Crusader Kings II

Crusader Kings II

Cultural Cities Remix
218 Comments
Dracula Flow 5 Feb 5, 2023 @ 5:01pm 
Ok thank you for explaining.
The whole zip thing really confused me.
Nendur  [author] Feb 5, 2023 @ 4:51pm 
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 Feb 5, 2023 @ 4:35pm 
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  [author] Feb 5, 2023 @ 4:26am 
A level above them are a mod file and directory pair for each submod. Those can be installed as new mods.
Dracula Flow 5 Feb 4, 2023 @ 6:02pm 
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  [author] Feb 4, 2023 @ 1:42pm 
Mods should be installed in "Documents/Paradox Interactive/Crusader Kings II/mod".
Dracula Flow 5 Feb 4, 2023 @ 12:16am 
Where do I paste the sub mod files?
Nendur  [author] Feb 24, 2022 @ 1:43pm 
That would be fine.
Et tu, B? Feb 24, 2022 @ 8:35am 
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  [author] Jan 26, 2022 @ 4:00am 
Yes, using the SWMH compatibility submod for HIP.
KingZork Jan 25, 2022 @ 7:41pm 
Is this compatible with HIP+CPRPlus?
Nendur  [author] Oct 6, 2021 @ 2:59am 
It is bundled, inside the mods culturalcities.zip is a directory submods.
ZakkyD11 Oct 5, 2021 @ 6:34pm 
Is there a link to the generic compatiblity mod? I've tried searching but can't find anything.
AlucardNoir Jun 21, 2021 @ 8:40am 
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 May 11, 2021 @ 12:11pm 
I have some extra cultures added by Dark Wold Reborn (Orc, Fairy, Dragon, Half-Dragon, etc)
Nendur  [author] May 11, 2021 @ 1:46am 
Are there more mods in play? I can't reproduce these errors even attempting to break things.
Coalsack May 10, 2021 @ 4:35pm 
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  [author] May 10, 2021 @ 1:28am 
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 May 9, 2021 @ 4:00pm 
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 Apr 16, 2021 @ 1:27am 
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  [author] Apr 15, 2021 @ 12:30pm 
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 Apr 15, 2021 @ 10:37am 
I look into the files, it happens because you're using turk_temple xac file for mongolgfx castle level 3.
Judicatio Apr 15, 2021 @ 10:35am 
Yeah...
Nendur  [author] Apr 15, 2021 @ 10:18am 
Is it a 3rd tier castle? I should fill in that gap in the Chinese style.
Judicatio Apr 15, 2021 @ 8:53am 
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  [author] Apr 3, 2021 @ 3:58pm 
That part I've never figured out well either.
Coalsack Apr 3, 2021 @ 10:30am 
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  [author] Mar 30, 2021 @ 8:20am 
An ironman submod is included with the mod.
StunManBoltz Mar 30, 2021 @ 7:56am 
ironman btw?
Coalsack Mar 29, 2021 @ 10:50am 
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  [author] Mar 29, 2021 @ 3:21am 
The domed churches are fitting, but you can remove them from interface/settlements.gfx. The names are romangfx_temple_* and byzantinegfx_temple_*.
Coalsack Mar 28, 2021 @ 7:33pm 
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 Mar 24, 2021 @ 8:25pm 
Woah, it worked! Is there any way to make the Khitan/Chinese/Celtic towns to stick closer?
Nendur  [author] Mar 24, 2021 @ 4:00pm 
The city sprawl can be set by editing the file common/defines/CC.lua.
Coalsack Mar 24, 2021 @ 3:17pm 
I tried reducing their scale but they end up very spread up.
Coalsack Mar 24, 2021 @ 3:09pm 
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  [author] Nov 5, 2020 @ 6:28am 
You can remove the holding icons in gfx\interface and interface\province_picture.gfx.
Taipan Aug 26, 2020 @ 4:39am 
Found it. BLG CC. Googled it the wrong way. Thanks
Taipan Aug 26, 2020 @ 4:38am 
A link to CC Ironman please? Thanks.
[yep]Thmyris Jul 24, 2020 @ 5:26am 
Ah you are right, ty!
Nendur  [author] Jul 24, 2020 @ 5:19am 
The breadcrumbs on the top of the page have the link:
https://steamcommunity.com/id/nendur/myworkshopfiles/
[yep]Thmyris Jul 24, 2020 @ 3:44am 
Nendur can we have a list of all your mods? Because your profile is private, I can't find them.
Nendur  [author] Jul 13, 2020 @ 8:31am 
Still fine with the new HIP update.
TheAuditor24 Jul 13, 2020 @ 7:08am 
Compatible with the newest HIP? (of course, if i use BLG/CC)
Nendur  [author] Jun 27, 2020 @ 1:26am 
You can only get so much variation out of just the European buildings.
KZA Jun 26, 2020 @ 9:03pm 
Why do the Byzantines have Indian buildings?
May 25, 2020 @ 5:57pm 
Ah thanks mate you're right on the money with Medieval Trade Routes, that was it
Nendur  [author] May 22, 2020 @ 12:17pm 
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.
May 22, 2020 @ 12:04pm 
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 May 7, 2020 @ 11:23am 
Why do the Welsh always look tribal?