[Mod] Campaign Map - Culturally different cities. (3.25)
Hello All!
This mod changes the buildings at the campaign map to be different according to culture. Eastern European cities will be different of their Western versions. Also, I've modified the Castle, Church and the Mayor's house of the Western culture, as well as the textures of the Muslim buildings.
Currently, there are 9 graphical culture types, 7 being the new ones: Eastern european, Mediterranean European, Persian, Moorish, Turkish, "Pagan" and Byzantine.
All models were in the game, unused, but I retexturized the buildings of the new graphic types.
DOWNLOAD:
Normal and "+compatible"* version:
>>>>>Mediafire<<<<<
Compatibility for specific mods:
>>>>>CK2+ and BLC compatible files<<<<< --Thanks to Glassmage!
If you have CK2+ and BLC, install these files.(NOTE - not updated to the new 1.10 patch!)
*The "+compatible" version has no cultures.txt, so that it can work with other mods (and hopefully future patches). You may want to adjust some cultures to display the correct buildings. You just need to change the "graphicalculture=culturegfx" part. look at an culture with the building you want and copy its culturegfx to the culture you want to modify. If you want more info on how it works , I made an "guide" to edit the mod:
http://forum.paradoxplaza.com/forum...nt-cities.&p=14702940&viewfull=1#post14702940
INSTALLATION:
Download.
Choose which version you want, and extract its mod folder and .mod to your "mod" folder.
Use the launcher and select the mod at the mod list.
Play and enjoy!
^^Mediterranean Culture Graphics(1.5)^^
^^Changed Western Buildings(1.5)^^
^^Eastern Culture Graphics(1.5)^^
^^New Muslim buildings(left) and Persian gfx(right)^^
^^Moorish/Maghreb culture group buildings^^
^^ Pagans -Finnish and Baltic ^^
^^Turks^^
---The Previous screenshots ALL use the "A" Version of the mod---
--In the 1.5 screenshots, I played with "CITY_SPRAWL_AMOUNT = 2" in defines.lua--
FAQ:
Qoes it has any gameplay effects?
A:I changed only the "graphical culture types" lines of some cultures, at Cultures.txt. I doubt that it changes gameplay, but if you notice anything that shouldn't happen, please tell me!
Q:Is it Historical?
A:Honestly, I don't really know. If something is too anachronistic for the game, tell me and preferably show an reference (an image) so that I can modify it.
Please also tell me what cultures need changing of graphics. I'm not sure what Occitan should use, for example.
Q:Is it compatible with X mod?
A: Depends. I had to change some Culture files, so that Italians could use the new mediterranean buildings, for example. I'm not so sure how CK2 mod system handles mods that modify the same file. I changed lines that I don't think that would be changed by most gameplay mods. if the mod doesn't change culture files or city textures, then it's fine, I think.
Q:Why mediterranean files are called "Soutern"?
A:Yeah, I know it should be Southern (Or Mediterranean), it's just because it should have the same number of characters than "Western", to work(Had to edit the 3D model files via a Hex editor in Notepad++).
Q:Can I use it in my mod?
A: Yes, feel free to use it, but remember to put me in the credits
Q:I want to change the size of the buildings, or have more buildings in the map. What file should I modify?
A:To change size, go to interface\Settlements.gfx. open with notepad++(or notepad, not sure if it works), and change it as you like. default is 0.7 for houses and 1.0 for main building, "A" version uses 1.5 for main building and 0.8 for houses. note that there are 3 castles and churches per culture graphics, but only the first is used.
To have more buildings(larger cities), go to defines.lua(also opening with notepad or notepad++) and search for "CITY_SPRAWL_AMOUNT". default is 1, change to whatever you want.
Also, I've yet to play a game until the end (farthest I am is 1300'), so if these "Unused" buildings are actually used later, pardon me. Please tell if they change or not.
I'm still new to packaging the mod and all that. I began making the mod changing the game files directly, not using the mod folder. Please report any problems.
CHANGELOG:
v 3.50
-Updated to 1.10.
-Nothing else
v 3.25
-Compatible with the newest patch.
-Turkish buildings updated.
v. 3.00
-New Pagan and Turkish gfx.
-Made an "standalone" version, for those that only use this mod or use other mods that don't touch cultures.
v. "without number"
-made to be compatible with newer patches.
-Probably compatible with a lot of mods, so no need to have different versions.
-no cultures.txt, so it doesn't overwrite other mods etc.
-no new gfx, sorry
v 1.75
-YEAH NON LINEAR VERSION NUMBERS.
-Added Byzantine gfx.
-Added compatibility versions for BLC.
-it should be named 2.5, my bad.
v.2.0
-Added Persian and Moorish gfx.
-Retextured Muslim buildings.
-Edited some European buildings to avoid visual glitches.
v.1.5:
-Tweaked Caucasus cultures.(thanks to sirandre for the suggestions)
-Eastern European church now has a cool new copper roof texture handmade by me(shame that specular doesn't quite work as I thought, otherwise it would be shining :-( ).
-Increased western church saturation(thanks to Olaf the Unsure for the suggestion) and made western house roofs more varied.
-Fixed the texture of a eastern european roof.
-Tweaked mediterranean roofs and hopefully fixed that glitching effect on the houses(thanks to Arko for pointing out)
-Version A buildings are slightly smaller-- from 1.5 to 1.3.
v.1.0:
-First Release.
-Eastern European cities.
-Mediterranean Cities.
-Changes to Western and Muslim buildings.
Hello All!
This mod changes the buildings at the campaign map to be different according to culture. Eastern European cities will be different of their Western versions. Also, I've modified the Castle, Church and the Mayor's house of the Western culture, as well as the textures of the Muslim buildings.
Currently, there are 9 graphical culture types, 7 being the new ones: Eastern european, Mediterranean European, Persian, Moorish, Turkish, "Pagan" and Byzantine.
All models were in the game, unused, but I retexturized the buildings of the new graphic types.
DOWNLOAD:
Normal and "+compatible"* version:
>>>>>Mediafire<<<<<
Compatibility for specific mods:
>>>>>CK2+ and BLC compatible files<<<<< --Thanks to Glassmage!
If you have CK2+ and BLC, install these files.(NOTE - not updated to the new 1.10 patch!)
*The "+compatible" version has no cultures.txt, so that it can work with other mods (and hopefully future patches). You may want to adjust some cultures to display the correct buildings. You just need to change the "graphicalculture=culturegfx" part. look at an culture with the building you want and copy its culturegfx to the culture you want to modify. If you want more info on how it works , I made an "guide" to edit the mod:
http://forum.paradoxplaza.com/forum...nt-cities.&p=14702940&viewfull=1#post14702940
INSTALLATION:
Download.
Choose which version you want, and extract its mod folder and .mod to your "mod" folder.
Use the launcher and select the mod at the mod list.
Play and enjoy!
^^Mediterranean Culture Graphics(1.5)^^
^^Changed Western Buildings(1.5)^^
^^Eastern Culture Graphics(1.5)^^
^^New Muslim buildings(left) and Persian gfx(right)^^
^^Moorish/Maghreb culture group buildings^^
^^ Pagans -Finnish and Baltic ^^
^^Turks^^
---The Previous screenshots ALL use the "A" Version of the mod---
--In the 1.5 screenshots, I played with "CITY_SPRAWL_AMOUNT = 2" in defines.lua--
FAQ:
Qoes it has any gameplay effects?
A:I changed only the "graphical culture types" lines of some cultures, at Cultures.txt. I doubt that it changes gameplay, but if you notice anything that shouldn't happen, please tell me!
Q:Is it Historical?
A:Honestly, I don't really know. If something is too anachronistic for the game, tell me and preferably show an reference (an image) so that I can modify it.
Please also tell me what cultures need changing of graphics. I'm not sure what Occitan should use, for example.
Q:Is it compatible with X mod?
A: Depends. I had to change some Culture files, so that Italians could use the new mediterranean buildings, for example. I'm not so sure how CK2 mod system handles mods that modify the same file. I changed lines that I don't think that would be changed by most gameplay mods. if the mod doesn't change culture files or city textures, then it's fine, I think.
Q:Why mediterranean files are called "Soutern"?
A:Yeah, I know it should be Southern (Or Mediterranean), it's just because it should have the same number of characters than "Western", to work(Had to edit the 3D model files via a Hex editor in Notepad++).
Q:Can I use it in my mod?
A: Yes, feel free to use it, but remember to put me in the credits
Q:I want to change the size of the buildings, or have more buildings in the map. What file should I modify?
A:To change size, go to interface\Settlements.gfx. open with notepad++(or notepad, not sure if it works), and change it as you like. default is 0.7 for houses and 1.0 for main building, "A" version uses 1.5 for main building and 0.8 for houses. note that there are 3 castles and churches per culture graphics, but only the first is used.
To have more buildings(larger cities), go to defines.lua(also opening with notepad or notepad++) and search for "CITY_SPRAWL_AMOUNT". default is 1, change to whatever you want.
Also, I've yet to play a game until the end (farthest I am is 1300'), so if these "Unused" buildings are actually used later, pardon me. Please tell if they change or not.
I'm still new to packaging the mod and all that. I began making the mod changing the game files directly, not using the mod folder. Please report any problems.
CHANGELOG:
v 3.50
-Updated to 1.10.
-Nothing else
v 3.25
-Compatible with the newest patch.
-Turkish buildings updated.
v. 3.00
-New Pagan and Turkish gfx.
-Made an "standalone" version, for those that only use this mod or use other mods that don't touch cultures.
v. "without number"
-made to be compatible with newer patches.
-Probably compatible with a lot of mods, so no need to have different versions.
-no cultures.txt, so it doesn't overwrite other mods etc.
-no new gfx, sorry
v 1.75
-YEAH NON LINEAR VERSION NUMBERS.
-Added Byzantine gfx.
-Added compatibility versions for BLC.
-it should be named 2.5, my bad.
v.2.0
-Added Persian and Moorish gfx.
-Retextured Muslim buildings.
-Edited some European buildings to avoid visual glitches.
v.1.5:
-Tweaked Caucasus cultures.(thanks to sirandre for the suggestions)
-Eastern European church now has a cool new copper roof texture handmade by me(shame that specular doesn't quite work as I thought, otherwise it would be shining :-( ).
-Increased western church saturation(thanks to Olaf the Unsure for the suggestion) and made western house roofs more varied.
-Fixed the texture of a eastern european roof.
-Tweaked mediterranean roofs and hopefully fixed that glitching effect on the houses(thanks to Arko for pointing out)
-Version A buildings are slightly smaller-- from 1.5 to 1.3.
v.1.0:
-First Release.
-Eastern European cities.
-Mediterranean Cities.
-Changes to Western and Muslim buildings.
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