Hearts of Iron IV

Hearts of Iron IV

KR Tech Extension
526 Comments
Supersteveshark 9 May @ 11:10am 
@PPsyrius fair point, was just a idea that popped in my head while trying to make some stuff :b my main justification was that the US SPaa's used 40mm cannons while the German Spaa's used either 20mm-25mm (Ostwind, Wirblewind) and the while the ZSU-37 uses 35mm cannons. just to kinda seperate it from the smaller SPAA's calibers.
PPsyrius  [author] 8 May @ 11:06pm 
@Supersteveshark
How are they any different from other SPAAG platforms at that time though i.e. Möbelwagen/Ostwind/Wirbelwind series and ZSU-37?
Supersteveshark 8 May @ 12:17pm 
I have a idea for a Light tank turret technology... would it be possible to add a turret technology to the 1941 Light Tank technology that allows the mounting of medium mounts but restricts the role to AA? (A sort of Upgunned SPAA: like the M19 ) so it like is a Open topped rotational turret?

(citation: https://en.wikipedia.org/wiki/M19_Multiple_Gun_Motor_Carriage)
鸡哥全能少年 7 May @ 10:06pm 
okay,thanks
PPsyrius  [author] 7 May @ 10:02pm 
@鸡哥全能少年
Cheers, thanks for the update on the issue.

A bit unrelated, but if you want unlimited XP/PP/CP mod I would recommend this one (yes, they work with all mods out there - even TNO and Millennium Dawn).
https://steamproxy.net/sharedfiles/filedetails/?id=3002701666
鸡哥全能少年 7 May @ 9:41pm 
It’s just a problem with one of these two MODs.
鸡哥全能少年 7 May @ 9:32pm 
These are screenshots of the MOD I use

https://modsbase.com/orpuyngxaq16/Downloads.zip.html
PPsyrius  [author] 7 May @ 9:20pm 
@鸡哥全能少年
Thanks for the file, I'll take a closer look at them later considering there's some 35,000 log entries to comb through.

I assume these are your mod list?:
- KaiserreduX (+ CN translation patch)
- KR Tech Extension (+ CN translation patch)
- KX Naval Rework (CN version)
- KR Tech Extension-Naval Rework patch (+CN translation?)

If you got any extra mod pls list below so that I can find the issue quicker.
鸡哥全能少年 7 May @ 7:51pm 
When playing other games, there is no problem with clicking, but it is like this in the mountain soldier theory.
鸡哥全能少年 7 May @ 7:50pm 
This is my error file, can you see the problem?:
https://modsbase.com/82zq88y2ixsb/error.log.html
PPsyrius  [author] 7 May @ 7:23pm 
@derem.wilson.3301
Pls make sure that you got Man the Guns (MTG), No Step Back (NSB), and By Blood Alone (BBA) DLCs as they're required for the ships, tanks, and airplane equipment designer system at the moment.

Non-DLC version of the extended tech trees are still being worked on, although MTG-free version are closest to a releasable status when compared to others as soon as I find a way ro replicate KR's ship picture styling.
derek.wilson.3301 7 May @ 7:05pm 
can't scroll down tank, ships and air tree help
Supersteveshark 7 May @ 3:46pm 
"Fix the swapped Cruiser V and Cruiser VI icons"
PRAISE BE TO THE MESSIAH
PPsyrius  [author] 7 May @ 11:21am 
Update 1.1.2 (HoI4 1.14.5/KR 1.1.2 release) (Part 2, 3, and 4)

- Air Assault units are now paradroppable.
- Fix the swapped Cruiser V and Cruiser VI icons.
- Fix missing icon for Belgian mechanised vehicles, also feldgrau-ized them to match the rest of the equipment set instead of an orange/brown color like their tanks.
- Some file optimisation, should hopefully load up a bit faster from reduced file size. (For more impactful optimization we might want to touch the texture files for 3D models, but I'm a bit of an amateur in that regard so I'm not going to touch them anytime soon)

Since this is 100% compatible with previous 1.1.2 savegames, I'm keeping the old release number for this mini-hotfix.
PPsyrius  [author] 7 May @ 11:09am 
@Press
Sure, I'm not sure why that hasn't crossed my mind until now - but you expect to see that included for the next patch.

@鸡哥全能少年
I just launch up KX earlier to try this out with just KX, this mod, KxNR and the KR Tech Extension-Naval Reset compat and it works fine for me - if you got a list of mod you used I might be able to replicate your crash-to-desktop (CTD) incident. In any case, make sure that the KX submods you used are up-to-date with KX's latest patch and none of them are incompatible with each other.
鸡哥全能少年 7 May @ 10:26am 
When playing KX, the game will crash when you click on the mountain soldier theory.
I added a few KX SUBMODs
Is it caused by the Naval Reset the MOD?But I added KR Tech Extension-Kaiserreich Naval Rework Compatibility Patch
Press 7 May @ 7:46am 
Love ur mod and I hope you dont mind if I suggest would making the air assault heli battalion able to be paradropped be a good idea?
FOXY15555 6 May @ 12:24pm 
dang i really love the models
PPsyrius  [author] 6 May @ 8:37am 
@FOXY15555
This mod assumes that certain files used by KR/KX mod exists, so no - this wouldn't work with vanilla seemlessly. There's also the issue of this submod's AI weighting being so tuned to KR's situation they may have neglected certain researches needed in their Rt56 situation i.e. Vanilla Germany neglecting Synthetic Rubber because they thought most of Africa and Indochina are under their control already like their KRTL counterparts.

The closest equivalent to a vanilla version of this mod right now would be Extended Tech Tree 1960 , although there's some different design philosophy here i.e. more in-depth naval and air equipment designer vs "vanilla-like but extended".
JackseptiCake 6 May @ 7:50am 
@PPsyrius
Don't worry man, you are doing great. I guess a temporary workaround could be to only enable the mod after a couple years to research some of the naval tech.
FOXY15555 6 May @ 4:47am 
can this work in base game if not would you ever think adout making one for base game or 56
PPsyrius  [author] 6 May @ 4:31am 
@JackseptiCake
Non-BBA/MTG/NSB version of the tech trees are still being worked on, although they're coming together a bit slower than I hope since I'm working mostly alone at the moment.
JackseptiCake 6 May @ 3:43am 
Is it possible to remove the DLC Requirements? When you don't own the DLCs you can't drag the screen of the respective category. With tanks and planes this is not a big deal since you can still research most of the vanilla tech. The big issue is the naval invasion tech, because it is at the bottom of the tree and impossible to select. Other than that it's a great mod.
PPsyrius  [author] 6 May @ 3:13am 
@Super Shepherd
Thanks for the check 🙏
Super Shepherd 6 May @ 1:56am 
@PPsyrius
Mod Appears to be save compatible
PPsyrius  [author] 5 May @ 5:08pm 
@Supsrsteveshark
Fck..., I'll get them fixed for the next patch
Supersteveshark 5 May @ 1:59pm 
@PPsyrius just a heads up, the Cruiser V and Cruiser VI Graphics are still swapped.
Supersteveshark 5 May @ 1:27pm 
Wake up babe, KR Tech Extension Update just dropped
Jcerro 5 May @ 1:17pm 
@PPsyrius I've been waiting months for this update, thank you for your work! :D
PPsyrius  [author] 5 May @ 12:14pm 
Update 1.1.2 (HoI4 1.14.5/KR 1.1.2 release)
- The American tags (USA/NEE/CSA/TEX/PSA + all those KX ones) techs now have default tech names & GFXs, i.e. "Lockheed AH-56 Cheyenne" instead of "Attack Helicopter".
- Fix wrong AI weighing for Rocket Artillery techs.
- Fix missing Thai Rocket MIO icons.
- Fix Submarine 4-6 not having access to Torpedo Controller Module.
- Some other misc. fixes for KX side of things.

This is likely NOT savegame-compatible; if you have an unfinished playthrough - grab the ParadoxMod copy of this mod [mods.paradoxplaza.com] to continue your existing game.
Shakirah 4 May @ 5:02am 
Top tier mod!
PPsyrius  [author] 4 May @ 3:40am 
@Garry
Thanks

@WannabeTexan
Still working on them, although I can probably assign a temporary one out for all American tag based on USA list first and roll out special variants for other contenders later in that case
Garry 4 May @ 3:02am 
@Trank

PSA
CAL
COR
NEE
TEX
USA
WCC
BBR

are all the main kx 2acw tags. i really hope to see this updated soon as it does break some of the mentioned flavour.
WannabeTexan 4 May @ 1:02am 
I just started playing with this mod (Kaiserreich version) and while I haven't gotten to the 2ACW just yet, the USA it self, doesn't seem to have working models and a lot of the icons are for the german equipment
GriffinMan 30 Apr @ 5:42pm 
Cool! Take your time homie, don't burn yourself out for us, and most-importantly take care of your IRL self first!
PPsyrius  [author] 30 Apr @ 5:17pm 
@GriffinMan
I'll look at them over on Sunday alongside the aforementioned KX 2ACW flavour assignments as I'm quite overwhelmed by the moment (IRL workload on a very tight schedule with one senior coworker resigned recently making my whole department more or less a headless chicken right now).
GriffinMan 30 Apr @ 1:21pm 
There's a couple of KX specific techs they add, usually from a focus, that this mod appears to break. For example, the Mercenaries/Metal Gear path for the Congo gives you a Railguns technology, and it's supposed to also give you some railway guns as part of an event afterwards, and this mod appears to stop those railway guns from spawning. Could we get a fix for stuff like this? I've seen on the KX discord there's apparrently other stuff like this as well,
PPsyrius  [author] 29 Apr @ 8:38pm 
@Trank
I assume that you're coming from KX here, can I have a list of all 2ACW tags there? There's a chance I might have missed them or many of them sticking with old tag that has since been changed on KR side for example i.e. CAL->PSA.
Trank 29 Apr @ 6:32pm 
The 2ACW break away countries don't have any American vehicle models. Is this intentional, or is this a mod confliction, or what?
Super Shepherd 27 Apr @ 5:48pm 
@PPsyrius
A-MA-ZING!!!!
PPsyrius  [author] 27 Apr @ 7:28am 
Super Shepherd 26 Apr @ 11:55pm 
@PPsyrius
Was simply asking if you'd consider including your air group add on to the mod or making the compatible with a mod that does. (A mod creator named Jax has one where light frames are 24 per deployment, medium and Heavy are 12, but transports and Naval planes are unchanged. I makes air groups more flexible in my opinion.)
PPsyrius  [author] 26 Apr @ 11:51pm 
@tomek
I'll look in the codes but that's definitely a bug

@Super Shepherd
I didn't know this is possible before, any examples of this in vanilla or on Steam Workshop?
tomek 26 Apr @ 9:50am 
@PPsyrius
I'm wondering why Submarines 4-6 tier can't install torpedo FCS (besides cruiser subs), yet 1-3 can. I'd say it should be other way around
Super Shepherd 24 Apr @ 3:40am 
@PPsyrius
Any thoughts on including an Air Group modifier?
ItsVohnCena 23 Apr @ 11:45pm 
Agreed. This is the best tech tree around. Need this for vanilla hoi4
PPsyrius  [author] 23 Apr @ 7:02pm 
Short Notice: Yes, this is still 100% compatible with KR 1.1.2 hotfix.
Cura 23 Apr @ 7:00pm 
@PPsyrius
Thank you, I've actually played with that mod before and its good, but its not like this one imho, but hey. Its the closest to vanilla and thats all fine. Thank you for the response.
Emperor Palpatussy 23 Apr @ 12:37am 
No tech tree mod is as good as this one