Crusader Kings III

Crusader Kings III

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More Holding Graphics
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743.911 MB
19 Oct, 2020 @ 1:21pm
23 May @ 7:36am
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More Holding Graphics

Description
More Holding Graphics is a mod for Crusader Kings 3 that revamps holding visuals, making your game world more immersive and culturally rich. This mod expands beyond the vanilla assets by introducing new holding images and 3D models, including culture-specific castles, cities, and churches. The visuals adapt dynamically to your culture and religion, so your churches, mosques, or temples will look distinct depending on your region and faith. A Norse Catholic church won’t resemble a French one, just as an Arab Islamic mosque will look different from an Indian mosque.



Main Features:
  • Completely Re-made 2D Holding Graphics:
    • All holding images, including both custom and vanilla assets, have been reimagined using AI image generator tool for a uniform and high-quality aesthetic.
  • Expanded Cultural Graphics:
    • The base game offers 10 cultural graphic sets, but MHG expands this to more than 25 cultural groups, enriching the diversity of the game’s visuals.
  • 150+ Unique Holding Images:
    • With a wide range of culture-religion combinations, this mod provides over 150 unique holding images. Whether you’re a Muslim Norse with wooden mosques or a Catholic Tibetan spreading Christianity in the Himalayas, there’s a graphic tailored to your journey.
  • New 3D Holding Graphics:
    • Thanks to contributions from modders like MattTheLegoman and Kefír úr (ArVass), the 3D graphics are more immersive than ever before.
  • 100+ New Culture, Title and Religion-Specific Character Backgrounds:
    • These new backgrounds'll add even more depth and immersion to your characters.
  • New Eastern and Turkish Courts:
    • Enjoy a new court for Chinese and Tibetan characters, created from scratch by the great Asia Expansion Project team.
    • The Turkmens in Anatolia now use a modified mediterranean court with MENA assets in it.



Addons:



Compatibility Patches for:



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Special thanks to:
티에
  • El Tyranos the creator of Community Flavor Pack for his advice on simplifying the coding process
  • Mr.MilkMann for his invaluable help with coding the temple holding models
  • MattTheLegoman for contributing stunning Slavic and Celtic 3D models
  • Kefír úr (ArVass) for creating beautiful Chinese, Tibetan, Sahelian, and African holding models
  • The team of Asia Expansion Project, who gave me permission to use their beautiful chinese court model
  • 티에 for his proper korean translation
Popular Discussions View All (2)
32
20 Jun @ 2:56am
Suggestions
Scratchmen
19
8 Jun @ 11:58pm
graphical bug please help
constantin
829 Comments
The_Original(HUN) 12 Jul @ 6:21am 
Since you limited the turkish_medi illustrations to the mediterranean region, the turkmen culture doesn't have character view background when outside the region:
intgame.txt

primary_title.tier >= tier_empire
has_graphical_mediterranean_region_trigger = yes
OR = {
location.culture ?= { has_building_gfx = steppe_building_gfx }
location.culture ?= { has_building_gfx = turkish_building_gfx }
}

also the
reference = "event_scenes/turkish_medi_empire.dds" line
should be
reference = "character_view/turkish_medi_empire.dds"
Scratchmen  [author] 29 Jun @ 7:11am 
@kmcreamm Did you start a new game or did you try MHG with an existing save file? Because MHG only works properly with a new game. If that's not the case, I suspect some compatibility issu with other mods. Something is probably messing with the files in the \common\culture\cultures or in the \common\buildings folder. I suggest you check your other mods. If one of them also modify these folders, then that mod is likely the culprit.
kmcreamm 28 Jun @ 4:58pm 
Hello! Amazing mod , great job
I'm experiencing a visual bug where many of the Iberian and Eastern Roman castle holdings are using the Frankish Castle graphic art. Anybody experienced that before?
Ġedryht of Wōden 26 Jun @ 5:27am 
@outlander7
That's the opposite of what you're looking for though. The Anglo-Saxons used Borough & Motte & Bailey systems. They built unique looking hillforts effectively.
The Norse had extremely similar architecture to the Anglo-Saxons to begin with. The Anglo-Saxons were not particularly more sophisticated than the Norse (infact the Anglo-Saxons were the first wave of "Vikings" to hit Britain). The boat at Sutton Hoo (probably used by King Raedwald of East Anglia) before the Viking era looked a lot like a Viking longship, notably with a timber roof instead of a sail.
The Anglo-Saxons would also reuse Roman castrums.
The Norse did have castles after the 11th century. The Anglo-Saxons likely would've too if not for the Normans.
If anything, we need a mod that makes the West Germanic cultures look less generically Western European & with more crossover with the Norse. Or at least a mod that addresses why early medieval Western Europeans wear skintight pants from the later middle ages.
Scratchmen  [author] 21 Jun @ 7:10am 
@outlander7 Thank you! And yes, you are right, currently sadly there's no way to divide holding graphics between tech eras
outlander7 21 Jun @ 4:16am 
Have you considered giving Anglo-Saxons standard feudal/castle backgrounds? The current ones work great in 867, but they feel a little jarring in 1066 when even Scandinavians have more fanciful stone backgrounds.

I'm assuming there's no way to divide backgrounds between tech eras

P.S. Your mod is incredibly pleasant
Crown Prince 18 Jun @ 3:14pm 
I keep getting a crash in 1166 and it could be one of many mods or incompatibilities that is causing it. I just wondered with it being slightly out of date if anyone else is experience a crash. It's frustration because it's working fine, and then hours and hours into a campaign it suddenly starts crashing desktop. Error log makes absolutely no sense to me.
󠀡󠀡 18 Jun @ 4:38am 
thanks for the
Ġedryht of Wōden 17 Jun @ 6:15am 
@Scratchmen
TFE surprises me with what it does work with sometimes.
I'm testing so many mods that I still don't know if it works or not. I'll say if there's anything wrong.
Elvenpath 16 Jun @ 9:55am 
@Scratchmen Thanks boss. :)