Crusader Kings III

Crusader Kings III

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Medieval Arts
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File Size
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114.678 MB
10 Apr, 2021 @ 6:01am
16 Nov @ 12:55am
67 Change Notes ( view )

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Medieval Arts

Description


A mod focusing on the arts and cultures of the world during the Middle Ages, adding numerous new monuments and 3D art to the game.

You'd like to see a particular monument represented 3D in the game? Want to commission for a mod of your own? Comment below or text me directly on Discord :)[discord.gg]

  • Dozens of unique 3D models of historical monuments
  • Hand-made city sprawl graphics
  • Immersive descriptions and 2D art
  • Frequent regional updates

  • Come join us on Discord[discord.gg] : )
  • Here's the last Dev Diary[forum.paradoxplaza.com]. You can check out the list here[forum.paradoxplaza.com]
  • To better enjoy the 3D Models, use along with Increased Zoom is advised
  • Here's the link to the Old Version[github.com] of this mod on Github. It includes the Ruins and Art School mechanics and all connected flavor.
  • Have you got any suggestion? Comment here
  • Did you notice any bug? Comment here


  • Medieval Arts is now officialy translated in all of CK3's supported languages! This includes English, French, German, Japanese, Polish, Russian, Korean, Simplified Chinese and Spanish. The translations are mostly machine-made but were all checked by native speakers. Any additional community produced translations I am aware of are linked below:
  • Spanish Localization by @Kyber Shan (DR22)
  • Japanese Localization by @takuro
  • Portuguese Localization by @Alin
  • Chinese Localization by @牛奶大魔王
  • Turkish Localization by @Kubrick



[discord.gg]

I hope you all have fun, and if you have any suggestions or doubts feel free to ask!
Popular Discussions View All (3)
46
30 Sep @ 6:45pm
PINNED: Suggestions
PiGu
26
3 Jun @ 1:28pm
PINNED: Errors
PiGu
2
6 Sep @ 4:36am
What happend to be able to take decisions regarding the monuments?
macintosh1257
1,475 Comments
Kafkowski 9 hours ago 
I can’t wait to see at least one Polish castle from you, Pigu — I’m sure the time will come eventually in this mod. Either way, great work! Thanks for taking on something like this, because Paradox’s own expansions are way too lacking when it comes to unique buildings. ;P
Antak 17 Nov @ 4:47am 
Awesome, thanks a lot !
PiGu  [author] 17 Nov @ 4:03am 
Sure! You need to add to the walls_00, in the buildings file, the name of the provinces you want to edit (it's a "fake" tier of the walls that is used to determine the provinces that don't get walls, by default that's temples and cities but also a few unique ones like Toledo, which you add manually).
Antak 16 Nov @ 12:37pm 
Oh ok ! I undestand that you'd want to preserve maximum compatibility of course :)
Could you please indicate which edit to which file is necessary so i can make this change locally ? Thanks a lot for taking the time to answer !
Also btw I hope you have stuff in store for the monuments who came without unique models in AuH, wink wink ;)
PiGu  [author] 16 Nov @ 11:02am 
Thanks! There is a way but it involves editing a base game file, which causes compatibility issues. It's a trade-off, and I understand we all may have different opinions on it, but in Medieval Arts I try as a rule to never pick edits that cause compatibility issues, even if they limit the creativity of the models.
Antak 16 Nov @ 9:51am 
I love this mod, but is there a way to make the castle holdings not have walls around them (like it is for Toledo, Lugo or even Constantinople) when you have a model around it (Like Baghdad, Cairo or Cordoba) ?
When high level, the walls "eat" parts of your model and it triggers my OCD :mailedfist:
PiGu  [author] 16 Nov @ 7:33am 
Thanks @Kiwifruit, means a lot!
Kiwifruit 16 Nov @ 6:16am 
thank you for your work! love this mod <3
PiGu  [author] 16 Nov @ 1:19am 
Hello @everyone!
I've released a small patch that adds two new monuments to North Africa as well as unique city graphics for Mahdia, the great Fatimid capital in Tunisia.

As always the update is save game compatible.
Enjoy the mod!
PiGu  [author] 16 Nov @ 12:50am 
@Commodus the mod is perfectly compatible with COW3. I believe some of the newest monuments have not yet been patched up on their end, but that would only cause some weird visuals - the model appearing in the wrong location or size - certainly no crash. In fact, due to how Medieval Arts' files are structured, I don't think there exists a mod anywhere that can cause it to crash. Your issue I can only assume has to do with other mods you're using, or with an older save, or any other setting.

Also, as @cuomo860 has mentioned, ChatGPT is not a good source here. The model is only as useful as the information it is able to be trained on, and almost all of the information on CK3 modding files is hidden, so it is really just guessing.

Hope you find your issue : )