Crusader Kings II

Crusader Kings II

Pretty Units for East, West and South
Captain Starlight  [developer] Mar 7, 2015 @ 5:24pm
Editing which factions use which units:
This little guide will hopefully show you how to swap unit models at your leisure, because I'm not especially keen on having dozens of different versions of this mod.

The process is fairly simple, because all you will be doing is copying bits from one file to another and changing some names.

Read the whole thing before starting please.

1. Download Notepad++ if you don't have it already. It's much nicer to use than standard notepad.

2. Go to your SteamApps\common\Crusader Kings II\interface folder and back up avatars.gfx, then open the back up in notepad++.

3. Go to your mod folder extract "Pretty Units for East, West and South" to it's own folder. Call it "Unit model mod".

5. Open Unit model mod\interface\avatars.gfx in notepad++

4. If all you want to do, for example, is stop the arab factions from using persian units in this mod, search the mod file for "muslimgfx". Then copy the muslimgfx section from the original file, and replace the section in the modded file. At the bottom of each section there is some code that says which councillor models are used. Leave this part alone.

5. If you want to replace a unit set with one from a dlc, such as replacing western units with finno-ugric units, first you will need that dlc. When you have the dlc, locate it in your dlc folder, copy the zip file to somewhere else and extract contents. Then find the avatars.gfx file in the dlc and paste the contents over the factions you want to change. Importantly, you must change the names back to the original though. So in your mod file, you have to change every reference to ugricgfx back to westerngfx or it won't work.

6. Save all the mod files. DO NOT SAVE ANY VANILLA FILES!

7. Make a copy the Pretty Units for East, West and South.mod file and call it "Unit model mod"

8. Open the file you just made in notepad++

9. Change all references to "Pretty Units for East, West and South" to "Unit model mod" and change where is says "archive="mod/Pretty Units for East, West and South.zip"" to "path=mod/Unit model mod". Delete the bits about tags and preview pictures.

10. Save your new file and test it

Tips and Warnings:

Do not edit any vanilla files. When taking bits from vanilla files, I recommend making a backup and then taking the bits you need from the backup just to be absolutely safe. If notepad++ ever asks if you want to save your changes to a vanilla file say no.

Make use of the find and replace tools in notepad++. You can replace an entire file's worth of references with the click of a single button.

Test your mod with no other mods first. If it causes crashes or screws things up in any other way by itself, it may be quicker just to start again rather than trawl through everything looking for an error.

If in doubt, make a backup. Seriously, you can never have too many backups.


Last edited by Captain Starlight; Mar 13, 2015 @ 4:06pm
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Showing 1-14 of 14 comments
Linktwo May 2, 2015 @ 2:51pm 
Awesome, I wanted something like this :D
I'll try it out right away
Edit*
I thought the old southerngfx looked soo booring that I wanted to include a 4 option in this mod
southerngfx = (basque, occitan and so on..... It s also the old default for iberian units)
I was curious if the southerngfx could be replaced/overwrite/expande the Iberian unit pack dlc to include these cultures in southern france, the pyrrinees and the alps (there are some occitaner around there)

So I tried to look at the possibility and too a look at Iberian unit pack dlc aka dlc051.zip
thou... It didnt include the .xsm files or .xac
would the .mesh file work just fine? its a new thing paradox did with that dlc... So its unlike the others

I'm not that experienced with meshes, 3d and models. I just know scripting, code and other things like debugging.
Don't stress with it, I just wanted some help. I respect your time :)
Last edited by Linktwo; May 2, 2015 @ 3:35pm
Linktwo May 2, 2015 @ 3:37pm 
the easiest thing to do would be to just replace southerngfx with the chrisian holy order pack since it uses the old pattern and should work.
Last edited by Linktwo; May 2, 2015 @ 3:37pm
Captain Starlight  [developer] May 2, 2015 @ 6:25pm 
Am I correct in thinking that you want to give occitan and basque cultures the iberian/italian units by including those cultures in the southern gfx group?
Linktwo May 3, 2015 @ 6:33am 
Yes... I was just a bit confused xD
What you said is correct.
Captain Starlight  [developer] May 3, 2015 @ 7:13am 
It appears that the gfx used by individual cultures and culture groups is defined in the cultures.txt file, not in the ones used by this mod. However, if you change those it may not be ironman compatible anymore. Also, it's likely that the unit models and the character models are linked, so if you change basque.gfx to something else, the characters will look like whatever other culture instead of basque as well as the unit models changing.
Last edited by Captain Starlight; May 3, 2015 @ 7:18am
Linktwo May 3, 2015 @ 7:27am 
Ahh Never mind then :)
Silas Dec 13, 2015 @ 7:36am 
The comments here are very old, but how do I change the Russian units for the eastern groups to Itallian units? There's no avatar file in the DLC060 file, which is the correct one for Itallian units. Thanks for any help!
Linktwo Dec 13, 2015 @ 1:29pm 
Originally posted by Silas:
The comments here are very old, but how do I change the Russian units for the eastern groups to Itallian units? There's no avatar file in the DLC060 file, which is the correct one for Itallian units. Thanks for any help!
I think I know how this works, without messing with interface\avatars.gfx

edit: the 00_cultures.txt file in your mod and find this
east_slavic = { graphical_cultures = { easterngfx } russian = { graphical_cultures = { easternslavicgfx } graphical_unit_culture = western
and replace it with this:

east_slavic = { graphical_cultures = italiangfx russian = { graphical_cultures = { easternslavicgfx } graphical_unit_culture = western

Or alternatively (might be obsolete... not sure) vvvv
east_slavic = { graphical_cultures = { easterngfx } russian = { graphical_cultures = { easternslavicgfx } graphical_unit_culture = italian ##comment - If just italian don't work, try italiangfx ##
Last edited by Linktwo; Dec 13, 2015 @ 1:40pm
Silas Dec 13, 2015 @ 2:28pm 
Thanks for the reply! I'm not sure which 00_cultures.txt file to edit, as there isn't one in the mod.
Linktwo Dec 13, 2015 @ 2:53pm 
Then make your own :D
copy
/Steam/SteamApps/common/Crusader Kings II/common/cultures/00_cultures.txt
to your own mod:

Crusader Kings II/mod/
>>>
make Russian_Italian_Armor.mod
make folder > called "Royal_Combined_Arms_Retinue"
Royal_Combined_Arms_Retinue/
Royal_Combined_Arms_Retinue/common
Royal_Combined_Arms_Retinue/common/cultures
Inside folder called cultures/ paste the copy of 00_cultures.txt


create a new textfile you containing
It should look something like this inside /mod/Russian_Italian_Armor
    common descriptor.mod
    ^^#Contents
    ./common/cultures
    ./common/cultures/00_cultures.txt

name = "Russian units using Imported Armor from Italy" path = "mod/Russian_Italian_Armor" descriptor.mod
remember to save it as descriptor.mod
and the same contents outside as Russian_Italian_Armor.mod
Last edited by Linktwo; Dec 13, 2015 @ 2:58pm
Linktwo Dec 13, 2015 @ 3:01pm 
This got really confusing... umm just try it yourself. make a culture mod that only changes what russian culture, telling it what russian soldiers should look like.
It will make sense if you try it, as long as you have some pacience and look up old tutorials on how to mod ck2

## Without changeing the game files... not recommended, Just add stuff in the mod folder and copy stuff from the game and ... Modify it!
Last edited by Linktwo; Dec 13, 2015 @ 3:04pm
Silas Dec 13, 2015 @ 3:28pm 
Alright, I'll give it a shot. If I follow your instructions, will that likely work, or do I have some searching to do on my own? Thanks for the help!
Silas Dec 13, 2015 @ 5:36pm 
I got it to work in my own little mod, and it also works with this mod and the shield crest mod found on here as well. Couldn't have done it without your help, thank you very much!
Linktwo Dec 14, 2015 @ 9:04am 
Originally posted by Silas:
I got it to work in my own little mod, and it also works with this mod and the shield crest mod found on here as well. Couldn't have done it without your help, thank you very much!
YAY it worked.
Glad I could help :D
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