Crusader Kings II

Crusader Kings II

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Cultural Cities Remix
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Tags: Graphics
File Size
Posted
Updated
18.681 MB
26 Mar, 2014 @ 6:25pm
1 Jan, 2021 @ 9:26am
18 Change Notes ( view )

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Cultural Cities Remix

Description
Cultural Cities Remix adds diversity to the holdings and houses populating the map
Using building variants, new textures and the many combinations between them
all culture groups will get a new look for their counties.

Forum thread[forum.paradoxplaza.com]

Instructions:

If you use overhaul mods, extract the add-on submods inside culturalcities.zip:
  • If you use the HIP SWMH mod, play with both Cultural Cities Remix and the BLG/CC for SWMH mod.
  • If you use the HIP Extended Mechanics & Flavor mod (without SWMH), play with both Cultural Cities Remix and the BLG/CC for EMF mod.
  • If you use the CK2Plus mod, play with both Cultural Cities Remix and the BLG/CC for CK2Plus mod.
  • If you use the Game of Thrones mod, play with both Cultural Cities Remix and the BLG/CC for A Game of Thrones mod.
  • If you use the When The World Stopped Making Sense mod, play with both Cultural Cities Remix and the BLG/CC for WTWSMS mod.
  • If you use the The Winter King mod, play with both Cultural Cities Remix and the BLG/CC for The Winter King mod.
  • If you use the Lux Invicta mod, play with both Cultural Cities Remix and the BLG/CC for Lux Invicta mod.
  • If you use the Elder Kings mod, play with both Cultural Cities Remix and the BLG/CC for Elder Kings mod.
  • If you use the Tianxia: Silk Road Expansion mod, play with both Cultural Cities Remix and the BLG/CC for Tianxia mod.
  • If you use a different mod with non-standard cultures, play with both Cultural Cities Remix and the BLG/CC generic compatibility mod.
  • If you want to play for achievements, play with both Cultural Cities Remix and the CC ironman mod.

If you want to only use parts of the mod:
  • The map models are in gfx\models\Settlements and interface\settlements.gfx.
  • The holding icons are in gfx\interface and interface\province_picture.gfx.
  • The prosperity and disease indicators are in interface\reapers_due_dlc.gfx.


Changelog:

01-01-2021
Prosperity and disease indicators rescaled to match cities.
Applied workshop dependencies fix.
Update the submods.

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Popular Discussions View All (1)
0
24 Jul, 2020 @ 3:43am
Does this mod effect performance?
[yep]Thmyris
218 Comments
Ozone Hole Victim 5 Feb, 2023 @ 5:01pm 
Ok thank you for explaining.
The whole zip thing really confused me.
Nendur  [author] 5 Feb, 2023 @ 4:51pm 
If you want to use BLG/CC for SWMH mod, extract "culturalcities.zip/submods/blgccswmh.mod" and "culturalcities.zip/submods/blgccswmh" to "Documents/Paradox Interactive/Crusader Kings II/mod".
Enable BLG/CC for SWMH in the game launcher.

BLG is not required, the files are shared to avoid duplicate work.
Ozone Hole Victim 5 Feb, 2023 @ 4:35pm 
So I open the zip
open the sub mod folder
then paste the correct sub mod into the zip above?
weird but ok

also I'm a little confused about this instruction
"If you use the HIP SWMH mod, play with both Cultural Cities Remix and the BLG/CC for SWMH mod."
so is BLG/CC a requirement to use this?

Thanks for clearing this up
Nendur  [author] 5 Feb, 2023 @ 4:26am 
A level above them are a mod file and directory pair for each submod. Those can be installed as new mods.
Ozone Hole Victim 4 Feb, 2023 @ 6:02pm 
Wow thanks I didn't know that.
Inside the zip
inside the submod folder
a common and a map folder
where do these get pasted?
Nendur  [author] 4 Feb, 2023 @ 1:42pm 
Mods should be installed in "Documents/Paradox Interactive/Crusader Kings II/mod".
Ozone Hole Victim 4 Feb, 2023 @ 12:16am 
Where do I paste the sub mod files?
Nendur  [author] 24 Feb, 2022 @ 1:43pm 
That would be fine.
Et tu, B? 24 Feb, 2022 @ 8:35am 
Do you mind if I use the models for a big mod I've been working on for quite a while? I will credit you for the models.
Nendur  [author] 26 Jan, 2022 @ 4:00am 
Yes, using the SWMH compatibility submod for HIP.