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As a Mac user, I'm encountering altogether quite a bit of difficulty in merging the folders correctly. I generally seem to encounter a crash right before game loading finishes. Is it at all possible to have someone upload a pre-bundled Mac version with ARKO, NBRT+, PB, SWMH and VIET (minus the immersion bits, to ensure SWMH compatibility). Obviously, I could be overlooking complications on this front as well, but I've been fiddling with the merging process for the better part of an hour without any success.
 
see my thread above.

I had to do it one mod at a time and test. Always backing up what works before proceeding.

I also recommend manually copying and pasting files from within each sub folder rather than copying an entire folder and trusting it will do the right thing (its more likely to replace an entire folder with 15 sub directories with the same namedfolder with 1 sub directory!)

I didn't use SWMH (wanted the full VIET experience instead).
 
I'm sorry you non-windows guys are having trouble installing the mod. I honestly didn't know .exe's were a no-no on mac and linux machines :(

I'm trying to consider ways to make it easier for you guys, if you truly are having a bad time, so I'd like to ask: do mods generally work in macs and linux the same way they work on windows, or does it require any tweaking? I assume they do, since I never heard of it before, but just to make sure...
 
I'm guessing the installer is 64-bit, aye? because I'm unable to run it and it's asking to check the proper version (I'm running a 32-bit machine - yes, they still exist :laugh: )

I guess you should put that tidbit in the OP
 
Gah! I'm loving this! All of my favourite mods rolled into one, however, one question, is Cultures and Portraits Revamp included within VIET Immersion? Or do I need to download it separately?
 
God Be Praised!

EDIT: I would also argue for the implementation of MB-GOTW, the jure uxoris mod.
 
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I'm sorry you non-windows guys are having trouble installing the mod. I honestly didn't know .exe's were a no-no on mac and linux machines :(

I'm trying to consider ways to make it easier for you guys, if you truly are having a bad time, so I'd like to ask: do mods generally work in macs and linux the same way they work on windows, or does it require any tweaking? I assume they do, since I never heard of it before, but just to make sure...

Mod setup does not work the same way on Mac and Linux. It's the same gist, but the details are different.

I should know more about the Linux process (all else being equal I would be only using Linux-- I only added dual-boot with Windows to my computer for Paradox), but for whatever reason, I can't run CKII on Linux: it doesn't fail or CTD or anything, it's just that the Steam[OS] wrapper based on Wine-- Windows Emulator-- is so slow on my machine for whatever reason that I'm not patient enough to ever get past the loading screen. It probably doesn't help that I run 64-bit optimized linux (not only Paradox but Steam's whole Linux platform is 32-bit only) and have a weird graphics unit (though it's totally competent on Windows and in Linux when using the proper driver), one of the CPU-integrated AMD Radeon 7770 HDs (they call it an APU). At least a few things must be running in worst-case, fall-back emulation mode, making even get past the "Computing Checksum..." stage a challenge. [ I have 4 damn cores running at 4.1GHz with excessive amounts of L1/L2 cache and blazing-fast DDR-2100! ]

I guess some people successfully run it, though, and it must just be that their configuration works all right with Steam+Paradox/Linux, because no sane human being would play more than 6 game months tops of the madness into which I ran. My thoughts then wander to them trying to do it with SWMH, and I maniacally laugh. For those that do, they should ideally be supported first-rate along with Mac users. Practically all of them [Linux gamers] are potential modders and contributors, in whatever way.

That said, fixing the install process for OS X should be a priority first and is easier to get tested due to our existing Mac user community that is currently shut-out from the latest releases of at least one of the HIP mods even if / especially if they were to forego the new installer entirely.
 
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I'm guessing the installer is 64-bit, aye? because I'm unable to run it and it's asking to check the proper version (I'm running a 32-bit machine - yes, they still exist :laugh: )

I guess you should put that tidbit in the OP
It should not go in the OP. The installer should be recompiled for the x86 architecture (32-bit), since there is no reason it needs to address more than 3-4GB (limit varies depending on OS) of RAM at once, 32-bit execution mode presents no downsides to this use, 32-bit mode is completely supported by every 64-bit CPU on the market and will always be, and the chosen build tools for the installer can all be retargeted to build and link a 32-bit executable in a matter of minutes at most.
 
So for us with 32-bit systems there's basically nothing to do about it?
No, Meneth just needs to recompile the installer executable as a 32-bit program and, presumably, swap his bundled Python DLL for a 32-bit version. Depending upon his build tool, that may be a single checkbox and click away. A 32-bit installer will work on every machine in the world for which the 64-bit installer would have worked had the machine been running native 64-bit.
 
Sadly, that's not really all that doable to implement. One'd have to have triggers for every single even-numbered duchy.
It'd probably be easy for Paradox to implement though.

One would require a creation/usurp trigger for every duchy with an even number of counties. It would be relatively easy to implement, though. Not trivial, but not rocket science, and it wouldn't even require a single dirty hack. Once implemented, it would also be quite easy to update even if Paradox's next patch totally changes de jure duchies around and invents a ton of new ones somehow. In fact, the brunt of the work to implement it would be immediately reusable for other relatively killer applications to ease maintenance, QA, and reduce bugs in mods which did not use the vanilla map, especially those that are significantly overhauling their map all the time.

EDIT: Note that I have no actual interest in doing this, though, so I'm just commenting into the wind. It seems like something that's too minor for which to write a landed_titles script. Landed_titles scripts do come in really darn handy, though-- when they happen to be lying around.
 
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Ah. That's a shame.
Not really sure there's anything I could do about it seeing as I'm on a 64-bit system.
Luckily 32-bit systems are dying out.

32-bit systems will be around a lot longer than HIP will be-- even longer so if HIP starts out of the gate with policies like unnecessarily shutting-out 32-bit users.

What build tools are you using?

You merely need to change the architecture target to x86/i686 in the Makefile / build tool options, compile a 32-bit EXE, and similarly rebuild or swap the bundled Python DLL for a 32-bit one. The compiled binaries identify themselves as 32-bit to the operating system when they're being loaded, and even your CPU won't care-- the instructions will be handled natively, since they're the same and just a subset of the 64-bit instruction set. Most of the programs you run daily on Windows are 32-bit, including CKII.

The ability to compile a 32-bit x86 program is independent of the architecture of the machine with which you're compiling it. Your build tool just needs to be told what to do. If it's what I'm thinking (a Turn-Your-Python-Program-Into-A-Binary tool, possibly even part of the official Python distribution), I can't advise too much, as I've not used it. Ultimately, any such tool needs a compiler, however, and there are only so many of those for Windows that are freely/easily available. Every single one of them supports compiling 32-bit programs out of the box. The compiler is what needs to be instructed to output 32-bit object code rather than its apparent default.

Did you download the tool / Python bundle from somewhere? If there doesn't appear to be an option for 32-bit in the tool and the documentation yields nothing, I'm sure that checking back at the source website would lead you to a 32-bit alternative download.

If the system uses a Makefile at all, then you're set. Within the Makefile, you will find the compiler clearly defined as CC = <compiler program name> near the top. You should also run into default Makefile options around there for ARCH (architecture) or TARGET or at least generic build options arguments that can be customized to use the correct command-line parameters for the indicated compiler to instruct it to build for i686. If the CC (C Compiler) is gcc or g++ or something with mingw in the name, then I am familiar with the build options for targeting specific architectures and can presumably help you out if you need it by then.

32-bit works for 100% of users and 64-bit for only 80% and lacks a single downside. Enabling HIP for the other 20% has, uh, a couple hundred upsides.
 
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Personally I think the best solution would be to require 50%, and to have more than any other ruler in the region.
E.G., if you've got 2, and the remaining 2 are each individual counts, then you can usurp/create the title. If on the other hand the other two are held by a single person, then you can't.

Since it is not doable, 51% is still the best fix we can have. I personaly would go further for kingdoms though (67%)
 
@Meneth,what is the reason behind taking the invasion CB from the mongol hordes?Now they just sit there with huge ammount of troops,conquering here and there an occasional county.