Crusader Kings III

Crusader Kings III

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Patrum Scuta
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文件大小
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416.276 MB
2022 年 10 月 21 日 上午 9:19
9 月 14 日 上午 5:24
33 项改动说明 ( 查看 )

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Patrum Scuta

描述


Patrum Scuta is a complete emblem overhaul mod for Crusader Kings III, intended to be the successor of its namesake for CK2.

1.17.x compatible

Features
- New shield frames : using different colour scheme, uniform shape between titles and dynasties. No more red overlay but a less intrusive greyed out shield frame for inactive titles.

- New banners. Based on historical design. Designed from scratch to fit the shield shapes better than vanilla.

- Extended coverage of prescripted title & dynastic arms on the map : hundreds of counties & dynasties that used randomly generated arms in vanilla now get their own designs. This also includes hundreds of historical arms for holdings in Western Europe.

- Extended use of dynamic titles : Reconquista, Sicily, the historical Outremer, Improved british isles, New plausible crusader kingdoms in Egypt, Asia Minor, etc

- Revamped CoA designer with dozens of ready to use historical base designs. Hundred of ordinaries & charges to combine : separate normal charges ready to use at 100% / small charges to use/replace/resize within multiple pieces designs.

- Improved random generation : 100% correct positions & tinctures in all cases for heraldic designs, working vair, ermine & tricolour templates; region specific designs & frequencies.

- The scope of the mod is as narrow as possible by design to keep compatibility at the highest possible. This adds nothing to the map, does not change anything related to gameplay and has no impact on performance.

Compatibility
Compatible with pretty much anything that's not a Total Conversion or any UI mod that modifies the 2 UI coa files. While not incompatible per se with TCs, keep in mind that this is a historical accuracy focusing mod, so it is tailored to work with the historical setup and failing to provide that, all that's left is an empty shell.

Performances
All of the mod's assets have been created & compressed using the very same method as vanilla's original set. This ensures that there's negligible impact on loading times and ram usage. Other than that, 2D graphics have little to no impact on performances.

Adding/Removing
This is an overhaul mod completely replacing one of the game's systems. As any mod of this kind, it will require a new game to work properly and it is not safe to remove from an ongoing savegame. Please don't do that.

Known bugs
Banners in the main menu are bugged (resume button). Not sure I want to fix that as it would mean including a modified version of the main menu in the mod with potential for breaking things on every update (just like the small county window QoL modification that I had to drop because it wasn't worth the trouble).

Credits
Solo & Birger/Jspuller @ Wappenwiki
Wappenwiki[wappenwiki.org]
热门讨论 查看全部(7)
32
4 月 29 日 上午 9:50
General Feedback
Solo
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2024 年 7 月 18 日 上午 12:21
Compatibilty
Tannenzäpfle
2
2022 年 11 月 7 日 上午 3:23
German Translation
Tannenzäpfle
586 条留言
jupiter ☆ 10 月 5 日 上午 4:17 
does this affect how cadet branches generate their COAs at all?
Solo  [作者] 10 月 3 日 上午 1:11 
@I'm your SENPAI
It's compatible with 1.17 yes. There's probably something wrong with the mod subscription in Steam or possibly with the playset in the launcher.

@Havasi_István_Hungary
The mod doesn't really need any translation so yes absolutely. At worst you'd just get a few untranslated text in the coa designer. That's really the only localization in PS : for some UI elements that I absolutely had to change (to fit and/or explain the new coa designer behaviour/functions in the mod).
Solo  [作者] 10 月 3 日 上午 1:01 
@Archivist77
I'm not entirely sure about my plans for EU5 (I don't have as much certainty about my work contracts as I'd like right now). Can't rule out anything, but I'm fairly certain I won't be able to invest a lot of time in modding it (and any meaningful modding time would be invested in PS first in any case). Probably some quick UI modding to make larger flags & shield frames before I even try to play any of it I suppose (can't help it).

Absolutely no objection from me if you want to adapt some content from the mod into EU5. I'm just not sure how much content will truly be useful as it is. No doubt charges for dynastic arms will fit (and you can still swap the shield frames to make all geometrical shield designs also fit 100%) but then converting the designs to a rectangular flag frame will mean starting from the base wappenwiki design.
Havasi_István_Hungary 10 月 2 日 上午 7:19 
Is PS compatible with language translation mods that modify English language files?
I'm your SENPAI 10 月 1 日 下午 12:29 
Does it work with the current version? I have no other mods installed, and my game is up to date, but the mod still doesn’t seem to work. There is no change in the game whether I launch the game with or without this mod.
Archivist77 9 月 30 日 上午 2:52 
@Solo

Also, do you mind if The EU5: Extended Timeline team implements/adapts some content from this mod into EU5:ET if not?
accredited of course, thank you for any response! :steamthumbsup:
Archivist77 9 月 29 日 下午 7:58 
@Solo


Hi, I had you friended before I made my steam account totally private.

I remember nearly a decade or so ago you made a abandoned Patrum Scuta port to EU4.

Would you be interested in helping the EU5 Extended Timeline team with porting PS/WappenWiki content and making PS/WappenWIKI stylized content for flags and coat of arms for characters/families.

We definitely would love your support and advice.

I know you have been mostly busy for a few years but if you can't help (which is totally understandable) can Extended Timeline have accredited access to Patrum Scuta Content?
BlueTh4nus 9 月 15 日 下午 1:39 
does this work with TFE?
zitronenT 9 月 14 日 上午 7:23 
Thank you for the update - and thank you for the mod in general. The game just looks so much better with those coat of arms.
I really appreciate your work. :steamthumbsup:
Solo  [作者] 9 月 14 日 上午 5:38 
Updated for game version warning

@Hazy
It sounds like something is altering the historical setup from vanilla maybe (probably) ?
Depending on the extent of the issue : If cultures or religions are added or renamed, random generation likely won't be able to function properly. And in that case, titles could still be working properly as those are two separate systems. The inverse is logically also possible (titles not working if renamed/removed but random generation still working if culture & religion setup did not change).