Hearts of Iron IV

Hearts of Iron IV

KR Tech Extension
551 comentários
井上白羽 Há 2 horas 
@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 Há 8 horas 
@PPsyrius
Thank you for taking time out of your busy schedule to help me. I'll try it out.
PPsyrius  [autor] Há 15 horas 
@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] Há 16 horas 
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] Há 18 horas 
@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 Há 20 horas 
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 Há 20 horas 
Do you have any plans to expand the year of Techtree? like 1980 or 1990.
PPsyrius  [autor] 21 de mai. às 0:58 
@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 de mai. às 22:22 
Why does it crash just by moving the mouse over the newly added doctrine icon?:steamsad:
PPsyrius  [autor] 20 de mai. às 6:54 
@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 de mai. às 21:21 
im only running the tech extension and kaiserredux, no other mods or add ons
PPsyrius  [autor] 19 de mai. às 18:55 
@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 de mai. às 18:30 
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 de mai. às 17:38 
@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 de mai. às 16:41 
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 de mai. às 10:34 
@PPsyrius NEAT, That sounds super complicated and beyond my basic understanding, thank you for the clarifications.
PPsyrius  [autor] 18 de mai. às 19:06 
@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 de mai. às 9:41 
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 de mai. às 9:47 
@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 de mai. às 5:34 
Thank you for explaining.
PPsyrius  [autor] 13 de mai. às 5:05 
@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 de mai. às 4:19 
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 de mai. às 3:49 
@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 de mai. às 22:39 
Please add more late 3D models.
armmen 12 de mai. às 22:12 
@Supersteveshark

Well, M24 light tank could use some help too, allowing mounting medium weapons with Chaffee specialised turret.
Supersteveshark 9 de mai. às 11:10 
@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  [autor] 8 de mai. às 23:06 
@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 de mai. às 12:17 
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 de mai. às 22:06 
okay,thanks
PPsyrius  [autor] 7 de mai. às 22:02 
@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 de mai. às 21:41 
It’s just a problem with one of these two MODs.
鸡哥全能少年 7 de mai. às 21:32 
These are screenshots of the MOD I use

https://modsbase.com/orpuyngxaq16/Downloads.zip.html
PPsyrius  [autor] 7 de mai. às 21:20 
@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 de mai. às 19:51 
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 de mai. às 19:50 
This is my error file, can you see the problem?:
https://modsbase.com/82zq88y2ixsb/error.log.html
PPsyrius  [autor] 7 de mai. às 19:23 
@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 de mai. às 19:05 
can't scroll down tank, ships and air tree help
Supersteveshark 7 de mai. às 15:46 
"Fix the swapped Cruiser V and Cruiser VI icons"
PRAISE BE TO THE MESSIAH
PPsyrius  [autor] 7 de mai. às 11:21 
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  [autor] 7 de mai. às 11:09 
@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 de mai. às 10:26 
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 de mai. às 7:46 
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 de mai. às 12:24 
dang i really love the models
PPsyrius  [autor] 6 de mai. às 8:37 
@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 de mai. às 7:50 
@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 de mai. às 4:47 
can this work in base game if not would you ever think adout making one for base game or 56
PPsyrius  [autor] 6 de mai. às 4:31 
@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 de mai. às 3:43 
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  [autor] 6 de mai. às 3:13 
@Super Shepherd
Thanks for the check 🙏