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Can I make a request to have the heavy infantry Riverlands sprite be changed? The Riverlands just don't seem like the region for levies to use large square shields that the sprites you assigned them use.

I love playing as them because there's more options to build power instead of insta-play as a Westrosi power blob or someone riding a tactical nuke, but my god, those heavy infantry sprites are just ugly to look at. After playing with this submod on, it's impossible to go back to playing vanilla Game of Thrones mod.
 
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I have the english french etc sprites from various packs, done the same for the celts as I did for the northmen, and gave the italian pikemen a shield that displays heraldry.

The problem with the norse is that heraldry on units doesn't take into account dynamic shields, so instead of the nice raven banner as Sigurd Ring for example, you get the orb of Uppland, which, for me, completely ruined it. I did however split the norse into early and late sets, so the late set will now look less viking-y and have some heraldry.

Link to mod on Steam Workshop
thank you, this was exactly what i hoped for.
 
I recently re-installed AGoT because of the update. Started up a game in Lys.

"Ow my eyes! Where's that unit mod pack?!"

Thankfully I found it.

Yesterday, on a whim I started a game as one of the Hyrkooni realms and saw that culture group still has the default vanilla unit sprites. I'm curious if that is intentional (realizing that there aren't very many bare-breasted female unit sprites in CK2 to choose from) or if this is something that might be modified at some point.

If it might be modified, my suggestion would be the masked Turkish units...at least those don't have beards and...could pass for female under all that armor.
 
Keinwyn, now that we got two new unit packs with Monks and Mystics are you going to add these into your submod?

English_UP_Render%20%281%29.png

The English look pretty Reach-like to me, your classic well armed bannerman funded by Highgarden while...

German_UP_Render%20%281%29.png


The Germans look pretty Crownlander like, maybe going into Riverlands territory with the pikemen and archer. Light Infantry shield can work pretty well for that culture. Effective, but not expensive looking.
 
Yes, at some point I will update. The English pack will be used for the Reach, given that it is essentially a higher quality version of what they already use. I was contemplating giving the German heavy infantry sprite a mace and using him for the Stormlands, as the current sprite has the stretched cape issue.

I honestly don't remember what sprites are even used for the Crownlands, but I'll have a look at what updates can be made for them and the Riverlands could indeed also do with a higher quality sprite.
 
Yes, at some point I will update. The English pack will be used for the Reach, given that it is essentially a higher quality version of what they already use. I was contemplating giving the German heavy infantry sprite a mace and using him for the Stormlands, as the current sprite has the stretched cape issue.

I honestly don't remember what sprites are even used for the Crownlands, but I'll have a look at what updates can be made for them and the Riverlands could indeed also do with a higher quality sprite.
could you keep the old shield for the crownlands? your modified celtic shield is far and away the best looking shield in the game
 
So the with the English and German unit packs enabled, it looks like it semi-breaks the Westrosi packs as they're all now the generic kite shield people they are without this submod. All the rest of the culture units look unaffected. Since I'm not that good with modding and my attempts to ingrate the the unit packs into the submod have all failed, can you possibly update this or post a "How to" on editing the interface files?
 
Not entirely sure why or how this happens, but enabling this submod with the DLC portraits submod breaks this submod in the way I mentioned in my previous post. Keinwyn, any thoughts on why this happens, and any ideas on how to fix it?
 
Not entirely sure why or how this happens, but enabling this submod with the DLC portraits submod breaks this submod in the way I mentioned in my previous post. Keinwyn, any thoughts on why this happens, and any ideas on how to fix it?

It'll be to do with a conflict in the culture files. link me to the mod and I'll take a look at it tomorrow.
 
OK, com patch for portraits submod added to the download.

I don't see the compatch in the download. In any case, would you mind explain what one would have to compatch them manually? I actually am playing with a custom mixture of two portrait mods on the citadel forums (AGOT DLC portraits and AGOT CPR), so I would need to do manual changes anyway.
 
I don't see the compatch in the download. In any case, would you mind explain what one would have to compatch them manually? I actually am playing with a custom mixture of two portrait mods on the citadel forums (AGOT DLC portraits and AGOT CPR), so I would need to do manual changes anyway.

I meant that the download has been patched, so simply redownload it.

The two files that create incompatibilities are common/cultures/andal.txt and common/cultures/first_men.txt

This mod creates new graphical cultures for the westrosi cultures, as otherwise they all default to the same in vanilla. For example, the first lines in andal.txt:

Code:
andal = {
    graphical_cultures = { blandalgfx normangfx westerngfx } # These are the graphical sets the entire andal group will default to, the first in the list taking priority.
   
    riverlander = {
        graphical_cultures = { riverlandergfx } # these will then take priority over the group gfx lists.

riverlandergfx is the graphical culture I created, and only has unit sprites associated with it. For non unit graphics, the game will then check the group graphical cultures.
So for compatibility simply add riverlandergfx, stormlandergfx, etc to their respective graphical cultures.

first_men.txt only has one new graphical culture, thenngfx, but also adds freefolkgfx to several cultures that did not previously use it.
 
I meant that the download has been patched, so simply redownload it.

The two files that create incompatibilities are common/cultures/andal.txt and common/cultures/first_men.txt

This mod creates new graphical cultures for the westrosi cultures, as otherwise they all default to the same in vanilla. For example, the first lines in andal.txt:

Code:
andal = {
    graphical_cultures = { blandalgfx normangfx westerngfx } # These are the graphical sets the entire andal group will default to, the first in the list taking priority.
  
    riverlander = {
        graphical_cultures = { riverlandergfx } # these will then take priority over the group gfx lists.

riverlandergfx is the graphical culture I created, and only has unit sprites associated with it. For non unit graphics, the game will then check the group graphical cultures.
So for compatibility simply add riverlandergfx, stormlandergfx, etc to their respective graphical cultures.

first_men.txt only has one new graphical culture, thenngfx, but also adds freefolkgfx to several cultures that did not previously use it.

Thanks for the explanation.
 
Didnt really like how the Heavy Valyrian Cavalry looked like. So I played around a bit.

riCDkO8.jpg


I switched it with the Orthodox Order model and it fits perfectly in my opinion.
 
just want to ask, is the newest version compatible with CK2 2.7.1./Patch 1.4.1? cause ive tried to install the newest version and it crashes the game almost immediatly upon loading.