Crusader Kings III

Crusader Kings III

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AGOT unit gfx submod
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Apr 15, 2023 @ 10:27am
Apr 15, 2023 @ 10:47am
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AGOT unit gfx submod

Description
Re-uses vanilla unit packs (both from core game and the DLCs) to cover the mods' cultures.

-Northmen (except the Manderlys), Wildlings, Vale Clans, etc use Northern Unit pack (core game).

-Ironborn use Norse/Viking unit models (Northern Lords DLC).

-Ironborn and Northmen use Longships (Northern Lords DLC).

-Stone Dornishmen (Dayne, Yronwood, etc) use Christian Iberian units; Sand and Salt Dornishmen use Muslim Iberian units (Fate of Iberia DLC).

-Stone Dornishmen and Valyrians (Velaryon, Targaryen, etc) use Christian Iberian Ships (Fate of Iberia DLC).

-Sand & Salt Dornishmen use Muslim Iberian Ships (Fate of Iberia DLC).

(Added pictures of the already-in-the-mod Andals (Southerners) for informative purposes)

When more Unit Packs are released, I'll try to find a way to implement them.
30 Comments
Fred Venturi Apr 30 @ 11:50am 
anyone knows if there is a mod, other than thi, that changes the unit gfx in AGOT ??
Niska Apr 8 @ 5:08am 
abandoned it seems? a shame! But thank you for making this in the first place!
Zetsuji Sep 14, 2024 @ 3:50am 
Still working on it?
VityViktor  [author] Jun 28, 2024 @ 7:30am 
So yeah, I recommend not using the mod until I updated it. According to my opinion (and the original version of this mod) I would probably end up using option b, that would take some time. In any case, thank you for your patience, and when the mod is fully updated I'll let you know.
VityViktor  [author] Jun 28, 2024 @ 7:30am 
Hello everyone. About the update, I recently checked the mod files and I saw they ditched the modded graphical cultures for untis (Andals, First Men, Ironborn, etc) and they get back to vanilla cultures (Western, Indian, Northern European, etc). That means I would effectively have to rework the mod from scratch, so I have two possible solutions:

a) Adding the vanilla cultures to my modded files, accomodating my submod to the new core-mod system. That would make it compatible, but would notably reduce variety, with some unwanted effects (some cultures won't use the units I want them to).

b) Reworking the mod's culture files, adding slightly tweaked versions of them to my submod (in a similar way to how previously worked). That would probably mean the submod wouldn't work with others that would also cover the culture files. It would still be fully compatible with the core mod, as I would try to keep it updated. This is the most difficult option, but also the one I actually prefer.
Fred Venturi Jun 25, 2024 @ 3:14pm 
update ?
Negative Ramos Feb 28, 2024 @ 9:24am 
Seems like it doesnt work well, wildlings have muslim iberian graphics, and others seem to be messed up from what I saw from testing for a few.
Ilsaner Dec 30, 2023 @ 12:01pm 
Has this been discontinued?
Dirol™ Nov 6, 2023 @ 6:43am 
custom skins don't work yet?
Rhaenys Aug 2, 2023 @ 4:42pm 
@ VityViktor Thank you very much for the info :)