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This mod enhances the differences between knights, sergeants, and commoners. This is achieved by the addition of new textures.
The v0.94 also has a few new units, mostly meant as a modders resource.
burrek's Knights and Knaves v0.95 Readme + a lot of grammar and spelling msitakes
I. Description
II. Changelog
III. Limitations
IV. Installation
V. Deinstallation
VI. Future Work
VII. Credits
I.
This mod adds a lot of new textures to the game. The goal is to differentiate units comming from different social background. Knights will ware more expensive looking clothes, peasants will be dressed in cheapo stuff, while sergeants will have a utelitarian look about them.
The new textures for the knights are a bit simplified compared to the Unique Europeans pack but they are much more historically accurate. The commoner textures are a lot less flamboyant and a lot planer looking. The horse barding has also been changed to a planer looking version compared to vanilla textures.
List of changes:
- new feudal and mailed knights
- new heavy/light mail commoners
- new padded armor for early commoners
- new units: Dismounted Mailed Knights, Sergeant Swordsmen, Swabian Swordsmen, Axemen
- new horse barding
II. Changelog
v0.95
- small tweaks to the modelsDB file
- added unit icon for scotish dimsounted knights
- fixed error in install guide
- added separate shield texture for knights of st. john
v0.94
- Fixed swabian Swordsmen upgrade
- added missing texture
v0.93
- Changed the battle_models.modelDB file to be more readable
- Added separate models for each new units
- Added a second upgrade to Swabian Swordsmen
- Changed name of the crusader texture
- Changed Scotish mailed knights
- Brightened sergeant swordsmen icon
- Added missing scotish dismounted mailed knight icon
- added the bat file
v0.91
- Fixed a bud with a missing texture
- Fixed a spelling bug
v0.9 (10.2.07)
- Slightly modified Fuedal Knight textures
- Added new units to the early period
- Added textures for padded units
- Added new textures for sergeants
- Added new textures for peasants/militias
- Added new plate mail textures
- Added non-noble heater shields
- Added new texture for early baltic mailed units
- Added knightly order specific upgrades
v0.32
- further reduced gloss on sleeves
v0.31 (22.1.07)
- Fixed a glitch with mailed arms being lighter than the rest of the model
- Changed coloring for Milan
- Changed designs and coloring for Portugal
III. Limitations
This add-on changes the battle_models.MODELDB file in order to add more textures to the game. This makes it incompatible with any mods that add change this file unless you feel confident you can merge them manually (check the advanced installation for details).
Following bardings have not been changed: Russia, Venice, Portugal
IV. Installation
Note: texture mods won't work in any other directory than the vanilla /data/ directory.
Prerequisites:
- none
Procedure:
a. New textures
- (Optional, recommended if you plan to deinstall) If you have unpacked your M2TW backup the following directories and their contents in your vanilla MTW2 installation folder:
+ *\data\unit_models\_units\en_lmail_hmail\textures
+ *\data\unit_models\mounts\barded_horse\textures
+ *\data\unit_models\_units\en_ppmail_pmail\textures
+ *\data\unit_models\_units\en_peasant_padded\textures
- (important!) If you have unpacked your M2TW backup this file : *\data\unit_models\battle_models.MODELDB. If your using any mods that might have modified this file it will be important to un-do the instalation
- In order to use the new horse barding paste the /data/ folder, and its contents, found in /Horse Barding/ over your MTW2 root directory and click "yes" when prompted to overwrite.
- In order to use the new knights and knaves textures paste the /data/ folder, and its contents, found in /Knights & Knaves/ over your MTW2 root directory and click "yes" when prompted to overwrite.
- enable file reading by doing 1 or 2:
1. add the lines
[io]
file_first = true
to the "medieval2.preference.CFG" file. Note that you will also need to add this line to any mod
specific .CFG files if you use a mod-switches (make sure your CFG file is read-only as the game will erase the command otherwise).
2. use the .bat file provided with the readme to launch the game
- DONE!
b. New units (advanced users and modders resource)
If you are using the vanilla export_decr_units file and do not use any mods
simply append the text found in the "extra_units_EDU" to the end of the export_descr_units file.
If your using a mod that modifed the EDU file, append the stuff from "extra_units_EDU" to the end of the mods EDU file and
make the following changes:
Sergeant swordsmen
- copy everything from swordsmen militia except type, dictionary, and armor_ug_xxx, ownership, eras X
- multiply the stat_cost by the following values : 1x, 1.5x, 1.2x, 1x, 1.2x -----
- change "soldier ---------" to "soldier sergeant_swordsmen, 60, --------"
Dismounted Mailed Knights
- copy everything from English Huscarls except type, dictionary, and armor_ug_xxx, ownership, eras X
- change "soldier ---------" to "soldier dismounted_mailed_knights, -----"
Andalusian Infantry
- copy everything from Armored Sergeants except type, dictionary, and armor_ug_xxx, ownership, eras X
- multiply the stat_cost by the following values : 1x, 1.2x -------
- replace "soldier ---------" with "soldier andalusian_infantry, -----"
Axemen
- copy everything from Woodsmen except type, dictionary, and armor_ug_xxx, ownership, eras X
- multiply the stat_cost by the following values : 1x, 2x, 2x, 1x, 1.5x -----
- change "soldier ---------" to "soldier axemen, --------"
- change "stat_pri_armour x, x, x, x" to "stat_pri_armour {same value as Dismounted Mailed Knights}, x, x, metal"
- change catergory and voice_type to heavy
Swabian Swordsmen
- copy everything from Zweihander except type, dictionary, and armor_ug_xxx, ownership, eras X
- multiply the stat_cost by the following values : 1x, 0.5x, 0.75x, 1x, 0.5x -----
- change "soldier ---------" to "soldier swabian_swordsmen, --------"
- change "stat_pri_armour x, x, x" to that of Axemen
Polish Druzyna
- add polish ownership to Druzina, and availability for era 0
It is also a good idea to set all the upgrades for the mailed knights to use the same model
Add all the units into the buildings trees as early as you see fit.
And finaly drop the contents of the "Icons and Descriptions for New Units" into either a mod folder or your main folder.
c. Advanced Installation (Optional, incomaptible with b)
If you are sure that another of the mods you want to use modified the battle_models.MODELSDB here is a short explanation on how to enable the new knight textures.
- Follow the first 3 steps of the regular procedure.
- In order to use the new knights and knaves textures paste the /_units/ folder, and its contents, found in /Knights & Knaves/data/unit_models/ over your */Medieval II Total War/data/unit_models/_units/ directory and click "yes" when prompted to overwrite.
- Open the battle_models.MODELDB file.
- Look for any strings of this form en_lmail_hmail_***faction name***.TEXTURE :
- for any knight units change the string to en_kmail_kmail_***faction name***.TEXTURE and the associated normal map (it's the file right after it) to en_kmail_kmail_normal.TEXTURE
- for any commoner unit leave the name as is
- for any crusader units change the file from
71 unit_models/_Units/EN_Lmail_Hmail/textures/en_kmail_kmail_mercs.TEXTURE
to
74 unit_models/_Units/EN_Lmail_Hmail/textures/en_kmail_kmail_crusader.TEXTURE
and the associated normal map to en_kmail_kmail_normal.TEXTURE (note that this texture name is longer than the default texture name for the crusader unit and so you will need to update the string-length)
- There is no Russian kmail_kmail texture so leave the Russians alone.
Follow the same procedure for en_smail_smail, the sergeant armor, and en_pmail_pmail, the north-eastern noble european armor.
IV. Deinstallation
If you have backed-up your files simply restore them, else re-unpack the the data packs of the original game or remove the "[io] file_first = true" from your .CFG files.
V. Future Work
- only small fixes
VI. Credits
the burrek
Thanks to alpaca for making the dds-texture converter
Anyone is welcome to use these textures as they please and consider them public domain although it would be nice if the burrek was mentioned.
The v0.94 also has a few new units, mostly meant as a modders resource.
burrek's Knights and Knaves v0.95 Readme + a lot of grammar and spelling msitakes
I. Description
II. Changelog
III. Limitations
IV. Installation
V. Deinstallation
VI. Future Work
VII. Credits
I.
This mod adds a lot of new textures to the game. The goal is to differentiate units comming from different social background. Knights will ware more expensive looking clothes, peasants will be dressed in cheapo stuff, while sergeants will have a utelitarian look about them.
The new textures for the knights are a bit simplified compared to the Unique Europeans pack but they are much more historically accurate. The commoner textures are a lot less flamboyant and a lot planer looking. The horse barding has also been changed to a planer looking version compared to vanilla textures.
List of changes:
- new feudal and mailed knights
- new heavy/light mail commoners
- new padded armor for early commoners
- new units: Dismounted Mailed Knights, Sergeant Swordsmen, Swabian Swordsmen, Axemen
- new horse barding
II. Changelog
v0.95
- small tweaks to the modelsDB file
- added unit icon for scotish dimsounted knights
- fixed error in install guide
- added separate shield texture for knights of st. john
v0.94
- Fixed swabian Swordsmen upgrade
- added missing texture
v0.93
- Changed the battle_models.modelDB file to be more readable
- Added separate models for each new units
- Added a second upgrade to Swabian Swordsmen
- Changed name of the crusader texture
- Changed Scotish mailed knights
- Brightened sergeant swordsmen icon
- Added missing scotish dismounted mailed knight icon
- added the bat file
v0.91
- Fixed a bud with a missing texture
- Fixed a spelling bug
v0.9 (10.2.07)
- Slightly modified Fuedal Knight textures
- Added new units to the early period
- Added textures for padded units
- Added new textures for sergeants
- Added new textures for peasants/militias
- Added new plate mail textures
- Added non-noble heater shields
- Added new texture for early baltic mailed units
- Added knightly order specific upgrades
v0.32
- further reduced gloss on sleeves
v0.31 (22.1.07)
- Fixed a glitch with mailed arms being lighter than the rest of the model
- Changed coloring for Milan
- Changed designs and coloring for Portugal
III. Limitations
This add-on changes the battle_models.MODELDB file in order to add more textures to the game. This makes it incompatible with any mods that add change this file unless you feel confident you can merge them manually (check the advanced installation for details).
Following bardings have not been changed: Russia, Venice, Portugal
IV. Installation
Note: texture mods won't work in any other directory than the vanilla /data/ directory.
Prerequisites:
- none
Procedure:
a. New textures
- (Optional, recommended if you plan to deinstall) If you have unpacked your M2TW backup the following directories and their contents in your vanilla MTW2 installation folder:
+ *\data\unit_models\_units\en_lmail_hmail\textures
+ *\data\unit_models\mounts\barded_horse\textures
+ *\data\unit_models\_units\en_ppmail_pmail\textures
+ *\data\unit_models\_units\en_peasant_padded\textures
- (important!) If you have unpacked your M2TW backup this file : *\data\unit_models\battle_models.MODELDB. If your using any mods that might have modified this file it will be important to un-do the instalation
- In order to use the new horse barding paste the /data/ folder, and its contents, found in /Horse Barding/ over your MTW2 root directory and click "yes" when prompted to overwrite.
- In order to use the new knights and knaves textures paste the /data/ folder, and its contents, found in /Knights & Knaves/ over your MTW2 root directory and click "yes" when prompted to overwrite.
- enable file reading by doing 1 or 2:
1. add the lines
[io]
file_first = true
to the "medieval2.preference.CFG" file. Note that you will also need to add this line to any mod
specific .CFG files if you use a mod-switches (make sure your CFG file is read-only as the game will erase the command otherwise).
2. use the .bat file provided with the readme to launch the game
- DONE!
b. New units (advanced users and modders resource)
If you are using the vanilla export_decr_units file and do not use any mods
simply append the text found in the "extra_units_EDU" to the end of the export_descr_units file.
If your using a mod that modifed the EDU file, append the stuff from "extra_units_EDU" to the end of the mods EDU file and
make the following changes:
Sergeant swordsmen
- copy everything from swordsmen militia except type, dictionary, and armor_ug_xxx, ownership, eras X
- multiply the stat_cost by the following values : 1x, 1.5x, 1.2x, 1x, 1.2x -----
- change "soldier ---------" to "soldier sergeant_swordsmen, 60, --------"
Dismounted Mailed Knights
- copy everything from English Huscarls except type, dictionary, and armor_ug_xxx, ownership, eras X
- change "soldier ---------" to "soldier dismounted_mailed_knights, -----"
Andalusian Infantry
- copy everything from Armored Sergeants except type, dictionary, and armor_ug_xxx, ownership, eras X
- multiply the stat_cost by the following values : 1x, 1.2x -------
- replace "soldier ---------" with "soldier andalusian_infantry, -----"
Axemen
- copy everything from Woodsmen except type, dictionary, and armor_ug_xxx, ownership, eras X
- multiply the stat_cost by the following values : 1x, 2x, 2x, 1x, 1.5x -----
- change "soldier ---------" to "soldier axemen, --------"
- change "stat_pri_armour x, x, x, x" to "stat_pri_armour {same value as Dismounted Mailed Knights}, x, x, metal"
- change catergory and voice_type to heavy
Swabian Swordsmen
- copy everything from Zweihander except type, dictionary, and armor_ug_xxx, ownership, eras X
- multiply the stat_cost by the following values : 1x, 0.5x, 0.75x, 1x, 0.5x -----
- change "soldier ---------" to "soldier swabian_swordsmen, --------"
- change "stat_pri_armour x, x, x" to that of Axemen
Polish Druzyna
- add polish ownership to Druzina, and availability for era 0
It is also a good idea to set all the upgrades for the mailed knights to use the same model
Add all the units into the buildings trees as early as you see fit.
And finaly drop the contents of the "Icons and Descriptions for New Units" into either a mod folder or your main folder.
c. Advanced Installation (Optional, incomaptible with b)
If you are sure that another of the mods you want to use modified the battle_models.MODELSDB here is a short explanation on how to enable the new knight textures.
- Follow the first 3 steps of the regular procedure.
- In order to use the new knights and knaves textures paste the /_units/ folder, and its contents, found in /Knights & Knaves/data/unit_models/ over your */Medieval II Total War/data/unit_models/_units/ directory and click "yes" when prompted to overwrite.
- Open the battle_models.MODELDB file.
- Look for any strings of this form en_lmail_hmail_***faction name***.TEXTURE :
- for any knight units change the string to en_kmail_kmail_***faction name***.TEXTURE and the associated normal map (it's the file right after it) to en_kmail_kmail_normal.TEXTURE
- for any commoner unit leave the name as is
- for any crusader units change the file from
71 unit_models/_Units/EN_Lmail_Hmail/textures/en_kmail_kmail_mercs.TEXTURE
to
74 unit_models/_Units/EN_Lmail_Hmail/textures/en_kmail_kmail_crusader.TEXTURE
and the associated normal map to en_kmail_kmail_normal.TEXTURE (note that this texture name is longer than the default texture name for the crusader unit and so you will need to update the string-length)
- There is no Russian kmail_kmail texture so leave the Russians alone.
Follow the same procedure for en_smail_smail, the sergeant armor, and en_pmail_pmail, the north-eastern noble european armor.
IV. Deinstallation
If you have backed-up your files simply restore them, else re-unpack the the data packs of the original game or remove the "[io] file_first = true" from your .CFG files.
V. Future Work
- only small fixes
VI. Credits
the burrek
Thanks to alpaca for making the dds-texture converter
Anyone is welcome to use these textures as they please and consider them public domain although it would be nice if the burrek was mentioned.






