Crusader Kings III

Crusader Kings III

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Battle Graphics
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727.426 MB
17 Apr, 2024 @ 2:30pm
28 May @ 1:13am
28 Change Notes ( view )
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Battle Graphics

In 3 collections by Ajey
How i play Battle Graphics
19 items
Battle Graphics - Submods
4 items
Battle Graphics - Compatibility Patches
15 items
Description
Compatible with 1.16.*

✅️Iron man ✅️Achievements


[discord.gg]


I love CK3 but i hate how vanilla (= no mods) battles look and feel in game. Only two graphical units hitting each other? That doesn’t feel like a battle but rather like a duel.

I was excited when i found *P Total Warfare - Battle with an Army by PacificKempeitai and i was sad when i saw PacificK. stopped updating this mod. So after waiting months without seeing any update on this mod i decided to contact PacificK. and i received permission to update and use this mod.

After that i contacted Xangelo7 and received permission to use and rework the unit models from Unit Packs Expanded [UPE] by Xangelo7.

Building on the foundation of those two mods I started to build more realistic armies. I started by combining Tier1, Tier2 and Tier3 unit models within each army. Since Horse archers have been missing in PacificK.'s mod i also included horse archers into BG. I also added more additional graphical features like more 3D Unit models, better armor modeling, upgraded textures, flags, horse armor, horse clothes, more different unit models and more. I will add more graphical content and more unit army variety within armies across cultures to this mod over time.

This is how i always wanted to enjoy CK3 and i just want to share this mod with the CK3 community. I hope you might enjoy it. A huge thanks to the major contributors for this mod: PacificK. and Xangelo7. Without them i would have never been able to create this mod.





  1. other mods (optional)
  2. Community Flavor Pack [CFP] (optional)
  3. Ethnicities & Portraits Expanded [EPE] (optional)
  4. CFP + EPE Compatibility Patch (optional - only required if you use CFP and EPE together)
  5. Battle Graphics (= this mod)
  6. Battle Graphics EPE Compatibility (optional - only required if you use EPE with this mod)
  7. Battle Graphics Zoom+Scale+Map submod (highly recommended but optional)


  • This mod only changes graphics => no gameplay changes!
  • Replaced single graphical unit for CK3 battles with graphical armies
  • 3 different armies for each culture (quality tiers 1 to 3) consisting of different unit models and unit classes, but they do not necessarily match the recruited units within (because that can't be done because there is no link between actual recruited units and graphical armies)
  • Graphical unit classes like infantry, archers, cavalry etc. can have different graphical variations
  • Graphical armies can include camels, cavalry, foot-only, horse archers etc. depending on culture
  • Replaced several unit models from CK3, DLCs and UPE mod with reworked versions of them or my own unit models. Also added a lot of new textures, texture improvements and other graphic improvements and fixes
  • Added additional graphical army cultures and graphical army varieties based on a mix of UPE, CK3 and my own creations
  • 37 different graphical army cultures (11 based on vanilla and 26 based on UPE cultures) with 111 total different graphical army variations (based on quality tiers of armies)


You want to know if a mod is compatible with BG or a BG submod?
  • ❓Compatibility List ... a comprehensive list of a lot of other mods and their current compatibility status with Battle Graphics mod. If you can't find a mod within this list, then feel free to ask me for a compatibility check within this thread.

You are looking for a certain Comp.Patch for BG or a BG submod?


Does this mod require to use Unit Packs Expanded [UPE]?
  • NO! This mod does include all units from UPE mod incl. reworks, as well as new units.

Is it possible to only use this mod without any other mod?
  • Yes. I just provided a more comprehensive list of mods within the mod loading order in order to make things clear.

Why does this mod require some DLCs while the old Total Warfare mod created by PacificKempeitai did not require any DLCs?
  • Because i also reworked and used a lot of graphical assets from DLCs for creating the BG army variations. Hence i have to include those DLCs as requirement for using this mod.

Can i use this mod on an already existing save-game?
  • Yes, if you did NOT start your game with incompatible mods and if you only use compatible mods and comp. patches


PacificKempeitai... thank you for letting me use/rework your battle animations
Xangelo7, MrAdrianPL... thank you for letting me use/rework your unit models
Murderface... thank you for creating the BG mod trailer
Ajey... BG mod author
Popular Discussions View All (3)
62
2
12 Jun @ 2:18pm
PINNED: ❓ Compatibility List / Questions
Ajey
30
3 Jul @ 6:39am
PINNED: ☎️ Bug Report / Help Service Thread
Ajey
0
23 Oct, 2024 @ 12:35am
PINNED: 💡Documentation
Ajey
339 Comments
Ajey  [author] 17 Jul @ 11:44pm 
(cont'd)
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 :)
Ajey  [author] 17 Jul @ 11:44pm 
@Chinin
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.
Chinin 17 Jul @ 6:54pm 
quick question how is Performance in this mod? i remember the OG being very heavy on GPUs
Ajey  [author] 9 Jul @ 12:12pm 
@Mr. Bones
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.
Mr. Bones 9 Jul @ 11:27am 
I see, thanks for the detailed response. I'll probably have to look at those com-patches to see how I can make my mod more compatible.
Ajey  [author] 8 Jul @ 11:46pm 
(cont'd)
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.
Ajey  [author] 8 Jul @ 11:46pm 
@Mr. Bones
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.
Mr. Bones 8 Jul @ 6:54pm 
Why does this mod touch every culture?
Ajey  [author] 25 Jun @ 10:02pm 
@MangoFoalix
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 :)
MangoFoalix 25 Jun @ 12:53pm 
@Ajey
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