Hearts of Iron IV

Hearts of Iron IV

KR Tech Extension
577 comentarios
PPsyrius  [autor] hace 6 horas 
@richelieu
Try search up again, they should reappear up by now .

It's just that Steam rarely trusts any outside link even if such code repository (GitHub) is used by nearly everyone in the software sector - so they're put under "automated investigation" for ~20 seconds when I upload new mod version or update mod description.
richelieu hace 6 horas 
What happened to the naval rework compatibility patch
Hell Rider hace 7 horas 
Ah I see,sorry to hear that,man
PPsyrius  [autor] hace 7 horas 
@Hell Rider
I did tried but cannot get them to appear in-game for some reason. If anyone happens to have 3D model background and managed to the models to work - let me know so that I can add you as an contributor.
Hell Rider hace 8 horas 
Hello will you update After WWII infantry equipments's model one day
PPsyrius  [autor] hace 8 horas 
For Simplified Chinese players, please keep in mind that there's now a new translation patch available - check out the link in the mod description.
中国兄弟们,新的翻译补丁现已发布 - 请查看模组描述中的链接。

KRTX-KNR compat submod is now back on Steam again after having its GitHub link investigated by their automated system.
PPsyrius  [autor] hace 9 horas 
Update 1.1.3 (HoI4 1.14.5/KR 1.1.3 release)
- Expand Tank Chassis tech tree down to 1960, alongside new tank modules such as Improved Composite Armour, Appliqué ERA, Stabilizer IV, etc.
- New 1950s Medium and Heavy Tank turrets for minor nations (Unlocked by researching the 1955 MBT tech)—This allows you to upsize your gun by 1 size for a minor reliability penalty. Light tanks will also get their Tier-2 turret faster in 1947 to simulate historical late/post-war modifications.
- New "Vector Thrust Nozzle" and "Hyperbolic Radio Navigation" plane modules.
- "Jagdwagen" dune buggies as armoured cars for Mittelafrikan and German East Asian tech trees.
- Assault Helicopter Support Company now provides a 20% soft attack bonus for Air Assault battalions.

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.
PPsyrius  [autor] 2 JUN a las 7:45 a. m. 
@Shavius
Thx, I've updated the link to new Chinese translation as requested
Shavius 1 JUN a las 10:38 p. m. 
Hi, the old Simplified Chinese patch listed here hasn't been uodated for months, we have made a newer refined Chinese translation, please advertise it in your description https://steamproxy.net/sharedfiles/filedetails/?id=3259426210
PPsyrius  [autor] 30 MAY a las 8:23 p. m. 
@MarGieLa MaDmAn
I've sent you a Steam friend request, thx 🙏

@Milaboo
This is still being worked on, albeit at a slower pace at the moment.

@Vlad203
Air Assaults aren't supposed to be the 1:1 replacement of mechanized units, but I'll see what I can do to make them more usable at least.

I already got some basic plans for a possible conversion of the existing helicopter tech tree to be equipment designer-based laid out already (not limited to just attack helis like Millennium Dawn) but this will probably take a long while to implemented...
Vlad203 30 MAY a las 7:47 p. m. 
or it could be a separated special force? idk
Vlad203 30 MAY a las 7:46 p. m. 
maybe u could add a decision to add like 250-500 attack helicopters to one air assault battalion after researching them because they lack soft attack compared to mechanized idk if that would be balanced or not
Miiaboo 30 MAY a las 5:19 p. m. 
Such a great looking mod!! I kinda wish something similar-ish for KR would exist out there that didn't require any DLC. But still, awesome work!
MarGieLa MaDmAn 29 MAY a las 11:03 p. m. 
@ppsyyrius i can help write the nation specific tech descriptions if you would want
Shavius 27 MAY a las 9:03 p. m. 
https://steamproxy.net/sharedfiles/filedetails/?id=2951130702
I know these two mods are never gonna fit, I only wish the base game module rebalancing part could be merged in here. It would be more likely a balancer patch than a compatibility patch
PPsyrius  [autor] 27 MAY a las 6:51 p. m. 
@Shavius
I need to maintain the main KR Tech Extension itself "mostly vanilla KR" pre-1944 to keep them usable for internal KR team testing, so those module stats will likely remain unchanged unless PDX or KR decided to buff them.

I don't mind making them compatibility patch for this though, just give me a link to that mod's Steam Workshop/Paradoxmod page so that I can use them as a baseline here. 👀
Shavius 27 MAY a las 5:57 p. m. 
More specifically, could you consider adding air/ground attack and air superiority buff to the earliest radar modules, and then buff the latter ones even more?
Shavius 27 MAY a las 5:46 p. m. 
The vanilla aircraft electronics have been quite useless, could you rebalance them a bit like the mod "Useful AIR modules" in some future updates?
Two Sharks in a Trenchcoat 27 MAY a las 3:34 a. m. 
this mod is a godsend honestly
PPsyrius  [autor] 26 MAY a las 3:30 a. m. 
@TheForgottenFrog
1. I really sucks at writing nation specific tech descriptions, but I'll try.

2. Sure.

@_Sun_Man_
Should be, yes - assuming that the said KaiserreduX version works with the latest version of HoI4.
_Sun_Man_ 26 MAY a las 2:25 a. m. 
Does this work with the GitHub version of Kaiserredux?
TheForgottenFrog 25 MAY a las 9:49 p. m. 
Hi there, love the mod. In fact, I exclusively play Kr with this mod on. I just have two questions :

1. Could you consider adding in more late-stage equipment names and descriptions for more countries ? I love what you've done for china (and to a lesser extent, Germany) and I would love it to be expanded to other countries.

2. Considering the Volkswagen (or something similar) already exists, you could use a dune buggy as a Mittelafrika-exclusive late-game light mechanised or recon vehicle.

Thanks for the great mod
奧克媞薇婭 23 MAY a las 3:11 p. m. 
ok
PPsyrius  [autor] 23 MAY a las 4:21 a. m. 
@奧克媞薇婭
Make sure to always start new playthrough instead of loading up old savegames when you make change to your mod list.
奧克媞薇婭 23 MAY a las 3:44 a. m. 
I tried it today and it turned out great. This time no crash occurred. All well and good, except that the agenda of the Central European Union has become the doctrine of the mountain infantry:steamthumbsup::steamthumbsup::steamthumbsup:
PPsyrius  [autor] 22 MAY a las 11:52 p. m. 
@井上白羽
Fixed, thanks again for your work <3
井上白羽 22 MAY a las 9:01 p. m. 
@PPsyrius I'm the author of the mod that cancelled KR Tech Extension's Doctrine Mutual Exclusion, due to a bug in P, I couldn't make an update to the original mod anymore, so I had to update it with a new mod, update the mod link in the description if you have time https://steamproxy.net/sharedfiles/filedetails/?id=3252508860
奧克媞薇婭 22 MAY a las 3:25 p. m. 
@PPsyrius
Thank you for taking time out of your busy schedule to help me. I'll try it out.
PPsyrius  [autor] 22 MAY a las 7:59 a. m. 
@奧克媞薇婭
I've narrowed down your issue to this submod https://steamproxy.net/sharedfiles/filedetails/?id=3212673249 which doesn't work with KR Tech Extension since it also edits the tech and doctrine tree. Try remove them from your modlist and thing should work again.
PPsyrius  [autor] 22 MAY a las 7:30 a. m. 
Update 1.1.2 (HoI4 1.14.5/KR 1.1.3 release) (Part 5)

- AI research priority update for trains equipment from KR patch 1.1.3.

This is 100% savegame-compatible.
PPsyrius  [autor] 22 MAY a las 5:45 a. m. 
@奧克媞薇婭
Thanks, I'll look at them once I've arrived back at my home.

@E SENS
That would be just extending the tech trees for the sake of extending at that point than anything - neither KR nor KX are designed to be play that far into the 1970s after all.

I would rather spending time adding more tech flavours for existing nations, working on a space race mechanic (I already got a proof-of-concept for sounding rockets implemented), or reworking the existing helicopter tech trees to be equipment designer-based for example.
奧克媞薇婭 22 MAY a las 3:41 a. m. 
This is the mod I use https://steamproxy.net/sharedfiles/filedetails/?id=3252000601 . I found that as long as I move the mouse over the newly added army and mountain infantry doctrines, it will crash. In addition, I installed a mod that removes technology mutual exclusion, but as soon as I finish researching the two mutually exclusive industrial technologies, I The game also crashes. I don’t know why my infantry technology interface is still only 1945 and not subsequent years. Other than that, everything else is normal.:krcutebunny:
E SENS 22 MAY a las 3:15 a. m. 
Do you have any plans to expand the year of Techtree? like 1980 or 1990.
PPsyrius  [autor] 21 MAY a las 12:58 a. m. 
@奧克媞薇婭
Please make sure no other mods (besides KR/KX) in your current playlist edit the doctrine files and make sure that "KX Tech Extension" is loaded after KR/KX in your mod loading list (preferably at the bottom of your list).

If you aren't sure, just put all the mods you used in that particular session in a Steam Workshop collection [www.bisecthosting.com] and post the link here so that I can help looking at them for you.
奧克媞薇婭 20 MAY a las 10:22 p. m. 
Why does it crash just by moving the mouse over the newly added doctrine icon?:steamsad:
PPsyrius  [autor] 20 MAY a las 6:54 a. m. 
@Florp
I did just that earlier just to confirm that they work just fine on my laptop. Please follow the following steps:

- Make sure that you haven't disable all those 3 DLCs (MtG, NSB, BBA) accidentally - if they are then just reenable them.
- Unsubscribe both KX and this submod, then resubscribe them again on the Steam Workshop to ensure both mod files aren't corrupted one way or another.
- Put "KX Tech Extension" after KX in your mod loading list (preferably at the bottom of your list).
- If this issue persists on your PC somehow, the nuclear option here is to do a clean install [kaiserreich.fandom.com] as your Paradox launcher could be buggy for some reason; keep this as your last resort as it's quite troublesome.
Florp 19 MAY a las 9:21 p. m. 
im only running the tech extension and kaiserredux, no other mods or add ons
PPsyrius  [autor] 19 MAY a las 6:55 p. m. 
@Florp
Can I see your enabled modlist in full for that gameplay session in any case? Please make sure that no other mod also edits the tech tree.

That or try moving "KR Tech Extension" (and its official add-ons) to the bottom of your mod loading list.
Florp 19 MAY a las 6:30 p. m. 
that's the thing, i own those dlcs and they work perfectly otherwise, this is the only mod that i see this error in
PPsyrius  [autor] 19 MAY a las 5:38 p. m. 
@Florp
This mod requires No Step Back (NSB), Man the Guns (MtG), and By Blood Alone (BBA) DLCs for the tanks, ships, and planes equipment designer, respectively.

The no DLC required version are still being worked on at the moment, but until then you'll need to own all those 3 DLCs.
Florp 19 MAY a las 4:41 p. m. 
when i install this mod i become unable to scroll down the tech tree for aircraft and tanks, the background is greyed out does anyone know how to solve this issue?
Supersteveshark 19 MAY a las 10:34 a. m. 
@PPsyrius NEAT, That sounds super complicated and beyond my basic understanding, thank you for the clarifications.
PPsyrius  [autor] 18 MAY a las 7:06 p. m. 
@Supersteveshark
FYI I'm actually the one who help maintains the source code for those official KR 3D model submods too. The way each 3D model submod works are by assigning additional models, not overwriting them so there shouldn't be any issue there. The actual problem is that I'm not sure which keyword does HoI4's Clausewitz engine use to assign whole new techs altogether.

In the worst case scenario I'll probably need to change around the tech names a bit if that means the game engine can now actually detect them, but that might cause some compatibility issue for other KR/KX submods out there - so let's hope we can find a workaround for that.
Supersteveshark 18 MAY a las 9:41 a. m. 
I was doing some searching,you might want to ask the KR devs about how they code the 3d uniforms because I think the Base KR overrides vanilla 3d modules which is then reworked by the DLC modules which requires another mod to overwrite. so when you try to add your own 3d custom postwar modules you got 3 diffrent things working to override them.
Supersteveshark 15 MAY a las 9:47 a. m. 
@PPsyrius good idea! you are the modder so you get final say, I wish I was half as talented as you in implemting idea and modding (im still trying to learn how to mod CK3 cultures :b)
Timmy the Dragonborn 13 MAY a las 5:34 a. m. 
Thank you for explaining.
PPsyrius  [autor] 13 MAY a las 5:05 a. m. 
@Timmy the Dragonborn
Please reread my earlier response carefully again about me looking for help with Infantry 3D model implementations.

Tanks & Plane 3D models are already reaching 1970-1980s, I plan to add post-2nd Weltkrieg Infantry (& Assault Rifle) 3D models but can't get them to appear in-game yet.
Timmy the Dragonborn 13 MAY a las 4:19 a. m. 
The current 3D model lineup already reaches the 1970s-1980s so I'm a bit skeptical about adding more at the moment.

But the late german infantry model still hold a STG-44 though.
PPsyrius  [autor] 13 MAY a las 3:49 a. m. 
@armmen @Supersteveshark
At this point we might want to move "Turret 2" modules to 1943-1945 (representing the 1950s upgunned Chaffee & Shermans modifications) with a whole new "Turret 3" module tier for the 1955 tanks instead.

@Timmy the Dragonborn
The current 3D model lineup already reaches the 1970s-1980s so I'm a bit skeptical about adding more at the moment.

Definitely a yes for Infantry 3D models, but I'm a bit struck myself as I can't find a way to get all those post-war Assault Rifle models to appear yet (if someone happen to be a 3D modeller and got them working somehow - either DM me or post your solution in the comment pls 👀 )
Timmy the Dragonborn 12 MAY a las 10:39 p. m. 
Please add more late 3D models.