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Saintrl

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Indeed, steam workshop is more for down-to-earth mods if ya ask me. On the other hand, these "Grand scale overhaul" mods can sometimes approach the size of the game itself!
 
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zijistark

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does this work for the latest patch? also if i dont play with swhm the rest of the mod will work properly? ( semi historical such as roughly accurate crusades etc?)
Yes. Yes.
So, what do u guys have to say about SWMH/NBRT+ and "Horse lords" compatibility?
We'll see.
Why is this not on the steam workshop? Is it dead? It took a whole day to register for this ridiculous forum because it wouldn't send confirmation emails.
It's not dead. See below, but mainly a) CK2 + Workshop doesn't allow necessary levels of compatibility and integration of mods (though this could improve), and b) we're too big for them right now.

Large overhaul mods often don't like going on Steam Workshop because they go far above the limit, requiring splitting into several parts. The modularity of HIP probably makes that even more impractical.

Indeed, steam workshop is more for down-to-earth mods if ya ask me. On the other hand, these "Grand scale overhaul" mods can sometimes approach the size of the game itself!

I don't trust anything on Workshop... It's so easy to screw-up mod compatibility, as it is.

That said, we do hope that 2.4 may allow us to just release some smaller core modules that will assemble compatibly well enough if the Steam dependency system ever works.
 
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loup99

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I don't trust anything on Workshop... It's so easy to screw-up mod compatibility, as it is.
I agree with this, you already have a great installer and the Steam Workshop is just tons of hassle from what I have understood, especially for major mods. Here one can have a lot more structure and has more tools to post.
 
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Averrences

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silly quick question.

I have a game as ruler of abyssinia - playing HIP, all modules apart from SWMH, NBT and VIET.


For some reason there are no africangfx being used. In other words all of my units look like generic middle eastern ones. Why is this happening? It is minor but is breaking my immersion a bit here - cos I like the african units.
 

cuttheenemy

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edit: I did nothing but it seems to be working. One of you must have blessed me with luck :)

Scared to try the VIET Music now in case I blow it up again!




ty for replies.

I'm getting a lot of crashes when I use the installer. Specifically, I'm enabling pretty much everything but the portraits and when I start a new game in ireland after the "welcome to such and such" popup the game crashes.

Is there a fix, or is one of the modules not working atm?

edit:

[HIP 2015-05-08]
Enabled HIP modules:
EMF: Extended Mechanics & Flavor (v3.11 - 2015-05-08)
ARKO Armoiries (2015-02-07)
ARKO Interface (2015-02-07)
SWMH - Native localisation (v2.859 - 2015-04-13)
NBRT+ (v2.1 - 2014-03-28)
VIET Events (v1.9.5 - 2015-05-05)
 
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zijistark

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silly quick question.

I have a game as ruler of abyssinia - playing HIP, all modules apart from SWMH, NBT and VIET.


For some reason there are no africangfx being used. In other words all of my units look like generic middle eastern ones. Why is this happening? It is minor but is breaking my immersion a bit here - cos I like the african units.
The only modifications EMF intentionally makes that would affect unit gfx are its compositions of retinues. They may or may not be the same as vanilla, causing the observed discrepancy.
 

Ese Khan

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silly quick question.

I have a game as ruler of abyssinia - playing HIP, all modules apart from SWMH, NBT and VIET.


For some reason there are no africangfx being used. In other words all of my units look like generic middle eastern ones. Why is this happening? It is minor but is breaking my immersion a bit here - cos I like the african units.
Not a silly question at all! That's a CPR thing, and it's been like that for a while now since CPR added ethiopiangfx. Cybrxkhan left the backup graphical culture for East African culture group as is (muslimgfx), so the game loads up muslimgfx graphics whenever there's a missing graphic - and that includes holding and unit graphics. At this point I don't know if that's an oversight or a conscious choice on cybrxkhan's part.

Since I'm one of the two people maintaining CPR now, I'm the right person to ask this sort of question (the other person being sifsilver). I myself actually prefer muslimgfx for East Africans, though, because East Africa imported lots of e.g. textiles from what we call the Middle East during CK2 period. That's coming from a post made by CrackdToothGrin, the creator of more recent portrait pack DLC's; but a simple Google search will show you how, for lack of a better term, more "Middle Eastern" contemporary Ethiopian armors and weapons looked compared to the African counterparts in-game. Or check out Ethiopia and Makuria in Broken Crescent mod for Medieval 2 Total War, which did a lot more research on armors and clothing than I ever did.

In any case, if you want East Africans to use africangfx, open up HIP folder/common/cultures/00_cultures, look up "east_african," and change the line "graphical_culture = muslimgfx" that is immediately underneath to "graphical_culture = africangfx".
 
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Averrences

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Many thanks for the explanation ese! I can see what you mean with the historical explanation re middle eastern trade etc - I think for me personally its just a personal thing with all the advisers etc being one ethiopian, and the units levies etc. looking more levantine/bedouin more than anything else, but I will follow that procedure with the common files.

for future reference, can this be done with any culture? i.e. could I assign specific dlc pack graphics to a different culture? (useful modding knowledge for later :p) many thanks - and thanks for working on CPR - its great!
 

Ese Khan

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I think for me personally its just a personal thing with all the advisers etc being one ethiopian, and the units levies etc. looking more levantine/bedouin more than anything else, but I will follow that procedure with the common files.
Huh, I thought there was no unique adviser graphics for africangfx? I thought you would be seeing vanilla Muslim adviser graphics. Could you confirm what you are seeing?

for future reference, can this be done with any culture? i.e. could I assign specific dlc pack graphics to a different culture? (useful modding knowledge for later :p)
Of course! As a general rule of thumb, the game loads up any given culture's missing graphical elements in "graphical_culture" from "second_graphical_culture," and then culture group's "graphical_culture". There are probably some nuances that I'm not aware of, but that's the basic stuff.
 

Armill23

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I'm having trouble with installation of this mod. First of all "Yes" is not a default answer for all the questions. The default answer for the 1st question "do you want to install to a custom folder / mod name" is "no". This question is also not mentioned in the visual installation guide so I'm not sure how should I answer it. Anyway, no matter whether I choose "yes" or "no" the installer doesn't create a HIP folder in the mod directory, nor can I choose the mod in the launcher. What am I doing wrong? Everything went smooth when I tried installing 2.2.1 version but the newest one just doesn't seem to work.
 

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I don't think it puts the folder automatically in the right place. You have to either a) move the install folders to the mod directory, or b) move the final product folders (in the same folder as the install folders) to the mod directory.
 

Armill23

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I don't think it puts the folder automatically in the right place. You have to either a) move the install folders to the mod directory, or b) move the final product folders (in the same folder as the install folders) to the mod directory.

I'm not sure what do you mean by "install folders". I did everything according to the guide and that's what my mod folder looks like after the installation.
http://screenshooter.net/101963004/kkkrtjn

Also, like I already said, the 2.2.1 version of the mod works just fine, but I would like to play the newest one.
 

Saintrl

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Not a silly question at all! That's a CPR thing, and it's been like that for a while now since CPR added ethiopiangfx. Cybrxkhan left the backup graphical culture for East African culture group as is (muslimgfx), so the game loads up muslimgfx graphics whenever there's a missing graphic - and that includes holding and unit graphics. At this point I don't know if that's an oversight or a conscious choice on cybrxkhan's part.

Since I'm one of the two people maintaining CPR now, I'm the right person to ask this sort of question (the other person being sifsilver). I myself actually prefer muslimgfx for East Africans, though, because East Africa imported lots of e.g. textiles from what we call the Middle East during CK2 period. That's coming from a post made by CrackdToothGrin, the creator of more recent portrait pack DLC's; but a simple Google search will show you how, for lack of a better term, more "Middle Eastern" contemporary Ethiopian armors and weapons looked compared to the African counterparts in-game. Or check out Ethiopia and Makuria in Broken Crescent mod for Medieval 2 Total War, which did a lot more research on armors and clothing than I ever did.
I can't quite recall what the intended final gfx to be used was. Maybe it was something like muslim clothes and a unique gfx set for Somalians (the current in-game, regardless of which gfx you pick, is wholly inaccurate). And for Ethiopians and Nubians it was going to be a mix of easterngfx and muslimgfx(especially for the armor). I guess cybr never got around to doing the Somalians or really any of the eastafricangfx since that was probably low on his list of priorities. Now with the project no longer being maintained by its original creator, the to-do list of minor things has been lost. I think I'm going to go bring this up with the guy doing CPR+ because Somalians probably should not look exactly like their christian Ethiopian neighbors for gfx.
 
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Ese Khan

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I can't quite recall what the intended final gfx to be used was. Maybe it was something like muslim clothes and a unique gfx set for Somalian (the current in-game, regardless of which gfx you pick, is wholly inaccurate). And for Ethiopians and Nubians it was going to be a mix of eastern christian gfx and muslim gfx(especially the armor). I guess cybr never got around to doing the Somalians or really any of the eastafricangfx since that was probably low on his list of priorities. Now with the project no longer being maintained by its creator, the to-do list of minor things has been halted. I think I'm going to go bring this up with CPR+ because Somalians probably should not look exactly like their christian Ethiopian neighbors for gfx.
I'm talking about the 3D adviser graphic on the map, not portrait graphics.

To address what you mentioned, Somali portrait graphic remains unchanged from pre-cybrxkhan retirement versions (African face + Muslim headgear and cloth, early and late period variants included). Ethiopians and Nubians in the upcoming version of CPR have Byzantine headgear and Muslim clothes, both early- and late-era variants accounted for. So they don't exactly look the same, although the only difference here admittedly is the headgear. Having said that, what kind of combination do you think fits the best for the Somali?

I've added yet another African portrait set, though, using early Muslim headgear (regardless of time period) and African clothes. This is given to Kanuri, Hausi, etc. in SWMH by default, and is also the non-pagan variant of the West African portrait set. I was sort of thinking about giving this portrait set to the Bejas. Do you have any suggestion in this case?
 
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I'm talking about the 3D adviser graphic on the map, not portrait graphics.

To address what you mentioned, Somali portrait graphic remains unchanged from pre-cybrxkhan retirement versions (African face + Muslim headgear and cloth, early and late period variants included). Ethiopians and Nubians in the upcoming version of CPR have Byzantine headgear and Muslim clothes, both early- and late-era variants accounted for. So they don't exactly look the same, although the only difference here admittedly is the headgear. Having said that, what kind of combination do you think fits the best for the Somali?
Derp, don't mind me then. The thought never crossed my mind for advisor graphics ahaha. :p

If it's already done like this, then I think the thing I was remembering was the enormous amount of work it would take to create wholly new sets of east african portraits that looked more like real life appearance (so seperate nubiangfx, ethiopiangfx, somaliangfx). Me personally, the current portraits used could use a major overhaul(not clothing, those don't stick out as much, and I'm ok with the current set-up for that). It just annoys the hell outta me when westafricangfx uses the same portrait assets as eastafricangfx. Or wait, are they not even separate in the current build? Ai yai yai, what changes have I missed out on all this time? :confused:

Alright, so I think there's a bit of a gradient for the appearance of the East African culture groups. South at the Somalians, they closer resemble Arabs in appearance (still dark skin tone however). Ethiopians much less so as they closer resemble... well Ethiopians. (Think Morgan Freeman, he is of Ethiopian origin). Further North at the Nubians, pretty much bordering Egypt, they start to resemble the appearance of ancient Egyptians (but with dark skin tone). Do note that when I say ancient Egyptians, I do not mean the muslim population that emerged following the Arabic conquests. The ancient Egyptians were a darker skinned people contrary to the light tan or pale skin biblical illustrations portray. The ancient Israelites were also indistinguishable from ancient Egyptians meaning they were also a darker skinned people contrary to their Caucasian appearance in christian biblical illustrations but I digress.

In any case, I personally think there should be a distinct difference in portrait appearance between the Somalian, Ethiopian, and Nubian cultures at the very least. A metaphor would be how the original CK2 looked with "westerngfx, western gfx everwhere" with the all Christians looking the same (and everyone one else using muslimgfx) before the very first portrait packs ever came out.

I've added yet another African portrait set, though, using early Muslim headgear (regardless of time period) and African clothes. This is given to Kanuri, Hausi, etc. in SWMH by default, and is also the non-pagan variant of the West African portrait set. I was sort of thinking about giving this portrait set to the Bejas. Do you have any suggestion in this case?
Erp, I got nothing. I don't/can't use SWMH.
 
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Ese Khan

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Or wait, are they not even separate in the current build? Ai yai yai, what changes have I missed out on all this time? :confused:
Like I said, cybrxkhan had already made a separate ethiopiangfx using Byzantine headgear and clothes even before sifsilver and I took over. ;)

Alright, so I think there's a bit of a gradient for the appearance of the East African culture groups. South at the Somalians, they closer resemble Arabs in appearance (still dark skin tone however). Ethiopians much less so as they closer resemble... well Ethiopians. (Think Morgan Freeman, he is of Ethiopian origin). Further North at the Nubians, pretty much bordering Egypt, they start to resemble the appearance of ancient Egyptians (but with dark skin tone).
That would definitely be a CPR Plus territory, since we can't freely distribute modified DLC material. But a good call nonetheless!