
trait = crusader
trait = crusader_king
trait = crusader_queen
}
}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}

5 = { # Western knight armor #4
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
#NOT = {
# religion_group = christian
#}
NOR = {
culture_group = north_germanic
culture_group = central_germanic
culture_group = west_germanic
AND = {
culture_group = latin
NOT = { culture = roman }
}
AND = {
culture_group = iberian
NOT = { culture = andalusian_arabic }
}
culture_group = celtic
culture_group = west_slavic
culture_group = magyar
culture_group = baltic
AND = {
culture_group = south_slavic
NOR = {
culture = bulgarian
culture = romanian
}
}
AND = {
culture_group = italian_group
NOT = { culture = roman }
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 50
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 42
}
}
}
#modifier = {
# factor = 0
# NOT = { martial = 20 }
#}
modifier = {
factor = 0
OR = {
trait = crusader
trait = crusader_king
trait = crusader_queen
}
}
modifier = {
factor = 0
NOT = { year = 1300 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}

6 = { # Crusader armor #1
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOT = {
religion_group = christian
}
NOR = {
culture_group = north_germanic
culture_group = central_germanic
culture_group = west_germanic
culture_group = latin
AND = {
culture_group = iberian
NOT = { culture = andalusian_arabic }
}
culture_group = celtic
culture_group = west_slavic
culture_group = magyar
culture_group = baltic
AND = {
culture_group = south_slavic
NOR = {
culture = bulgarian
culture = romanian
}
}
culture_group = italian_group
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
modifier = {
factor = 0
OR = {
AND = {
has_global_flag = EMF
combat_rating = 50
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 42
}
}
}
modifier = {
factor = 0
NOT = {
trait = crusader
}
}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}

7 = { # Crusader armor #2
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOT = {
religion_group = christian
}
NOR = {
culture_group = north_germanic
culture_group = central_germanic
culture_group = west_germanic
culture_group = latin
AND = {
culture_group = iberian
NOT = { culture = andalusian_arabic }
}
culture_group = celtic
culture_group = west_slavic
culture_group = magyar
culture_group = baltic
AND = {
culture_group = south_slavic
NOR = {
culture = bulgarian
culture = romanian
}
}
culture_group = italian_group
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 50
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 42
}
}
}
#modifier = {
# factor = 0
# martial = 25
#}
modifier = {
factor = 0
NOT = {
trait = crusader
}
}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}

8 = { # Crusader armor #3
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOT = {
religion_group = christian
}
NOR = {
culture_group = north_germanic
culture_group = central_germanic
culture_group = west_germanic
culture_group = latin
AND = {
culture_group = iberian
NOT = { culture = andalusian_arabic }
}
culture_group = celtic
culture_group = west_slavic
culture_group = magyar
culture_group = baltic
AND = {
culture_group = south_slavic
NOR = {
culture = bulgarian
culture = romanian
}
}
culture_group = italian_group
}
}
#modifier = {
# factor = 0
# NOR = {
# AND = {
# has_global_flag = EMF
# combat_rating = 42
# }
# AND = {
# NOT = { has_global_flag = EMF }
# combat_rating = 50
# }
# }
#}
#modifier = {
# factor = 0
# NOT = { martial = 25 }
#}
modifier = {
factor = 0
NOR = {
trait = crusader_king
trait = crusader_queen
}
}
modifier = {
factor = 0
any_artifact = { artifact_type = crown_crusader_king is_artifact_equipped = yes }
}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
9 = { # Muslim armor #1
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
culture_group = arabic
culture_group = iranian
AND = {
culture_group = east_african
religion_group = muslim
}
culture = andalusian_arabic
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
religion_group = muslim
}
culture_group = north_african
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# trait = mujahid
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
10 = { # Muslim armor #2
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
culture_group = arabic
culture_group = iranian
AND = {
culture_group = east_african
religion_group = muslim
}
culture = andalusian_arabic
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
religion_group = muslim
}
culture_group = north_african
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# trait = mujahid
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
11 = { # Muslim armor #3
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
culture_group = arabic
culture_group = iranian
AND = {
culture_group = east_african
religion_group = muslim
}
culture = andalusian_arabic
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
religion_group = muslim
}
culture_group = north_african
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# trait = mujahid
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
12 = { # Muslim armor #4
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
culture_group = arabic
culture_group = iranian
AND = {
culture_group = east_african
religion_group = muslim
}
culture = andalusian_arabic
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
religion_group = muslim
}
culture_group = north_african
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# trait = mujahid
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
13 = { # Muslim armor #5
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
culture_group = arabic
culture_group = iranian
AND = {
culture_group = east_african
religion_group = muslim
}
culture = andalusian_arabic
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
religion_group = muslim
}
culture_group = north_african
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# trait = mujahid
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
14 = { # Steppe armor #1
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
culture_group = east_slavic
NOT = { religion_group = christian }
}
AND = {
culture_group = altaic
NOR = {
culture = mongol
culture = khitan
culture = karluk
culture = kirghiz
culture = uyghur
}
}
culture = alan
culture = mordvin
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
NOT = { religion_group = muslim }
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# OR = {
# trait = ukkos_shield
# trait = peruns_chosen
# trait = tengri_warrior
# }
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
15 = { # Steppe armor #2
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
culture_group = east_slavic
NOT = { religion_group = christian }
}
AND = {
culture_group = altaic
NOR = {
culture = mongol
culture = khitan
culture = karluk
culture = kirghiz
culture = uyghur
}
}
culture = alan
culture = mordvin
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
NOT = { religion_group = muslim }
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# OR = {
# trait = ukkos_shield
# trait = peruns_chosen
# trait = tengri_warrior
# }
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
16 = { # Steppe armor #3
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
culture_group = east_slavic
NOT = { religion_group = christian }
}
AND = {
culture_group = altaic
NOR = {
culture = mongol
culture = khitan
culture = karluk
culture = kirghiz
culture = uyghur
}
}
culture = alan
culture = mordvin
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
NOT = { religion_group = muslim }
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# OR = {
# trait = ukkos_shield
# trait = peruns_chosen
# trait = tengri_warrior
# }
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
17 = { # Steppe armor #4
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
culture_group = east_slavic
NOT = { religion_group = christian }
}
AND = {
culture_group = altaic
NOR = {
culture = mongol
culture = khitan
culture = karluk
culture = kirghiz
culture = uyghur
}
}
culture = alan
culture = mordvin
AND = {
OR = {
culture = turkish
culture = oghuz
culture = turkmen
}
NOT = { religion_group = muslim }
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOR = {
# martial = 20
# AND = {
# martial = 18
# OR = {
# trait = ukkos_shield
# trait = peruns_chosen
# trait = tengri_warrior
# }
# }
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
18 = { # Byzantine armor #1
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
culture_group = byzantine
NOT = { culture = alan }
}
AND = {
culture_group = east_slavic
religion_group = christian
}
AND = {
culture_group = south_slavic
OR = {
culture = bulgarian
culture = romanian
}
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOT = {
# martial = 20
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
19 = { # Byzantine armor #2
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
culture_group = byzantine
NOT = { culture = alan }
}
AND = {
culture_group = east_slavic
religion_group = christian
}
AND = {
culture_group = south_slavic
OR = {
culture = bulgarian
culture = romanian
}
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOT = {
# martial = 20
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
20 = { # Byzantine armor #3
factor = 1
modifier = {
factor = 0
NAND = {
in_command = yes
has_game_rule = {
name = martial_headgear
value = on
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
culture_group = byzantine
NOT = { culture = alan }
}
AND = {
culture_group = east_slavic
religion_group = christian
}
AND = {
culture_group = south_slavic
OR = {
culture = bulgarian
culture = romanian
}
}
}
}
modifier = {
factor = 0
NOR = {
AND = {
has_global_flag = EMF
combat_rating = 42
}
AND = {
NOT = { has_global_flag = EMF }
combat_rating = 50
}
}
}
#modifier = {
# factor = 0
# NOT = {
# martial = 20
# }
#}
modifier = {
factor = 0
NOT = { year = 950 }
}
modifier = {
factor = 0
prisoner = yes
}
hide_layers = {
1 = { always = yes }
3 = { always = yes }
4 = { always = yes }
5 = { always = yes }
18 = { always = yes }
19 = { always = yes }
31 = { always = yes }
32 = { always = yes }
33 = { always = yes }
35 = { always = yes }
}
}
}

So I'm a little confused about what to replace there.
 
Last edited:
That seems correct. The CPR version has a lot more slots so the property script will be longer.

Thing is I have tried both, replacing the whole script and only the p6 imprisoned part and it's not working. Could you please take a look (when you have the time) and tell me if it's possible? Because if it isn't, I'm just trying in vain.
 
Last edited:
This should be it.

That's really great! Thank you Nendur!
I'll test it and report back, because I'm sure others would like to use it too.
 
I saw some errors in the clothes and beards of some cultures for WTWSMS (github) using BLG full with CC / WTWSMS.

20200323195613_1.jpg
20200323195933_1.jpg
20200323195929_1.jpg
20200323195939_1.jpg
20200323195951_1.jpg
 

Attachments

  • 20200323195627_1.jpg
    20200323195627_1.jpg
    485,8 KB · Views: 15
  • 20200323195920_1.jpg
    20200323195920_1.jpg
    633,7 KB · Views: 16
The support for WTWSMS has been on hold until there is a release again. Did they add custom norse headgear since then?
For the last modification date it says that it is 2 years old that is not edited.
 
Does it happen with BLG and a vanilla game?
this do not happen with vanilla, but i think i see the problem, do not need some big changes hehe
 
Hello, @Nendur
I'm trying to give the French military helmet (late one) to the English. I have already replaced the headgear and overlayer lines in the ''portraits_english.gfx'' with the appropriate ''portraits_frankish.gfx'' ones, but the English aren't getting the helmet, only the mail hood. Why is this helmet different than the other and needs further tweaking to appear?

PS
There are Saxon male and Saxon female sets in the ''portraits_english.gfx, not sure why though, since the Saxons are using different portraits in the mod. Right?

Cheers!
 
Last edited: