Recycled Unit Packs
View attachment RUP_1.5.rar
NOW with early, mid and late game Units! (not for the entire map yet)
-requires CH DLC (among others! crashes without)
-fixes some issues from earlier versions
(mongol horse archers, westernslavicgfx knights shields,...)
-primarily for vanilla 2.2 version
Pictures:
midgame saxons:
some lategame units:
....
other stuff i don't have a screenshot of
This mod makes use of content from multiple DLCs. It won't run without them activated!
The Timless version doesn't change as much as previous versions. But it should run with every mod and still work after patches. As it is it just has a couple of list of how units are supposed to look like without specifying what culture should use which kind of units. So they're probably not more diverse than portraits. If you just want to start playing just install the timeless version as usual by copying the mod into the C:\Users\'username'\Documents\Paradox Interactive\Crusader Kings II\mod folder. If you want more diverse units you're going to have to do some modding to create a custom version compatible with your mods and the latest patch.
If you have portrait mods activated they might actually cause the game to use more of the unit packs than the timeless version uses in vanilla CK2. So you might not want to go through trouble of creating a custom version. This Mod does not make use of the saxon and turkish units DLC but it will override them unless you delete the saxon_avatars and turkish_avatars file in the mod directory. My celtic_avatars file only changes the shields of heavy infantry so feel free to delete that as well if you don't like the change.
Instructions for custom version
Every culture in game is listed in the files in the cultures folder, ( D:\program files\Steam\steamapps\common\Crusader Kings II\common\cultures on my PC) mods might override it with there new files in the mod folder (C:\Users\'username'\Documents\Paradox Interactive\Crusader Kings II\mod). There's a line stating with 'graphical_culture =' for every culture group and every culture. The hole line looks like this for example: 'graphical_culture = westerngfx' but you can set the value westerngfx to anything else listed in the (D:\program files\Steam\steamapps\common\Crusader Kings II\common) graphicalculturetypes folder.
Here are some pictures, the instruction continues bellow.
(OUTDATED PICTS! some less than others) Redone Unit packs:
Avar/Magyar/Bularian/Romanian Units (avargfx)
pikeman/heavy infantry/light infantry/light cavalry/heavy cavalry/light cavalry/archers
Alan Units (alangfx)
light infantry/heavy infantry/archers/pikman/heavy cavalry
Mongol Units (mongolgfx)
archers/heavy infantry/pikeman/heavy cavalry
Serbian/Croatian Units (southernslavicgfx)
light infantry/heavy infantry/ pikeman/ archer/ heavy cavalry
Steppe Units (steppegfx)
light infantry/heavy infantry/ pikeman/ horse archer/ heavy cavalry
more pics (gfx labled)
balticgfx
saxongfxvaringjargfx
celticgfx
easternugricgfx
List is not complete (turkishgfx, westernslavicgfx,...)
I recommend creating new folders the RUP mod directory and copying all files into them before editing anything. Your going to need to create a common folder in C:\Users\'username'\Documents\Paradox Interactive\Crusader Kings II\mod\Recycled_Unit_Packs and one 'graphicalculturetypes' and 'cultures' each inside the common folder. What you want to do is to edit the cultures files, depending what other mods you use there might be more than one or they might use a different name. So just copy everything inside the cultures folder from CK2 or whatever mods you use into the new cultures folder. Then edit the value after 'graphical_culture =' of a culture whose units you currently don't like to one those used in my files that you like better. That's the stuff ending with gfx beside the pictures above. Make sure to add a second line that reads 'second_graphical_culture =' bellow the one you just edited and add the value you just removed to it. (There might already be a 'second_graphical_culture =' line in some cases it's probably best to replace it.)
Exemple:
armenian= {
graphical_culture = byzantinegfx
could be changed to:
armenian= {
graphical_culture = alangfx
second_graphical_culture = byzantinegfx
Now you have to make sure that this gfx value is listed in the 'graphicalculturetypes' file(s), again it depends on what mods you use if it's multiple files or one but the important thing is that the gfx you use is listed in any file in the 'graphicalculturetypes' folder. Here is an example of a custom graphicalculturetypes file it doesn't have everything used by CK2 because it used to run along side the original 00_graphicalculturetype file.
Code:
# Skin tones are 0 (light), 1 (tan), 2 (dark) and 3 (black)
alternetgfx = {
skin_tone = 0
}
# Eastern
avargfx = {
skin_tone = 0
}
southernslavicgfx = {
skin_tone = 0
}
alangfx = {
skin_tone = 0
}
balticgfx = {
skin_tone = 0
}
ugricgfx = {
skin_tone = 0
}
varingjargfx = {
skin_tone = 0
}
easternugricgfx = {
skin_tone = 0
}
# Muslim
steppegfx = {
skin_tone = 1
}
Sorry to everyone how wasted time due to the last instructions being very bad, please post if something is still unclear.
known issues:
-some clipping hats
-some heavy cavalry shields use wrong animation
Compatches
All compatchas should be outdated by now I am sorry I never added a version number for what they were for. I don't really want to make new ones. Also with RoI coming there might be a new spirit pack so I might make a new packs depending on how they look. (possibly arab packs) I'm not currently playing a lot of CK2 but if i make a compatch for personal use i'll upload that one.
[OUTDATED]For CK2+ Combatibility see
Outdated!
View attachment RUP-1.4.1.rar
View attachment Recycled unit packs 1.31.rar
Permission:
Feel free to incorporate my files in other mods or modify them and credit me.
Attachments
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