Crusader Kings II

Crusader Kings II

Manic's Units
126 Comments
Sir Kartoshechka The Potato 31 Mar @ 8:32am 
Not compatible with HIP when playing in randomized world (possibly because of the randomized culture names option, but I am not sure)
DaNiBoY 1 Feb @ 1:04am 
update please, it crashes when i raise naval levies
Fruitgeris 3 May, 2024 @ 10:33am 
does this work with achievements`?
Mumion der Unsterbliche 23 Sep, 2022 @ 11:50pm 
Update ?
ΘℌΌℌÛḾŶČ 14 May, 2022 @ 5:35am 
Arab, India, Tibet, China Units:

(Here nothing)
Rick The Black 11 Apr, 2022 @ 12:37pm 
Italian horse units have only horse and no body, only helmet, shield and sword on horse.
Fred Venturi 2 Mar, 2022 @ 10:56am 
the top of Iberian troops heads are missing
theubergamer67 17 Aug, 2021 @ 12:04pm 
the top of Iberian troops heads are missing
ThunderBear 23 Jan, 2021 @ 9:21pm 
Quick question do you know if we are able to use EU4 unit models for CK2? Are they the same structure?
ThunderBear 22 Jan, 2021 @ 6:38pm 
Cheers Manic. Been messing around and figured out the hard way before I read your message about mixing the hold EMFXActorType with the new meshes. Should have a Elder Scrolls unit mod out soon.
ManicMayo  [author] 22 Jan, 2021 @ 5:52am 
@Thunder-Bear - Apologies in advance for the wall of text, but I hope you find it useful! If you want me to clarify anything don't hesitate to say so. Also I've posted this 'backwards', so it should read from top to bottom as if it were one giant post.

All the assets used in this mod are from vanilla but they've just be redefined to create new and unique combinations. Each unit is made up of 4 separate parts which can be assigned a unique model; body, helmet, weapon and shield.

Taking the Roman heavy infantry helmet as an example, all you would need to do to replace it is to swap out easterngfx_early_westernslavic_cavalry_helmet.mesh in the HEAVY_INFANTRY_helmet with another helmet mesh (e.g. westerngfx_early_helmet_norman.mesh ). This same process applies to all parts for every unit type (pikemen, light infantry etc.) That's literally all you'll need to do as far as altering pre-existing ones are concerned.
ManicMayo  [author] 22 Jan, 2021 @ 5:51am 
Just be aware that you cannot use assets defined with EMFXActorType with those defined with pdxmesh so, for example, assets from Celtic Units can be used with those from Russian Units but not with those from Frankish Units etc. The EMFXActorType assets, as they're from the older DLCs, are generally much less flexible in how you can use them and you'll generally have to wholesale reuse the entire unit model. As a rule of thumb, any DLC before Iberian Units uses the latter so consider that your starting point if you're using pdxmesh assets and as the end point otherwise.
ManicMayo  [author] 22 Jan, 2021 @ 5:51am 
Note that adding _early (e.g romangfx_HEAVY_INFANTRY_early ) is necessary if you want a specific model to appear only in the early game (769-950). The same thing can be done if you want specific models to only appear in the late game (around 1250) by adding _late instead. Also, while you can generally name the .gfx files whatever you want, if a DLC already alters the units of a culture you want to mod, you will need to name it exactly how it appears in the DLC otherwise the game won't read it (at least not in my experience).

For modded cultures that don't appear in vanilla (I assume the Elder Scrolls mod would add these?) the only thing different that needs to be done is to ensure you begin every single mesh definition with the graphical culture of the culture you wish the units to apply to (e.g. for vanilla saxongfx_HEAVY_INFANTRY_weapon will affect the sword/weapon of units used by cultures using the saxongfx graphical culture, namely Anglo-Saxon).
ThunderBear 21 Jan, 2021 @ 8:08pm 
Is it just the interface file I need to edit? For instance if I wanted to change the helmet of your roman unit I just need to edit the mesh file for another one?
ThunderBear 21 Jan, 2021 @ 5:26am 
What program do you need to change the look for the units? I wanted to make some cool looking units for elder scrolls mod.
jimí 20 Dec, 2020 @ 9:33am 
@theirishturtle yes the same problem with the vanilla units. Pagan kingdom COA's, christian COA's on the units.
Turtle-Gal 29 Nov, 2020 @ 11:43pm 
@jimi it could be with how Patrum Scuta handles pagan COAs. ave you tried using Patrum Scuta with no other mods, and see if the vanilla units have the problem?
jimí 29 Nov, 2020 @ 11:35am 
@ManicMayo - I just checked with the vanilla models and the problem persists. When I as the Polish king converted to Romuva, my units still had the white eagle instead of Poland's new pagan COA.

I presume this is a texture issue? Or is there a way to mod dynamic COA's on the units?
ManicMayo  [author] 29 Nov, 2020 @ 11:06am 
@jimí - This issue must be caused by another mod you're using. Manic's Units doesn't affect coat of arms, nor does it affect anything that would conflict with them. I also use Patrum Scuta and I can't say I've encountered any conflicts while using the two together. Have you tried disabling this mod to see if the issue persists?
jimí 29 Nov, 2020 @ 9:42am 
I'm currently playing with your mod pack and Patrim Scuta.

For the Christian kingdom COA's they work perfectly together, the improved COA's appear on your units same as the old. However, the mod gives a different COA depending whether you're pagan or Christian. And for pagan characters, the COA appearing on the unit models is the Christian one, not the new pagan one.

Is there any way to mod it so that pagan COA's appear on pagan units like the Christian ones?
SmokingNinja 26 Sep, 2020 @ 12:08pm 
@ManicMayo My bad, already found the problem, it's better looking garbs mod. Thanks for answer.
ManicMayo  [author] 26 Sep, 2020 @ 6:45am 
@theirishturtle - I agree that it certainly isn't a bug but it is, by far, the most commonly reported 'problem' with this mod so I do feel obligated to appease these 'Horseless Lords' for the sake of reducing the amount of misleading negative feedback.
Turtle-Gal 25 Sep, 2020 @ 2:52pm 
@ManicMayo Horse Lords is shown as a requirement, so is it really a bug? It sounds like some people just don't have the required DLC
ManicMayo  [author] 25 Sep, 2020 @ 7:44am 
@SmokingNinja - I don't know what could be causing the helmet issue aside from a potential conflict with another mod. The helmets are from the Charlemagne DLC and, since it appears you're not having issue with the mid-game light infantry models (which are also from Charlemagne), it doesn't seem to be a DLC issue.

As for the early-game Frankish units, this is a problem with the mod. It currently works with the assumption that everyone has the early Frankish DLC unit models [i.imgur.com] which don't have separate helmet meshes. As such, there is no helmet defined in the game files for the early game Franks currently. I am looking to add some new early-game models for the Franks so this will be fixed in the future. Currently, it shouldn't be an issue for people with Horse Lords.
ManicMayo  [author] 25 Sep, 2020 @ 7:44am 
@European Maniac - Are they simply not appearing/showing vanilla units or are they just missing certain pieces of equipment such as swords/helmets etc? Also, if you're playing as the Lombards, just be aware that they use German units and not Italian ones.
SmokingNinja 20 Sep, 2020 @ 8:30am 
Early frankish heavy infantry units and castillan/catalan mid-game light infantry and cavalry units don't have helmets.
European Maniac 18 Sep, 2020 @ 8:15am 
I think Italian units don't work? At least for me - not in package nor as standalone mod
Bubbah Black 1 Sep, 2020 @ 2:29pm 
thank you very much, still the best mod out there
IronRata 30 Aug, 2020 @ 3:35pm 
@ManicMayo excellent mod, good job :praisesun:
ManicMayo  [author] 30 Aug, 2020 @ 3:06pm 
Update!
- Added Manic's Iberian Units , which adds a new roster for the mid-game Iberian cultures as well as a new early-game heavy infantry/cavalry design.
- Updated Manic's Persian Units , adding a new late-game heavy infantry design.
ManicMayo  [author] 22 Aug, 2020 @ 11:05am 
Update!
- Added Manic's Italian Units , which adds a new roster for the mid-game Italian culture as well as new models for early-game heavy infantry/cavalry.
- Restored the old shield to mid-game Byzantine heavy infantry as the design is more historically accurate for the mid-game period.
- For reasons similar to those mentioned above, the heater shield of the mid-game Byzantine Cataphract/heavy cavalry has been replaced with a smaller, round shield.
Drax70 19 Aug, 2020 @ 7:04am 
Yes, I have the DLC!
I'm not sure if it adds those models though, I haven't noticed, sorry!
ManicMayo  [author] 14 Aug, 2020 @ 5:44am 
@Drax70 - Do you have the Horse Lord expansion, which adds these [i.imgur.com] unit models for the early-game (pre-950) Frankish/French culture?
Drax70 14 Aug, 2020 @ 3:01am 
There are no Frankish helmets in early 800s game!
PathFinder 13 Aug, 2020 @ 8:10am 
Hi, quick question. Are you planing make unit for MEP (Middle Earth Project)?
Thanks, stay safe:)
lang 11 Aug, 2020 @ 6:41am 
Could Iberian units be made?
ManicMayo  [author] 31 Jul, 2020 @ 1:53pm 
Another quick update!
- Fixed a bug where Varangian Guard units may not have weapons.
- Varangian Guard now also use Norse round shield, hopefully a bit more historically accurate.
- Added early designs for Manic's Norman Units (screenshots also included).
Ignatius Maximus 31 Jul, 2020 @ 7:52am 
This is amazing, and you are amazing
ManicMayo  [author] 30 Jul, 2020 @ 3:53pm 
Update! Manic's Hungarian Units has been added. I've also increased the size of the shields for Norse heavy and light infantry. The Norse axe model has also been swapped out with the generic one for vanilla since, surprisingly, it is of a much higher quality. A screenshot showing these changes for Norse heavy infantry has been added to Manic's Scandinavian Units for those wanting to see these changes in action. Hope you all enjoy and (as always...) apologies for the wait!
ManicMayo  [author] 29 Jul, 2020 @ 11:00am 
@gr8_hate - HIP and this mod can be rather temperamental. While many people report that it seems to work just fine, I seem to run into issues whenever I attempt to use the two together. I might look to release a fully HIP compatible version in the future but, as someone who doesn't really use it (it's an amazing mod, just not my thing), it's not on my list of priorities right now unfortunately.
ManicMayo  [author] 29 Jul, 2020 @ 10:46am 
@Yeebus - Thanks for reporting this issue and apologies for the delay! Do you have all the unit DLCs? Early-game French units (at least for me) use models from the Early Frankish Unit Pack [ck2.paradoxwikis.com] which have helmets integrated into their unit models, instead of a separate mesh like normal. The same thing applies to their mid-game unit models, which are from the English Unit Pack [ck2.paradoxwikis.com] that comes with the Monks and Mystics expansion.
gr8_hate 27 Jul, 2020 @ 5:36pm 
late units are looking like generic units instead. Anything past 1204 in HIP it seems well make the units take generic uniforms. Earlier years the units looks as intented in the mod.
Ben 18 Jul, 2020 @ 9:13am 
I play in 872 and West-Franconian units are missing their helmets (the heads are cut off at the hairline). De- and reactivated the mod to confirm. Re-downloading did not fix the bug. Otherwise great mod!
l x khalifa x l 6 Jun, 2020 @ 6:09am 
@Rexous yes
Rexous 6 Jun, 2020 @ 1:48am 
is this compatible with HIP
Ultranoob 18 May, 2020 @ 4:13pm 
This mod is awesome.
10sunbee 9 May, 2020 @ 5:40pm 
many thanks.
Bubbah Black 7 May, 2020 @ 6:14am 
nice
ManicMayo  [author] 6 May, 2020 @ 11:51am 
I'm pleased to announce another update. Manic's English Units has been updated to include new designs for the early (pre-950) game. These will be utilised exclusively by the Frisian culture (since they are the only culture that uses englishgfx for their unit models in the early game) and serve as an unofficial Manic's Frisian Units mod.
ManicMayo  [author] 6 May, 2020 @ 11:48am 
@FallenEagle - Thanks very much, these images will help me greatly :)