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by the way actual FPS (frames per second) have also been unchanged for me when using BG mod compared to not using it. the good thing about BG mod is you can simply try it out. BG mod can be turned on and off during save-games. so if you try it out and you think you prefer to turn if off later on for whatever reasons, that's usually not a problem at all. last but not least i want to mention that some people told me they experienced better performance when using the BG ZSM submod (probably because scaling has a positive performance impact but that's just a guess) => so you could try that too or not. it's up to you. i hope this did help :)
when i made performance tests BG did not have any significant impact on performance at all. i received several reports indicating the same i.e. no performance impact at all. but frankly i also received some reports that some people claimed they experience worse performance when using BG mod. in the end it's going to depend on your individual hardware setup. during my most recent performence tests BG did not cause much more load on my GPU and CPU compared to CK3 without BG. the only thing that this mod did indeed make more use of for me is some RAM and memory but that's usually not having an impact on performance, since it's only the amount of data that is going to be loaded into the temporary storage areas. even though i add more and more graphic content over time into this mod, i am also regularly adding performance optimizations.
you are welcome. btw. feel free to add me on steam or contact me on discord if you want to have a chat about it. maybe i can help you by pointing at the right compatches or pointing out how to make things compatible.
for many mods where such conflicts are happening i did provide compatibility patches (see compatibility list/thread ). as a matter of last resort i also provided a redux BG patch which basically removes all BG culture files, making BG even more compatible with some mods where such conflicts can happen. but BG redux patch mod users would then only get to see graphical armies for 11 different (=amount of vanilla) cultures instead of 37, which is the downside of using this. btw. i already asked PDX devs to exclude the gfx unit links from culture files in order to improve compatibility between mods. i hope they are going to do this at some point in the future.
CK3 culture files include links to unit_gfx. so for example if someone wants to add a custom english/french/hre army unit to be used instead of the generic western army unit that is being used by vanilla (=CK3 with no mods) for all those cultures then one has to add some code into the culture file. BG mod does add more graphic variety by adding more different looking armies for several cultures (like mentioned within the features list of this mod). since culture files also include links to other graphical and non-graphical content the culture files are often causing compatibility conflicts for many mods.
even though i already knew it had to be working fine, out of curiosity i just tested BG+EPE+BGEPE Compatch and everything is working fine for me. so whatever is causing issues for you when using together BG and EPE and the BG EPE compatch it has nothing to do with a wrong EPE compatch or something like that. it's either another conflicting mod or wrong loading order or mods not being loaded properly by steam etc. i could most likely tell you how to fix it, by conducting an analysis incl. mod playlist checkup/error log reading and so on, which i offered if you reach out to me via discord, or via using the compatibility thread or via steam directly (the comment section is just too limited for an extended discussion and analysis). this is time consuming but i want to help my mod users as good as possible. however it's up to you to make use of it or not. if not, then have fun without BG :)
I tried everything you suggested afterwards and decided to just remove it along with the comppatches for my current playthrough. I'll give it a shot next time I'm done with my playthrough