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Better Looking Garbs Full
 
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48.444 MB
Apr 3, 2019 @ 9:15am
Jan 12 @ 6:16am
10 Change Notes ( view )
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Better Looking Garbs Full

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Description
Better Looking Garbs is a portrait overhaul mod combining portrait DLC and custom new material to add diversity in clothing and styles for many of the games cultures. The faces, clothing, hair and beard-styles of each source has been recombined to create new portraits.
These new portraits fill the holes still unserviced with cosmetic DLC and add gradations to the existing portrait sets.
In addition to the portraits there are updates to the army and councillor avatar models.
The Better Looking Garbs Full version is pre-installed to require all portrait and unit packs.

Forum thread[forum.paradoxplaza.com]

Modular DLC version

Instructions:

To manage conflicts with other mods a bugfix is necessary:
  1. Open Documents/Paradox Interactive/Crusader Kings II/mod/betterlookinggarbsfull.zip.
  2. Extract the file betterlookinggarbsfull.mod to the mod directory, replacing the existing file.

If you use overhaul mods or want to customize BLG, you can find the add-on submods inside betterlookinggarbsfull.zip under the submods directory; Extract the pair of a .mod file and directory to use it.
  • If you use the HIP SWMH mod, play with both Better Looking Garbs and the BLG/CC for SWMH mod.
  • If you use the HIP Extended Mechanics & Flavor mod, play with both Better Looking Garbs and the BLG/CC for EMF mod.
  • Both HIP add-ons should be used if applicable. CPR+ will not be compatible with BLG.
  • If you use the CK2Plus mod, play with both Better Looking Garbs and the BLG/CC for CK2Plus mod.
  • If you use the Game of Thrones mod, play with both Better Looking Garbs and the BLG/CC for A Game of Thrones mod.
  • If you use the Elder Kings mod, play with both Better Looking Garbs and the BLG/CC for Elder Kings mod.
  • If you use the When The World Stopped Making Sense mod, play with both Better Looking Garbs and the BLG/CC for WTWSMS mod.
  • If you use the The Winter King, play with both Better Looking Garbs and the BLG/CC for The Winter King mod.
  • If you use the Lux Invicta mod, play with both Better Looking Garbs and the BLG/CC for Lux Invicta mod.
  • If you use the Tianxia: Silk Road Expansion mod, play with both Better Looking Garbs and the BLG/CC for Tianxia mod. The Tianxia: Japanese, Korean & Ainu Portraits are needed as well.
  • If you use the Mythos 2 mod, play with both Better Looking Garbs and the BLG/CC for Mythos mod.
  • If you want to play for achievements, play with both Better Looking Garbs and the BLG/CC with ironman achievements mod. This disables several portraits.
  • If you dislike the wounding and disease graphics, play with both Better Looking Garbs and the no disease mod.

Reporting errors:

When reporting errors name the relevant cultures where the problem occurs.
In case of game crashes look in Documents/Paradox Interactive/Crusader Kings II/log/error.log.

Features:

* Over 60 portrait sets with several additional early, late and religious variants.
* 6 Vanilla face sets before portrait packs.
* 15 Vanilla clothing sets.
* Improved vanilla Muslim faces in Arabic and African variations.
* Additional beards for the western and Muslim sets.
* Dynamic child portraits with hair/eye colour and size scaling.
* Helmet and armour variants for higher ranking nobles of most outfits.
* Replacements and additions to the religious clothing.
* Additional effects for wounds, diseases and other traits.
* Artifacts and pets can appear in the portrait.
* Expanded set of backgrounds and their selection logic.
* Selection of hair- and beardstyles based on updated numbers and criteria.
* Many tweaks to selection of headgear and clothing.
* Customize Appearance decision to pick your own outfit and look.
* Script to increase ethnic diversity of newly spawned characters.
* Script to select the look of mixed offspring.
* Lighting and colour adjustment for several portrait pack faces such as Berber and Norse.
* Rebalanced unit graphical weights to increase diversity and tone down special units.
* New unit pack recombinations.
* More variations of the vanilla unit models.
* Vanilla unit models are replaced with early unit packs when available.
* Added missing holy order cavalry model combinations.
* Councillor avatar model packs are recombined for additional cultures and religions.
* Holy order units are also serve as marshall avatars.

Changelog:

12-01-2020

Using French layered veils for most European cultures.
Adapted French rules for unveiled young women into a general rule.
New baby portrait sprites.
Child portraits properly filled and cropped to portrait rings.
Adjusted Eastern Slavic children skintone.
Adjusted Berber and Italian skintone.
Generalized landless player support.
Replaced the supposedly buggy true_father scopes.
Elder Kings: Created dynamic child portraits for non-humans.

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249 Comments
Nendur  [author] Feb 2 @ 5:26am 
New characters are more likely to be from minority ethnicities and children will use in-between cultures.
Reksh Feb 2 @ 12:06am 
Today I'll try your mod, faces look super. I decided to switch to this mod because the CPR + developer frankly scored a bolt on updates and does not answer how to solve problems with his mod! I have only 1 question, are cultures mixed?
Waehling Feb 1 @ 1:39am 
@Nendur Thanks friend. Keep up the awesome work!
Nendur  [author] Jan 31 @ 8:55am 
@Waehling: Thanks, I've moved the hair to a closer fit with the heads.
@RIP Kobe Bryant/Shalls210: Documents/Paradox Interactive/Crusader Kings II/log/error.log will likely list missing unit models.
RIP Kobe Bryant/Shalls210 Jan 30 @ 2:44pm 
for some reason when i enlist soldiers they are invisible
Waehling Jan 30 @ 2:38am 
Hey mate, fantastic mod. Just letting you know there's a shadow on one of your hairstyles: Anglo-Saxon ethnicity, number 6. Can only really be noticed with a bright background, been playing the mod for a month and only just noticed it now. Figured you'd want to know. Cheers.
Viktor Von Groyper Jan 29 @ 12:07pm 
@nendur Part of it is my OCD! But Its kind of like as you said about "sets". The Mizrachi/Bedouin group just makes the characters look wildly different from the parents to me if the parents - likely the features just dont match up well with the other groups. Its really just the men since the women seem more generic. I was marrying all around the middle east. Most kids were switching to bedouin, but even from the same mother you'd get one son persian, one bedoin, one berber, another kurdish. I just expected them to be eqytian or levantine or at least more consistant w/ each other. Bedouin seems to be the dominant if the cultures dont match.

Question: Something I really miss is the old Berber group from vanilla before they started overhauling all the portraits. It was my favorite. Is that included in this mod? That was in fact one of my big peeves with vanilla. I'd get everyone in my realm all Berbered out and then everyone just starts turning andulisan.
Nendur  [author] Jan 29 @ 10:29am 
What combination of parents gives poor results exactly? I'll review the script for them.
Viktor Von Groyper Jan 29 @ 8:28am 
@Nendur The culprit seems to be the Mizrachi. Original character was Mizrachi culture but I made Egyptian GFX. I edited all the current young males to be egyptian if they hadnt already become Persian and that seemed to normalize it. Offspring occassionally went coptic or assyrian but didnt seem as off the Mizrachi/bedoin ones I was getting
Nendur  [author] Jan 28 @ 3:32am 
Inheritance of the smaller details has not been changed, if different portrait sets have a smaller overlap the family resemblance won't work well.