Crusader Kings III

Crusader Kings III

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Battle Graphics
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727.426 MB
Apr 17, 2024 @ 2:30pm
May 28 @ 1:13am
28 Change Notes ( view )
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Battle Graphics

In 3 collections by Ajey
How i play Battle Graphics
19 items
Battle Graphics - Submods
3 items
Battle Graphics - Compatibility Patches
15 items
Description
Compatible with 1.16.*

✅️Iron man ✅️Achievements


[discord.gg]


I love CK3 but i hate how vanilla (= no mods) battles look and feel in game. Only two graphical units hitting each other? That doesn’t feel like a battle but rather like a duel.

I was excited when i found *P Total Warfare - Battle with an Army by PacificKempeitai and i was sad when i saw PacificK. stopped updating this mod. So after waiting months without seeing any update on this mod i decided to contact PacificK. and i received permission to update and use this mod.

After that i contacted Xangelo7 and received permission to use and rework the unit models from Unit Packs Expanded [UPE] by Xangelo7.

Building on the foundation of those two mods I started to build more realistic armies. I started by combining Tier1, Tier2 and Tier3 unit models within each army. Since Horse archers have been missing in PacificK.'s mod i also included horse archers into BG. I also added more additional graphical features like more 3D Unit models, better armor modeling, upgraded textures, flags, horse armor, horse clothes, more different unit models and more. I will add more graphical content and more unit army variety within armies across cultures to this mod over time.

This is how i always wanted to enjoy CK3 and i just want to share this mod with the CK3 community. I hope you might enjoy it. A huge thanks to the major contributors for this mod: PacificK. and Xangelo7. Without them i would have never been able to create this mod.





  1. other mods (optional)
  2. Community Flavor Pack [CFP] (optional)
  3. Ethnicities & Portraits Expanded [EPE] (optional)
  4. CFP + EPE Compatibility Patch (optional - only required if you use CFP and EPE together)
  5. Battle Graphics (= this mod)
  6. Battle Graphics EPE Compatibility (optional - only required if you use EPE with this mod)
  7. Battle Graphics Zoom+Scale+Map submod (highly recommended but optional)


  • This mod only changes graphics => no gameplay changes!
  • Replaced single graphical unit for CK3 battles with graphical armies
  • 3 different armies for each culture (quality tiers 1 to 3) consisting of different unit models and unit classes, but they do not necessarily match the recruited units within (because that can't be done because there is no link between actual recruited units and graphical armies)
  • Graphical unit classes like infantry, archers, cavalry etc. can have different graphical variations
  • Graphical armies can include camels, cavalry, foot-only, horse archers etc. depending on culture
  • Replaced several unit models from CK3, DLCs and UPE mod with reworked versions of them or my own unit models. Also added a lot of new textures, texture improvements and other graphic improvements and fixes
  • Added additional graphical army cultures and graphical army varieties based on a mix of UPE, CK3 and my own creations
  • 37 different graphical army cultures (11 based on vanilla and 26 based on UPE cultures) with 111 total different graphical army variations (based on quality tiers of armies)


You want to know if a mod is compatible with BG or a BG submod?
  • ❓Compatibility List ... a comprehensive list of a lot of other mods and their current compatibility status with Battle Graphics mod. If you can't find a mod within this list, then feel free to ask me for a compatibility check within this thread.

You are looking for a certain Comp.Patch for BG or a BG submod?


Does this mod require to use Unit Packs Expanded [UPE]?
  • NO! This mod does include all units from UPE mod incl. reworks, as well as new units.

Is it possible to only use this mod without any other mod?
  • Yes. I just provided a more comprehensive list of mods within the mod loading order in order to make things clear.

Why does this mod require some DLCs while the old Total Warfare mod created by PacificKempeitai did not require any DLCs?
  • Because i also reworked and used a lot of graphical assets from DLCs for creating the BG army variations. Hence i have to include those DLCs as requirement for using this mod.

Can i use this mod on an already existing save-game?
  • Yes, if you did NOT start your game with incompatible mods and if you only use compatible mods and comp. patches


PacificKempeitai... thank you for letting me use/rework your battle animations
Xangelo7, MrAdrianPL... thank you for letting me use/rework your unit models
Ajey... BG mod author
Popular Discussions View All (3)
62
2
Jun 12 @ 2:18pm
PINNED: ❓ Compatibility List / Questions
Ajey
28
Mar 31 @ 6:04am
PINNED: ☎️ Bug Report / Help Service Thread
Ajey
0
Oct 23, 2024 @ 12:35am
PINNED: 💡Documentation
Ajey
313 Comments
Noctemz Jun 4 @ 2:17pm 
@Ajey Gotcha thanks for the info! yeah both of those dynasties are turkic dynasties so makes sense they look different
Ajey  [author] Jun 4 @ 2:08pm 
@Noctemz
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.
Noctemz Jun 4 @ 1:47pm 
Just out of curiosity, is there a reason certain COA are changed by this mod? The Teteroba and Kuraid coat of arms for instance are slightly different from the base game
Ajey  [author] May 31 @ 10:25am 
@Valetrix
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)
Valetrix May 31 @ 3:08am 
I dont know if its just me, maybe i am being dumb but when i add the mod to my game, the checksum shows modified, this means that I wont get achievements with the mod enabled right?
When I disable the mod then the checksum is fine (this is the only mod on the playset)
Ajey  [author] May 29 @ 11:03am 
News (for AGOT mod users):
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!
Ajey  [author] May 28 @ 1:15am 
A new BG mod update was just released. More graphic unit variants and improvements for existing unit models for dravidian culture armies have been added. This update is fully save-game compatible as usual - have fun
Ajey  [author] May 27 @ 11:26pm 
@Tikor
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.
Tikor May 27 @ 3:52pm 
Incredible mod!

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!
Ajey  [author] May 26 @ 8:04am 
This mod is still fully up to date with CK3 1.16.2.2 which was released today