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Yes, this version is for the 2.7.1/1.4.1 patch. I'm using it and have no crashes, so if you are, it must be something else causing it.
managed to find the problem. long story short i had to clear my download cache. not sure why, but doing that fixed it.
 
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.
would you be willing to link a download for that one?
 
would you be willing to link a download for that one?

Sure thing. Here you go. Just put it into the submods interface folder and overwrite.

If you want the West Valyrian culture to use it as well copy it and rename all "valyriangfx" to "westvalyriangfx" should do the trick.

Esossi Valyrians use the same gfxculture as High Valyrian so they should use it by default.
 
Sure thing. Here you go. Just put it into the submods interface folder and overwrite.

If you want the West Valyrian culture to use it as well copy it and rename all "valyriangfx" to "westvalyriangfx" should do the trick.

Esossi Valyrians use the same gfxculture as High Valyrian so they should use it by default.
thanks.
 
A couple of things or three if you don't mind:

1) Can we assume this submod to be compatible with the 1.5 version of the main mod?
2) The wiki page states that you can use unit_graphical_culture = <graphical culture> to define the graphical culture from which a culture gets its units models. Have you tried testing that?
3) Edit: Nevermind. The wiki talks about a graphical_unit_culture field, but that's actually not used by the game. Which would have been incredibly useful otherwise.
 
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I really like ur mod it makes the troops look so much better. I was wondering if there's anyway when u have some extra time if you could make a patch for CPR plus (culture and portraits revamp) for a game of thrones. I looked through and both your mod and there's use some of the same files and when I play with both mods activated the game crashes quite a bit. . Thank you


Heres the link for the main mod and submod for agot
https://steamcommunity.com/sharedfiles/filedetails/?id=633413430&searchtext=Cpr
http://steamcommunity.com/sharedfiles/filedetails/?id=942303847
 
Sure thing. Here you go. Just put it into the submods interface folder and overwrite.

If you want the West Valyrian culture to use it as well copy it and rename all "valyriangfx" to "westvalyriangfx" should do the trick.

Esossi Valyrians use the same gfxculture as High Valyrian so they should use it by default.
by the way, given that you seem to know your way around how to edit this mod, do you know of a way i could copy the riverlander sprite and replace the ironborn one with it?
 
by the way, given that you seem to know your way around how to edit this mod, do you know of a way i could copy the riverlander sprite and replace the ironborn one with it?

Editing units is actually surprisingly easy. Copy the unit_riverlandergfx.gfx file rename it to whatever as long as you get rid off the unit_ironborngfx.gfx file that is. Then open your copied riverlander file and replace all instances of "riverlandergfx" with "ironborngfx". And thats it.
 
Editing units is actually surprisingly easy. Copy the unit_riverlandergfx.gfx file rename it to whatever as long as you get rid off the unit_ironborngfx.gfx file that is. Then open your copied riverlander file and replace all instances of "riverlandergfx" with "ironborngfx". And thats it.
thanks, worked without a hitch
 
Editing units is actually surprisingly easy. Copy the unit_riverlandergfx.gfx file rename it to whatever as long as you get rid off the unit_ironborngfx.gfx file that is. Then open your copied riverlander file and replace all instances of "riverlandergfx" with "ironborngfx". And thats it.
It did not work for me, I tried to replace the Westerman gfx with Stormlander gfx, but all it did was revert units to default western. (sorry for necromancy)
 
just wanted to ask, is this mod still being updated? currently im having problems in that andal, ironborn, stone dornish and sometimes northmen all use the wildling sprites. im guessing its because of the newer versions of the main mod.
 
just wanted to ask, is this mod still being updated? currently im having problems in that andal, ironborn, stone dornish and sometimes northmen all use the wildling sprites. im guessing its because of the newer versions of the main mod.
ok, i tried the newest version of AGOT for the newest beta patch(there still isnt one for the newest full update), once i actually got it running, the problems seems to have dissapeared
 
ok, so after a bit of submods and this mod breaking again and again, ive been trying to figure out what it is that breaks this sub-mod, and i found the results a bit interesting/suprising.

ok, so i was trying to use a mod and a bit of editing to make it so that every single country in the game has the potential to have 7 buildings in it(also giving a lot of counties more buildings at the start) and this submod keept using the northman sprites for every culture i tried(note that this was only the case for retinue, vassal troops and event spawned units, the countiiy troops are still tied to the proper sprites). at first i thought the problem laid in other sub-mods i was using, but no.

For some reason, editing provinces will all on their own, break this mod. ive no idea why.

anyone have any ideas why this(instead of say, tempering with culture files) is what breaks the sub-mod?
 
ok, so ive been doing more testing, and ive discovered that this phenomena is not actually unique to this sub-mod. this actually does affect the vanilla mod, its just not as noticable. started up a game playing as the lengi empress to check if the standard westerosi sprites was used on the other side of the map, which is supposed to use eastern sprites(the turkish ones i think.)but instead, both vassal levies and retinue also use the standard western style sprites.

after a reinstall, i decided to test a bit, and i discovered that if you only edit the base files to have all provinces have 7 holdings, but leave the unbuilt cities/castles/temples(all the new possible buildings were added by another sub-mod) alone so they arent there at the games start, then you avoid the override sprite problem.

so if you want to have more buildings possible than the regular mod, it seems you can do so and avoid the sprite override, by making sure no extra buildings are added at the start. im not sure if this problem will persist as the game goes on(and the extra holdings are filled out) but ill edit this post and add my findings.