Crusader Kings II

Crusader Kings II

Cultural Cities Remix
218 則留言
Dracula Flow 5 2023 年 2 月 5 日 下午 5:01 
Ok thank you for explaining.
The whole zip thing really confused me.
Nendur  [作者] 2023 年 2 月 5 日 下午 4:51 
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 2023 年 2 月 5 日 下午 4:35 
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  [作者] 2023 年 2 月 5 日 上午 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 2023 年 2 月 4 日 下午 6:02 
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  [作者] 2023 年 2 月 4 日 下午 1:42 
Mods should be installed in "Documents/Paradox Interactive/Crusader Kings II/mod".
Dracula Flow 5 2023 年 2 月 4 日 上午 12:16 
Where do I paste the sub mod files?
Nendur  [作者] 2022 年 2 月 24 日 下午 1:43 
That would be fine.
Et tu, B? 2022 年 2 月 24 日 上午 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  [作者] 2022 年 1 月 26 日 上午 4:00 
Yes, using the SWMH compatibility submod for HIP.
KingZork 2022 年 1 月 25 日 下午 7:41 
Is this compatible with HIP+CPRPlus?
Nendur  [作者] 2021 年 10 月 6 日 上午 2:59 
It is bundled, inside the mods culturalcities.zip is a directory submods.
ZakkyD11 2021 年 10 月 5 日 下午 6:34 
Is there a link to the generic compatiblity mod? I've tried searching but can't find anything.
AlucardNoir 2021 年 6 月 21 日 上午 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 2021 年 5 月 11 日 下午 12:11 
I have some extra cultures added by Dark Wold Reborn (Orc, Fairy, Dragon, Half-Dragon, etc)
Nendur  [作者] 2021 年 5 月 11 日 上午 1:46 
Are there more mods in play? I can't reproduce these errors even attempting to break things.
Coalsack 2021 年 5 月 10 日 下午 4:35 
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  [作者] 2021 年 5 月 10 日 上午 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 2021 年 5 月 9 日 下午 4:00 
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 2021 年 4 月 16 日 上午 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  [作者] 2021 年 4 月 15 日 下午 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 2021 年 4 月 15 日 上午 10:37 
I look into the files, it happens because you're using turk_temple xac file for mongolgfx castle level 3.
Judicatio 2021 年 4 月 15 日 上午 10:35 
Yeah...
Nendur  [作者] 2021 年 4 月 15 日 上午 10:18 
Is it a 3rd tier castle? I should fill in that gap in the Chinese style.
Judicatio 2021 年 4 月 15 日 上午 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  [作者] 2021 年 4 月 3 日 下午 3:58 
That part I've never figured out well either.
Coalsack 2021 年 4 月 3 日 上午 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  [作者] 2021 年 3 月 30 日 上午 8:20 
An ironman submod is included with the mod.
StunManBoltz 2021 年 3 月 30 日 上午 7:56 
ironman btw?
Coalsack 2021 年 3 月 29 日 上午 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  [作者] 2021 年 3 月 29 日 上午 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 2021 年 3 月 28 日 下午 7:33 
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 2021 年 3 月 24 日 下午 8:25 
Woah, it worked! Is there any way to make the Khitan/Chinese/Celtic towns to stick closer?
Nendur  [作者] 2021 年 3 月 24 日 下午 4:00 
The city sprawl can be set by editing the file common/defines/CC.lua.
Coalsack 2021 年 3 月 24 日 下午 3:17 
I tried reducing their scale but they end up very spread up.
Coalsack 2021 年 3 月 24 日 下午 3:09 
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  [作者] 2020 年 11 月 5 日 上午 6:28 
You can remove the holding icons in gfx\interface and interface\province_picture.gfx.
Taipan 2020 年 8 月 26 日 上午 4:39 
Found it. BLG CC. Googled it the wrong way. Thanks
Taipan 2020 年 8 月 26 日 上午 4:38 
A link to CC Ironman please? Thanks.
[yep]Thmyris 2020 年 7 月 24 日 上午 5:26 
Ah you are right, ty!
Nendur  [作者] 2020 年 7 月 24 日 上午 5:19 
The breadcrumbs on the top of the page have the link:
https://cs2bus.com/id/nendur/myworkshopfiles/
[yep]Thmyris 2020 年 7 月 24 日 上午 3:44 
Nendur can we have a list of all your mods? Because your profile is private, I can't find them.
Nendur  [作者] 2020 年 7 月 13 日 上午 8:31 
Still fine with the new HIP update.
TheAuditor24 2020 年 7 月 13 日 上午 7:08 
Compatible with the newest HIP? (of course, if i use BLG/CC)
Nendur  [作者] 2020 年 6 月 27 日 上午 1:26 
You can only get so much variation out of just the European buildings.
KZA 2020 年 6 月 26 日 下午 9:03 
Why do the Byzantines have Indian buildings?
2020 年 5 月 25 日 下午 5:57 
Ah thanks mate you're right on the money with Medieval Trade Routes, that was it
Nendur  [作者] 2020 年 5 月 22 日 下午 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.
2020 年 5 月 22 日 下午 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 2020 年 5 月 7 日 上午 11:23 
Why do the Welsh always look tribal?