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@Erilaz NHO and tweaks are compatible with emf beta
?

I only work from the released versions. It would require way too much work to keep up with the EMF beta changes. Any of my parts/tweaks that require EMF (see under each section) will most likely not be compatible with the EMF beta version. Also, if the beta includes changes to the SWMH setup, the same may apply to parts/tweaks that require SWMH.
 
Ι always use Call to Arms and the Various Erilaz's tweaks (not NHO at the moment) with EMF beta and sometimes even alpha. I have no issues, at least not visible.
 
Ι always use Call to Arms and the Various Erilaz's tweaks (not NHO at the moment) with EMF beta and sometimes even alpha. I have no issues, at least not visible.
Yeah, they may not be visible, but there'll be features missing or broken in the background - sometimes more severe than other times, depending on which files are updated by the beta.
 
Yeah, they may not be visible, but there'll be features missing or broken in the background - sometimes more severe than other times, depending on which files are updated by the beta.

Ι wasn't aware that Call to Arms (my most used one) files are affected by the EMF beta. Are you sure? Plus I AFAIK EMF beta includes NO important SWMH changes. Only small corrections as the big changes are coming with the big releases.
 
For some reason the Call to Arms make the trees more light green, look.

without Call to Arms:
20200211043808_1.jpg


With Call to Arms:
20200211043951_1.jpg
 
For some reason the Call to Arms make the trees more light green, look.

No idea what's going on there. Call to Arms does nothing graphically.

My game looks just the same with and without:
aO0NI8F.jpg

zPXD69J.jpg
 
No idea what's going on there. Call to Arms does nothing graphically.

My game looks just the same with and without:
aO0NI8F.jpg

zPXD69J.jpg
He's using the Darker Map for HIP. I'm quite sure about it.
 
Ι wasn't aware that Call to Arms (my most used one) files are affected by the EMF beta. Are you sure? Plus I AFAIK EMF beta includes NO important SWMH changes. Only small corrections as the big changes are coming with the big releases.

If the beta changes a file that I use (overwrite) in one of my parts/tweaks, those changes won't be present, which may be unimportant, but it may also in rare cases cause major issues. The only way to check is to compare the released and beta EMF/SWMH/Vanilla files overwritten in my parts/tweaks (see which files are present in my mod folders, and then compare the same file between the beta and released version to check for changes).
 
If the beta changes a file that I use (overwrite) in one of my parts/tweaks, those changes won't be present, which may be unimportant, but it may also in rare cases cause major issues. The only way to check is to compare the released and beta EMF/SWMH/Vanilla files overwritten in my parts/tweaks (see which files are present in my mod folders, and then compare the same file between the beta and released version to check for changes).

Got it. Thanks ;)
 
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I found the problem, it is the combination of the mods with Call to Arms, a game with several mods that does not change this, but when I call Call to Arms it causes this problem, but when I try only HIP and Call to Arms is normal.
 
I found the problem, it is the combination of the mods with Call to Arms, a game with several mods that does not change this, but when I call Call to Arms it causes this problem, but when I try only HIP and Call to Arms is normal.
Hi,
Which submods are you using? Perhaps I can help you. I'm using a plethora of submods for HIP, with no issues atm.
 
Hi,
Which submods are you using? Perhaps I can help you. I'm using a plethora of submods for HIP, with no issues atm.
No need, I found the mod that using this together happens, Simple Fog of War Mod. Using with all the other mods remains normal.
 
Sometimes it's a little war, sometimes it's a World War, so much crazy xD (CALL TO WAR SUBMOD)
20200212003813_1.jpg

20200212004903_1.jpg
 
Sometimes it's a little war, sometimes it's a World War, so much crazy xD (CALL TO WAR SUBMOD)

:D The crazy Kaiser clearly got angry that he lost the initial engagement. RIP Croatia. (Look at all those varied flags!)
 
Is it not possible to make it cost less prestige? I think that this way the Lords would enter the war less?
 
Is it not possible to make it cost less prestige? I think that this way the Lords would enter the war less?
Yes, I believe it's simply a few lines in the defines. It could be interesting to fiddle with the balance at some point.

EDIT:
I think these are the relevant ones.

ATTACKER_CALL_DECLINE_COST = 25, -- Prestige cost for refusing to join an offensive war
DEFENDER_CALL_DECLINE_COST = 100, -- Prestige cost for refusing to join a defensive war
ALLIED_CALL_DECLINE_COST = 200,
TRIBAL_VASSAL_CALL_DECLINE_COST_FACTOR = 3.0, -- Prestige cost multiplier for tribal vassals
TRIBAL_PRESTIGE_CALL_TRESHOLD = -100, -- The threshold needed for the AI to start considering answering call to not take the prestige hit
 
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Yes, I believe it's simply a few lines in the defines. It could be interesting to fiddle with the balance at some point.

EDIT:
I think these are the relevant ones.

ATTACKER_CALL_DECLINE_COST = 25, -- Prestige cost for refusing to join an offensive war
DEFENDER_CALL_DECLINE_COST = 100, -- Prestige cost for refusing to join a defensive war
ALLIED_CALL_DECLINE_COST = 200,
TRIBAL_VASSAL_CALL_DECLINE_COST_FACTOR = 3.0, -- Prestige cost multiplier for tribal vassals
TRIBAL_PRESTIGE_CALL_TRESHOLD = -100, -- The threshold needed for the AI to start considering answering call to not take the prestige hit


I'm not a mod maker, and I have a question about this "TRIBAL_PRESTIGE_CALL_TRESHOLD = -100, - The threshold needed for the AI to start considering answering call to not take the prestige hit"
Does this mean that the vassal will only consider not answering the call of the overlord only when the vassal has -100 prestige?I f he has more than -100 of prestige, If he has more than -100 of prestige, will he almost certainly accept the call to war?
 
I'm not a mod maker, and I have a question about this "TRIBAL_PRESTIGE_CALL_TRESHOLD = -100, - The threshold needed for the AI to start considering answering call to not take the prestige hit"
Does this mean that the vassal will only consider not answering the call of the overlord only when the vassal has -100 prestige?I f he has more than -100 of prestige, If he has more than -100 of prestige, will he almost certainly accept the call to war?

I'm not certain, but I think it means that if the character has -100 prestige or less the character will consider accepting even though they don't like their liege. Usually vassals accept/decline based on their opinion of their liege.

Other candidates could be:
TRIBAL_VASSAL_EXTRA_CALL_CHANCE = 0 -- Disabled to make tribal consolidation harder (AI already honors alliances fairly often)

I'm not sure whether this only works for tribals, or it works for anyone subject to "tribal call to arms", and whether it could be set to a negative value.

Also, I'm not sure whether tribal call to arms is subject to these:
CALL_ALLY_INTERACTION_MONEY = 0,
CALL_ALLY_INTERACTION_PIETY = 0,
CALL_ALLY_INTERACTION_PRESTIGE = 0,
CALL_ALLY_INTERACTION_THRESHOLD_FOR_NO = 0,
CALL_ALLY_INTERACTION_THRESHOLD_FOR_YES = 75,
CALL_ALLY_INTERACTION_MUST_HAVE_COST = 1, -- Is having prestige/piety >= cost required for this action?
CALL_ALLY_INTERACTION_ENABLED = 1,


I'll have to experiment with them.
 
Just a heads-up @Erilaz: the link/attachment you have in the main post for NHO Map Changes is actually for the 20-11-2019 version, not the Frosty1-compatible version you uploaded last month. I spent longer than I'm willing to admit trying to figure out why the Expanded Trade submod was breaking before I realized my NHO Map files were all sorts of wrong. The files from NHO Compilation are the correct ones, however. Thought you'd like to know ;)