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PS: i don't know if you tried it already, but you can try to use BG ZSM submod together with BG. i received some reports in the past, that some BG mod users experienced better performance when using BG ZSM submod together with BG (just make sure to check out the Compatibility List in order to ensure that you are running BG (and potentially BG submods like BG ZSM) only with compatible mods. maybe this could help as well
anyways, i will try my best to include further performance improvements in the future. but if you are probably using a lower end GPU or if you are having general performance issues with running CK3 even without BG mod, then a mod like BG might be additionally demanding of course. in case you are interested in sharing more information, i would be interested in seeing your exact hardware bottleneck i.e. if it's your GPU, CPU, RAM etc. in case you want to share it, feel free to join the BG discord server or contact me directly on discord :)
i don't know your specific hardware setup, but i personally don't see much difference when it comes to performance when running CK3 with or without BG mod (even with a lot of armies). i also made a lot of performance tests by checking GPU, CPU, RAM etc. values and they also didn't show much difference for my own setup. but i have to admit i am running CK3 with a very good graphics card and good CPU.
that being said, even though i know many people don't experience any performance issues when using BG mod, i know some people do, because occasionally i received such feedback from some mod users. maybe it's due to lower end GPU hardware setups for those people or other hardware bottlenecks. that's just a guess though.
i don't remember which CoA pattern the Teteroba and Kuraid use out of my mind. but the only CoA that has been changed by BG mod is the triangle pattern that has been added with Khans of the Steppe and which is mainly used for some mongol or steppe CoAs (see BG changelog of may 16, 2025). it's a minor cosmetic adjustment, that won't cause any compatibility issues and which i had to implement for proper implementation of my steppe flags for mongol, cuman and chinese cultures for technical reasons (because of how those triangle patterns had been implemented into the game by PDX devs). otherwise i wouldn't have been able to provide those new custom mongol/cuman/chinese flags for flag-bearer units of BG armies.
mods do not disable achievements with CK3 since 1.9 patch [source: ck3 paradox wiki] [ck3.paradoxwikis.com]. therefore you should get achievements with BG mod (and any other mod)
When I disable the mod then the checksum is fine (this is the only mod on the playset)
a major new update for BG-AGOT Compatibility patch was just released. This update does include the new custom AGOT unit models, which have been released by AGOT at may 15, and which i was allowed to use and rework to make them fit into BG-AGOT style armies for this compatibility patch.
Over the long-term i do plan to add more AGOT army unit model variants and new custom AGOT army unit models for this compatibility patch (and potentially also for AGOT itself). But first i am going to work on a new BG-LOTR compatibility patch and new LOTR unit models (because i made the same offer to both mod teams and LOTR was faster with providing the necessary permissions).
In the meantime feel free to enjoy the new BG-AGOT compatibility patch with even more immersive AGOT style armies. Have fun!
first, thank you very much! i am happy if you like this mod!
when it comes to your questions: smaller armies are not an option :P .. i wouldn't like that and it would also require too much rework in my opinion.
regarding your comment about the unit scaling+zooming: that wasn't changed with BG main mod. so vanilla CK3 (=no mods) zoom/scale features are responsible for making armies show up like they are when using BG main mod alone. however, that's something where i agree and that's why i provided this submod: Battle Graphics Zoom+Scale+Map submod . this submod makes armies/units smaller, adds more zoom steps and reworks how and when units/armies are being shown on the map. this mod also adds some other map improvements. the reason why i didn't include those features into the main mod of BG is because i wanted to give people a choice whether they prefer it my way or how it was implemented with CK3.
As a request, would it be possible to add a rule to allow battles with fewer units or to make unit size smaller? It seems a little odd to me that the battlefield takes up the space of an entire duchy. Another minor issue I see is that units take a while to disappear when zooming out. Otherwise, it's an impressive piece of work, congratulations and thank you!
How to know if mods are compatible with BG? Well, first i have already posted a huge list of mods and their current compatibility status within the previously mentioned Compatibility Thread Comp. List and in addition to that i offer to check mods for compatibility with BG if people ask me for a comp. check. i hope this does help.
If you load Gambo's patch after BG then it would cause conflicts with BG => hence i mentioned it's incompatible. But, you are right if you are only using Gambos Patch with mods that are not having a conflict with BG and if you are loading BG after Gambos Patch within your mod loading order, then it would be compatible. regarding your question which mods are incompatible with BG that Gambos Patch was built for: frankly i don't know because i don't know the full list of mods that Gambo's patch was built for. the best solution would most likely be if you simply create a mod playlist and then check if all those mods are compatible with BG (which would obviously include all potential Gambo Patch mods).
i am as active on discord as i am on steam. if you ask a question there, you will receive an answer as fast as here. so no need to double post ;) .. if you want to ask compatibility questions on steam then i would ask you to use the ❓Compatibility Thread . Within that thread within the compatibility list i also mentioned what specifically is causing a compatibility conflict. For Gambo's Patch it's FX+Culture files. if you load BG mod after Gambos patch then BG mod will overwrite Gambo's patch when necessary, which will make Gambo's Patch "compatible" with BG. but on the other hand it's unclear if those files that are being overwritten by BG in such a way would cause compatibility conflicts with some of the mods that Gambo's Patch was built for.
Do you know what specific mod in Gambo's Super Compatch is conflicting with this mod? Because his Compatch adds many mods which *can* be disabled in the Paradox Launcher. So, if you knew which one was the issue, I can still use this mod with that Compatch by simply disabling the conflicting mod.
i am happy if you like this mod.
regarding performance: it's working very smoothly for myself and my performance tests didn't show any performance deterioration when using BG mod. in fact my CPU and GPU etc. usage is usually almost the same with BG or without BG mod. i included many performance optimizations and i am not aware of any current performance issues caused by BG mod.
that said, maybe your hardware setup can't handle this mod very well. i don't know what your bottleneck might be. just because it's working very smoothly for myself, it doesn't mean that it has to work out smoothly for everybody else as well.
if you are using other mods that f.e. cause the AI to spam way more armies than usual, then those other mods in combination with BG mod could also be more demanding. anyways, if you are experiencing performance issues when using BG mod, then i recommend to simply turn it off.
Any suggestion to make it run smother ?
i am happy if you are enjoying Battle Graphics mod!
cuman, kimek, bashkir and kipchak cultures are using cuman unit gfx armies with BG mod enabled. many turkic cultures are using seljuk unit gfx with BG mod. some might also use mongol unit gfx. it depends on the culture.
that said, please keep in mind that if you are using the BG Redux Comp. Patch, then you will only get vanilla culture army variety (i.e. no cuman and other additional gfx armies). and if you are using BG EPE Comp. Patch, then you will only get additional cultural variety for armies (incl. cuman gfx armies) if you are also using Culture Expanded mod.
so in order to get cuman gfx and all other BG army cultures you either need to use BG main mod without certain comp. patches or with EPE + CE together and you have to pick the right cultures.
i hope i could help :)
some mods are incompatible with BG without a comp. patch. CFP is compatible with BG. but EPE does require a comp. patch. please check out: ❓ Compatibility List / Questions . This does include a comprehensive list of mods and their compatibility status with BG as well as links to compatibility patches if necessary. a comp. patch for EPE can be found within that list as well. before mixing BG with other mods, i would recommend to check this out first and follow the instructions provided. if you are using the correct comp. patch then you shouldn't encounter any such bug by using BG with EPE. i hope this does help. if you have any further questions or comments about issues etc. please use the ☎️ Bug Report / Help Service Thread . thanks in advance! :)
I narrowed it down to this mod in my list.
thanks for reminding me to upload this mod on the PDX platform. so far i only uploaded BG + BG submods on steam, but i am going to add my mods to the PDX platform soon as well. i am going to announce this within the BG discord channel once i finished uploading my mods on the pdx platform too. so feel free to join the BG discord server (link can be found above) in case you want to be notified when i uploaded the BG mods there.
it's stated within the features of this mod: there is no link between recruited units within armies and actual graphic army unit models. if there was a link (code) available, then i would use it to build individual armies that are directly showing the recruited units within each army. but unfortunately that's not possible with the current code options.
let's take english as an example: there are 3 different armies for english which differ by quality tier (highest quality tier army will include more knights and armored soldiers, while lowest army tiers will include more low armor units etc. + some other tweaks and adjustments here and there). but overall english armies will f.e. always show some archer graphics even if there are no archer units recruited. so the army graphics are independent from the recruited units within the army, because there is no other way of implementing army graphics at the moment
the current version of CK3 is 1.16.1 (which was released today). battle graphics mod is up to date for CK 1.16.1 - just like i wrote with my previous post. there is no CK3 1.16.2 released yet, so i can't update BG for CK 1.16.2, or what do you mean?
if unsubscribing and resubscribing didn't help, then try using the guide posted within the help service thread (see my previous post) => point 3 => how to reset update mods correctly. if you follow those steps then you should be able to update BG correctly, since it's a fresh install then. last but not least you could also try to restart steam.
i am sorry, but i can't do anything else than offer those guides. so i hope this helps.
This mod was just updated for CK3 1.16 and Khans of the Steppe DLC, which was released today. Battle Graphics Submods and Comp. Patches will also be updated today or as soon as the mods that those patches have been built for have been updated too.
If you want to continue your old save-game with CK3 1.15.* then feel free to use this Legacy mod of Battle graphics for CK3 1.15 - have fun
i am happy if you like this mod! thank you for your positive feedback!
i just released a new update for BG including some additional graphic unit variants for northern pagan culture armies. have fun
i just released another unscheduled update for BG, where i added back two files that i must have removed by accident with one of my previous updates. those missing files could cause some scaling differences between fighting armies and moving/idle armies.
please note: this update, as well as previous updates are all save-game compatible. if you still encounter any scaling differences then steam might not properly update this mod which can happen for some people, in such case make sure to resubscribe to this mod and/or check out the help service thread section 3. how to properly reset/update this mod. i also highly recommend to check out the compatibility list i provided in order to avoid any compatibility issues with other mods. have fun
i just released a new update for BG including some minor bug fixes by removing some redundant code and adding some new bow animation files which prevent the error log from generating unncessary error log messages about those things even though everything was working out just fine before as well
first of all i am happy if you like the mod! regarding your questions: the bow model is working just as intended. i don't know exactly why a message is showing up in your error log, but i will investigate it and include a fix with the next update if possible. when it comes unit-scaling when using BG ZSM: this does sound like a compatibility issue with another mod. please check out the ❓Compatibility List and make sure to only use mods that are marked as compatible with BG and BG submods like ZSM. if you want to use a mod that is not included into that list, then feel free to ask for a comp. check within that thread. alternatively i can also offer to check your whole mod playlist incl. mod loading order for compatibility with BG+submods if you post it into this thread (would require json file or screenshots of pdx mod launcher showing your mods+loading order)
i just released a new update for BG including reworked tents (see image within mod description). have fun
thank you for your positive feedback! i am happy if you like it :)