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elvain

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Even though Cybr is still sick and not present here, here is one more suggestion (just before I forget it again)

in the Berber graphical culture, it might be interesting to make the men veiled while the women would be kept unveiled. It's the current praxis in Tuareg culture, which was taken from the Saharan veiled Sanhaja (Tagelmust in their language and therefore Tagelmust in SWMH), but I am not sure if it is interesting enough to make graphical culture only for 2 cultures, especialy if those 2 cultures are only in SWMH.
 

Polskers

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There were some character names to update, but really not much else. I just compared them using Winmerge and updated this mod's culture file as needed, not too hard. Attached is the "updated" culture file. Check out the differences, really minor but I went ahead and did them anyway.

Which culture names did you change exactly with this updated thing, man? I'm curious.
 

iron0037

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Which culture names did you change exactly with this updated thing, man? I'm curious.
The devs added Jewish names for the Khazars and removed the name Gomez from all Spanish cultures. That's all I recall. They also added holy order graphical culture types and altered the portrait properties file to handle heresies better IIRC, so that should be updated too.
 

iron0037

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Is Gomez wrong, then?
The removal got me curious. Gomez doesn't show up at behindthename. Except for the Addams pater familias, Gomez appears to be a surname. As to what prompted this correction over the many other issues in the names database, one can only speculate.
 

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Yeah I just removed Gomez and added the Khazars which was just from comparing the files. They are the same now except for the graphical culture types that this mod added. So, how do we do this?
They also added holy order graphical culture types and altered the portrait properties file to handle heresies better IIRC, so that should be updated too.

I see that the portrait_properties.txt file was updated but when I compare them I'm not 100% sure what to update. I'm not sure which changes are from the update and which are from this mod, so I don't know which ones to change. Anyone know?

I don't see any references to the added holy order graphical culture types that need to be changed, did I miss them somewhere, they weren't in the cultures file?

I guess I can't use them both together after all, bummer. I'll have to wait and see if someone more involved with this mod can help. Oh well, I guess I'll just have to stick with the cities mod for now until this one is updated. /sigh (and after all that work!)
 
Last edited:

Aardvark Bellay

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I actaully used this mod the first time for a full game and wonder what the *bak files are in for, as i got a weird graphical error i can't explain.
In general i ask myself what these files are for.

These:
00_cultures.txt.bak
00_graphicalculturetype.txt.bak
CPR_graphicalculturetypes.txt.bak

:huh:
 

AnaxXiphos

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I actaully used this mod the first time for a full game and wonder what the *bak files are in for, as i got a weird graphical error i can't explain.
In general i ask myself what these files are for.

These:
00_cultures.txt.bak
00_graphicalculturetype.txt.bak
CPR_graphicalculturetypes.txt.bak

:huh:

What's the error? Also, those files are just backup files, probably from doing WinMerge merges or something similar. You can safely delete them, but they also (probably) shouldn't be causing issues either.
 

Aardvark Bellay

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What's the error? Also, those files are just backup files, probably from doing WinMerge merges or something similar. You can safely delete them, but they also (probably) shouldn't be causing issues either.

I wondered if there's a conflict with some mods i use, but i didn't find similar files.
Well basically i wanted to know if these files offer some optional stuff, but it seems not.

The error is some glooming army and ship units in green. Kind of space aliens.
Might be unrelated with the mod and be based on my own misdeeds messing with the files. :rolleyes:
Thanks so far.
 

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.bak files are just backups from Winmerge, safe to delete. But until we get the portrait_properties.txt file updated this mod is not really 2.0.3 compatible. I would be happy to do it but I do not safely know all the changes are from 2.0.3 and which are from this mod.
 

iron0037

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Yeah I just removed Gomez and added the Khazars which was just from comparing the files. They are the same now except for the graphical culture types that this mod added. So, how do we do this?

I see that the portrait_properties.txt file was updated but when I compare them I'm not 100% sure what to update. I'm not sure which changes are from the update and which are from this mod, so I don't know which ones to change. Anyone know?

I don't see any references to the added holy order graphical culture types that need to be changed, did I miss them somewhere, they weren't in the cultures file?
The changes between 2.0.1 and 2.0.3 for portrait_properties.txt is incredibly small. They changed
Code:
	18 = { # Papal palace
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_landed_title = k_papal_state }
		}
	}
to
Code:
	18 = { # Papal palace
		factor = 100
		modifier = {
			factor = 0
			NOT = { has_landed_title = k_papal_state }
			NOT = { has_landed_title = d_fraticelli }
			NOT = { has_claim = k_papal_state }
			NOT = { has_claim = d_fraticelli }
		}
	}
Fraticelli popes/claimants and papal claimants get the Papal Palace background...that's it.

You are correct about the holy orders. That change came with 2.0. My mistake.
 

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Thanks so much for the info on the changes, really appreciated. So I updated the mod's portrait_properties.txt with that one change and it is now updated. So I presume the rest of the file is good "as is" to use the mod with 2.03?

Thanks again for the help!

Here is the simple update to get this mod compatible with 2.03.
 

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AstroCat

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Ok more work on the Campaign Map - Culturally different cities front. One, update this mod and two, make it compatible with Campaign Map - Culturally different cities. I've edited a few of the files of both mods to get them to be updated and working.

Since this mod mixes the Levantine and Kurds in with the Persians I had to make copies of them and assign them their own "gfx" setting so that the correct cities would show up. Basically making sure the Persian set is only for Persia just like the Campaign Map - Culturally different cities mod.

Here are the files I updated:

Campaign Map - Culturally different cities
settlements.gfx (added new cultures to match C&PR and cleaned up the file)

Cultures and Portraits Revamp
00_cultures.txt (added levantine and kurds - copies of persian and cleaned up file)
CPR_graphicalculturetypes.txt (added levantine and kurds - copies of persian)
portraits_kurd.gfx (added, copy of Persian)
portraits_levantine.gfx (added, copy of Persian)
portrait_properties.txt (updated to CKII version 2.03)

Here are all the files for you to use. Let me know if you see any issues or have any suggestions.
 

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Colossal_Elk

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I'm having a weird issue. So I installed CK2Plus and then this. I previously had VIET with this integrated (experimenting until that gets updated) and noticed how the Persian portraits looked. Even with the CK2Plus compatch installed over the Revamped file, Persian portraits look completely identical to Arab portraits. Turkish portraits look identical to Arab portraits. Is this working as intended?
 

TheDeaconBosco

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Great mod right there... However there's something that rubs me the wrong way, and that's why are berbers fair-skinned exactly? If anything they should look semetic, while it's true that some berber tribes have indeed assimilated dark africans amgonst their ranks when the pushed down the shara, the africo-berbers are only common in present day Mauritania, from all my travels in the north african region I have never seen one Afro-berber. But hey perhaps you're aware of a historical precedent that I'm not, so feel free to comment.
 

NewbieOne

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Great mod right there... However there's something that rubs me the wrong way, and that's why are berbers fair-skinned exactly? If anything they should look semetic, while it's true that some berber tribes have indeed assimilated dark africans amgonst their ranks when the pushed down the shara, the africo-berbers are only common in present day Mauritania, from all my travels in the north african region I have never seen one Afro-berber. But hey perhaps you're aware of a historical precedent that I'm not, so feel free to comment.

The Berbers may well be an indoeuropean people. Modernly, they have assimilated black Africans largely, and they are hard to tell apart from Arabs other than by dress, but this was probably different in 1066, forget 867. Nonetheless, Berbers looking completely European wouldn't be an odd sight among their tribes.
 

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Since the above post might be confusing here is a simpler one.

If you want use both Campaign Map - Culturally different cities and Cultures and Portraits Revamp together - Use this package:

http://www.mediafire.com/download/2hdsmabp69b0qyb/AstroCat_Cities_Portrait.rar

I hope this helps, and please let me know if anyone has any suggestions or comments. Also I am just updating these mods to work, I take zero credit for their creation, I am just doing some maintenance. :)

Oh and I will try and get a stand alone CPR update uploaded soon as well.
 
Last edited:

Sleight of Hand

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The removal got me curious. Gomez doesn't show up at behindthename. Except for the Addams pater familias, Gomez appears to be a surname. As to what prompted this correction over the many other issues in the names database, one can only speculate.
According to Wikipedia, Gomez is the Spanish rendering of Gomes, a Visigothic first name. The original spelling is used in Portuguese and Galician, which a number of old Visigothic names are/were. So, I don't mind keeping it in my cultures file, even if I suppose nowadays it is likely to be viewed as a surname.

As you say, though, it's bizarre they'd decide to remove a single suspect name given the myriad other anomalies in the vanilla file.
 

iron0037

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According to Wikipedia, Gomez is the Spanish rendering of Gomes, a Visigothic first name. The original spelling is used in Portuguese and Galician, which a number of old Visigothic names are/were. So, I don't mind keeping it in my cultures file, even if I suppose nowadays it is likely to be viewed as a surname.

As you say, though, it's bizarre they'd decide to remove a single suspect name given the myriad other anomalies in the vanilla file.
Interesting. Where does it actually say that Gomes is a first name? I checked the Prosopography of the Later Roman Empire. The closest I could find to anyone by that name is Gomoarius, a fourth century magister equitum in Gaul. Seems as though no Goth of note went by that name. Nor are there any notable medieval Spaniards named Gomez that I could locate. So it seems fair to remove it from the list, minor in importance though it may be.
 

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Ok, here are the 2 updated files needed to bring CPR standalone up to CKII 2.0.3.
 

Attachments

  • Cultures and Portraits Revamp_update203.rar
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