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Повідомити про проблему з перекладом
Make sure to always start new playthrough instead of loading up old savegames when you make change to your mod list.
Fixed, thanks again for your work <3
Thank you for taking time out of your busy schedule to help me. I'll try it out.
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.
- AI research priority update for trains equipment from KR patch 1.1.3.
This is 100% savegame-compatible.
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.
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.
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.
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.
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.
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.
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.
But the late german infantry model still hold a STG-44 though.
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 👀 )
Well, M24 light tank could use some help too, allowing mounting medium weapons with Chaffee specialised turret.
How are they any different from other SPAAG platforms at that time though i.e. Möbelwagen/Ostwind/Wirbelwind series and ZSU-37?
(citation: https://en.wikipedia.org/wiki/M19_Multiple_Gun_Motor_Carriage)
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
https://steamproxy.net/sharedfiles/filedetails/?id=3213734133
https://steamproxy.net/sharedfiles/filedetails/?id=2784233289
https://modsbase.com/orpuyngxaq16/Downloads.zip.html
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.
https://modsbase.com/82zq88y2ixsb/error.log.html
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.
PRAISE BE TO THE MESSIAH
- 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.
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.
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
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".
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.