Total War: ATTILA

Total War: ATTILA

Skyshock's Nicaea Overhaul
42 Comments
Mingles 20 Jul @ 11:54am 
@Wessios yes it does, I use it with his mod, you dont have the right load order.
Wessios 20 Jul @ 11:07am 
Does this work with any double units mod? I tried earl,s but his mod doenst work with this.
StatedSnake1 24 Jun @ 8:24am 
Huh, I never actually realized that as I only ever really used the T3 version of the Menulatoi.
Swirly_Skyshock_11  [author] 24 Jun @ 2:06am 
@sebo99a Currently, only Nicaea is within this mod’s scope. I would love to work on one for Epirus and Trebizond one day, but for now Nicaea is my baby.
Swirly_Skyshock_11  [author] 24 Jun @ 2:05am 
@StatedSnake1 Menaulatoi Shields have always been a little off from the actual arm. I’ll fix it up one day as It’s been bothering me ever since I started playing 1212.
Acrior rex 22 Jun @ 9:28pm 
peak
StatedSnake1 22 Jun @ 2:48am 
Hey, just a heads up! The T2 Menavlatoi shields are far off from the actual arm of the model, making appear that they are floating.
Jeebusaurus Christ 9 Jun @ 4:52am 
thx perf
Swirly_Skyshock_11  [author] 6 Jun @ 8:06pm 
@Jeebusaurus_Christ it works.
Jeebusaurus Christ 5 Jun @ 6:30am 
hey sry im a little confused is this mod currently working or is an update required?
sebo99a 22 May @ 5:47am 
hello i like this mod alot so i want to ask is it possible to make that mod for epirus
☦Milo 21 May @ 1:49pm 
@Swirly_Skyshock_11 Aah, makes sense, new to 1212 so just now learning about tribesmen. Now i know, good to know it's working as intended. Thank you man, love the mod.
Swirly_Skyshock_11  [author] 21 May @ 1:13pm 
@Milo make sure there are Tribesmen in the settlement you want to recruit from! All Kataphracts recuire Tribesmen!
☦Milo 21 May @ 10:42am 
Hey, i don't know if it's just me, i build a castle, i can see the Kataphractoi, both Toxotai and Hippotoxotai. But they are greyed out and i can't recruit them, am i doing something wrong or is it glitched? Thanks.
Swirly_Skyshock_11  [author] 17 May @ 7:06pm 
WARNING: Earl's Overhauls do not work with the New Update. The game loads but battles crash.

I'll figure out a solution on my end but for now, we wait for Earl to update.
Swirly_Skyshock_11  [author] 17 May @ 2:37pm 
@Acrior_rex This mod strictly reworks Nicaea and fixes a few bugs for the other Roman Rumps.

For Trebizond or Epirus, I may make separate mods but that is not planned as of now.
Acrior rex 16 May @ 10:07pm 
are you going to add Trabizond medium spear infantry
Swirly_Skyshock_11  [author] 16 May @ 2:43pm 
@SuripuWakeru

Kataphractoi Toxotai and Hippotoxotai only have shields with Earl’s Overhaul Mods active. For consistency’s sake I removed the shields entirely.

I may reverse this.

Both Kataphractoi Toxotes and Hippotoxotes require Tribesmen population, not just recruitement buildings. You can check the amount of tribesmen in a single city by going to the bottom left panel after selecting the City you wish to recruit in.

I suggest taking advantage of the Turkic Migrations and build Tribal Buildings in Anatolia as Tribesmen in that area are plentiful.
SuripuWakeru 13 May @ 5:22pm 
I was able to recruit the Kafractoi Toxotai (heavy archers), but they don't have round shields in combat. However, on the unit card, they do have them and the Shield Wall ability. Is this a mistake?
SuripuWakeru 12 May @ 9:14pm 
I have a castle in Constantinople, the Tribal Lands building, and I get the Kataphractoi Toxotai unit card, but I can't recruit it. The same goes for the Kataphractoi Hippotoxotes; they're grayed out. Do I need anything else?
Swirly_Skyshock_11  [author] 12 May @ 12:20pm 
@Acriorrex Yes it will! There are still things I’d like to change. I’mmnot done with it yet!
Acrior rex 11 May @ 8:14pm 
will this mod be updated in the future
Swirly_Skyshock_11  [author] 6 May @ 8:44pm 
@Mingles You’re good! I’m just passionate on this whole project so I yap a lot in the comments lmao.
Mingles 6 May @ 3:38am 
sounds good, sorry for asking a bunch i just like to know lol, ill refrain from asking next time unless you update the notes
Swirly_Skyshock_11  [author] 5 May @ 10:32pm 
*overcoat btw
Swirly_Skyshock_11  [author] 5 May @ 10:32pm 
P.S. If you all see I make a change without making a Change Note, that means It was something super minor. Fixing clipping issues, most likely.

Anything that changes models drastically or makes sweeping changes to the mod itself will be notified!
Swirly_Skyshock_11  [author] 5 May @ 10:30pm 
Something small. A “rework” of Mianese Plate Armor and the accompanying Ocercoat for Varangians, Hippotoxotai, e.t.c.
Mingles 4 May @ 11:34am 
what got updated today?
Acrior rex 1 May @ 10:32am 
finally a historically accurate roman mod i have been waiting for a mod like this for years
Swirly_Skyshock_11  [author] 29 Apr @ 4:29pm 
Obviously, the Nicaean Overhaul is loaded over all of them.
Swirly_Skyshock_11  [author] 29 Apr @ 3:17pm 
@TeaLord I appreciate your feedback!

I have checked recently for these issues and I have not been able to replicate them.

What it does suspiciously sound like is that the Earl's mods seem to be in the wrong order as I have experienced Englinovarangoi shields floating in front of the unit before. It was caused by me not understanding load units and loading Earls's mods below the 1212 modules.

Please check if the mods are in order. Load Order is how it is ordered in the Required Mods List.

1: Earl's Unit Fixes
2: Earl's Infantry Overhaul
3: Earl's Range Overhaul
4: Earl's Cavalry Overhaul
5: All 1212 Modules
TeaLord 29 Apr @ 3:11pm 
Also the officers do not hold anything. They have the animation of spearmen but do not hold any weapon.
TeaLord 29 Apr @ 2:02pm 
Amazing mod. Earl's changes do make some cavalry units run superhumanly fast but that is no fault of this mod.

One issue i have found though

I am not sure if it is this mod or Earl's infantry overhaul, but the Englinovarangoi seem to be bugged. They carry a single small axe but switch to a large two handed axe when attacking. Their shield also seems to hover a few meters in front of them.
Swirly_Skyshock_11  [author] 29 Apr @ 9:58am 
*You both
Swirly_Skyshock_11  [author] 29 Apr @ 9:58am 
@StatedSnake1 @Mingles I’m glad you love them both so far!

@StatedSnake1 For the Units, I have no plans to change the looks of either Trebizond or Epirus for now as I’m quite satisfied with how they look. For mechanics such as the Tribal Population settlement, I will see about incorporating something similar for both Epirus and Trebizond in the future.

@jakep23 When I have free time, I will fix these issues. They bug me too.
jakep23 29 Apr @ 6:29am 
"new units" as in the units reskinned in this mod
jakep23 29 Apr @ 6:28am 
units look great but the lods seem to be broken. new units disappear when i zoom out too far
StatedSnake1 28 Apr @ 2:46pm 
I absolutely love the new looks to the Roman units! I love how the top tier units use plate armor as would've been likely but also the lower tier units have turkic influence as was the case in the 15th century! But I do have to ask, are you planning on doing overhauls for Trebizond and Epirus?
Mingles 26 Apr @ 10:07pm 
great mod! it looks great!
Swirly_Skyshock_11  [author] 26 Apr @ 8:04pm 
@n.pedrazalis Would you like to elaborate what is historically inaccurate about my Units?

I know I made certain decisions purposefully, but I'd like specifics!

If it's something I do not know about, I will either fix it or incorporate it!
n.pedrazalis 26 Apr @ 2:52pm 
i will install when you reskin historicallly the units thankk you man
chico 26 Apr @ 11:43am 
Great work, man.