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The Bulgarian empire is there during day zero for me and remains and "Remove Ahistorical Empires".
Are you running VIET Immersion by chance rather than PB+SWMH or plain PB? Let me rephrase that. What HIP mods are you running?

EDIT: Scratch that. @LLee made this super clear. See next post.
 
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The bulgarian empire has de jure borders before the game is unpaused on the early start date. Here's a picture on game start.
Thank you for making this very clear. I will address this issue in the PB beta. The change might be as late as tomorrow.
 
Using PB+VIET+ARKO, Orthodox Christianity has just become a Catholic heresy, along with some heresies like Monothelite. All hell is breaking loose:
-snip-

Does the Byzantine Empire exist, and is it held by an Orthodox emperor? If not, the Catholics probably mended the Schism (in the non-traditional way-- not that the Eastern Orthodox Church ever mended the Schism either).

The correlation with HRE antipope activity implies to me that the Pope may have become vassal to the HRE or that the HRE may have also controlled Rome. This would increase the odds of a Catholic Schism mending.
 
I'm currently on tier 2 of the IR CB's and the one requirement it says is that I must control the Ducate of Antioch. I find it odd, I have CB's on Cilicia (the only IR CB's I have at the moment) but not on the Ducate itself. What you can see I've take of it is due to a religious reconquest CB I used on the Sunni neighbor there (which I did not have an IR CB on either).

When aligning all the new Imperial Reconquest tier war checks with the two different versions of the CBs (one for PB+SWMH and one for plain PB) a couple days ago, I noticed this inconsistency. The tooltip about needing Antioch is absolutely right, but you should be able to conquer Antioch with the Imperial Reconquest CB. This is an oversight, and I believe it is only a problem with the PB+SWMH version of the CB.

Consider the fix queued. It might be a couple days out before it hits PB beta (or less).

Thanks.
 
Thank you for making this very clear. I will address this issue in the PB beta. The change might be as late as tomorrow.
Well, we do need to decide what's the intended behavior.
The Bulgarian Empire certainly never existed as an empire in the proper sense (heir to Rome), but their territory shouldn't be considered dejure Byzantine when they exist.
So it might make some sense to simply have their territory not belong to any dejure empire in NAE, but that might also break some of the Bulgarian Revolt events.
 
Well, we do need to decide what's the intended behavior.
Of course. That shouldn't take long.

The Bulgarian Empire certainly never existed as an empire in the proper sense (heir to Rome), but their territory shouldn't be considered dejure Byzantine when they exist.
This would be the only possible point of contention. Either the ERE gets that territory de jure in 867, which is the same territory they start with in 1066 and 867 vanilla, or no empire gets it.

So it might make some sense to simply have their territory not belong to any dejure empire in NAE, but that might also break some of the Bulgarian Revolt events.
What other de jure empire is their territory going to belong to in NAE? The HRE is a thousand miles away. It's either none and risk Bulgarian Uprising side-effects (for which I am a relatively poor reference, since you write them) or go with vanilla and don't break any of our events.

I was initially thinking vanilla made the most sense, but given that you've done enough research on the history to actually write the events whereas I have not, I'd then prefer to take your word on it and diverge from vanilla / our own 1066 boundaries if it's more historically accurate for 867 and risk breaking some events, the effects of which aren't as relevant in NAE anyway. Unless those events initiate a de jure claim war or something, I don't think much would change. The Bulgarian Empire is titular in 1066, our primary balancing point, and making it as such in 867 by event before unpausing (keep in mind that the history effects will take place while the empire is still de jure too) will only simulate starting with the two titles' state resembling 1066 (chief difference being that the ERE won't be de jure liege to that land either-- minor).

In any case, that's why I said the change might be as late as tomorrow. I need to either collect pointers from you on what you've scripted regarding the uprising (if something big is going to break if that kingdom's dejure_liege = 0, honestly, you'd remember) or find them myself in the code before making the change with either available option.

EDIT: Further discussion to Skype.
 
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With full HIP setup(without non-english localization) clicking later dates bookmarks(like 100 years war) leads to a crash. I've had this from previous versions of SWMH, too.
 
Does the Byzantine Empire exist, and is it held by an Orthodox emperor? If not, the Catholics probably mended the Schism (in the non-traditional way-- not that the Eastern Orthodox Church ever mended the Schism either).

The correlation with HRE antipope activity implies to me that the Pope may have become vassal to the HRE or that the HRE may have also controlled Rome. This would increase the odds of a Catholic Schism mending.
The Byzantine Empire still exists and he (the emperor) is Paulician.
 
With full HIP setup(without non-english localization) clicking later dates bookmarks(like 100 years war) leads to a crash. I've had this from previous versions of SWMH, too.

This happens to quite a few of us. You'll just have to manually increase the date until you reach that of which you desire.
 
Hello all,

I'm having a crash report that it says it is due to runtime error. Before installing the mod the game worked well. After installing it gives me a runtime error with and without the mod activated. I cannot play the game.

It follows as much:

"Runtime Error!

Program: ... m Files\Steam\steamapps\common\Crusader Kings II\ck2.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."

I did not contact the "official" support team because I believe this problem is generated by the mod's instalation.
I have successfully installed mods in EUIV but with CK2 I've only installed the AGoT mod (it worked well). I deleted the AGoT mod (and the documents CK folder), reinstalled the game completelly and installed this mod. I tried opening the game before installing the mod and it worked. After the installation it simply give me this CTD error making the game unplayable with / without the mod.

I'm eager to play this mod. Oh, the frustration.
 
Erm, should ships be this expensive to hire? It costs me 50 gold a month to raise my own ships, even.

ExpensiveShips.png

EDIT: Playing as Gotland, 1067, full HIP minus Viet Immersion.
 
Salutations, bug team.

When playing with the auto installation at default (Meaning PB+SWMH+ARKO+NBRT+Basic Viet) I encounter crashes in three distinct situations, ofter dependent on which part of the world does my character hail from. As rulers from the Isles and HRE I experienced crashes when clicking on the 'mercenaries' tab, and during some of the activated events (like the rise of Shia) whereas playing as the Norse, my game will crash whenever I scroll third of the way down in the character search list.

Shame, since in the absence of TPTT it looks to be a stellar body of work.
 
Hello all,

I'm having a crash report that it says it is due to runtime error. Before installing the mod the game worked well. After installing it gives me a runtime error with and without the mod activated. I cannot play the game.

It follows as much:

"Runtime Error!

Program: ... m Files\Steam\steamapps\common\Crusader Kings II\ck2.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."

I did not contact the "official" support team because I believe this problem is generated by the mod's instalation.
I have successfully installed mods in EUIV but with CK2 I've only installed the AGoT mod (it worked well). I deleted the AGoT mod (and the documents CK folder), reinstalled the game completelly and installed this mod. I tried opening the game before installing the mod and it worked. After the installation it simply give me this CTD error making the game unplayable with / without the mod.

I'm eager to play this mod. Oh, the frustration.

I'm having the same problem with the Runtime Error, however Vanilla still works.

I'm using everything but the SWMH module.
 
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