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A compatch dynasty file for future versions might be necessary indeed. Vanilla CoA code for dynasties have to be deleted as it can only refers to wrong gfx files or inexisting stuff or color.
Ordep and Aasmul just fixed things up so it'll work without that dynasty file. So that'll solve that issue.
Building the download right now. Should have it up in 5 mins or so.
 
Thanks for all your work, but it is not working for me.

I am on Mac OS X
- Downloaded properly,
- Extracted as required directly into Mods Folder
- Made the edit to the HIP.mod file
- Followed manual install instructions from the readme with no apparent issues (wanted to use: ARKOpack_Armoiries, ARKOpack_Interface, NBRT+ARKO, ProjectBalance, PB_VIET_Events, PB_VIET_Immersion - should be no confilcts)
- Checked the Historical Immersion Project box in the launcher

But the game is exactly the same. No alterations to the map, no PB pop up when I start a game.
Tried with just the PB module on its own - same result.
Tried with no DLC checked or other mods (only other mod i use is Arumbas Keyboard shortcuts) - same result.

Can anyone help please?

Thank you in advance.
Make sure the name of the merged is exactly the same as mentioned in the .mod file, and is in the same folder as the .mod file.
I'm not sure which mod maintains that you only need to control 50% of a region, rather than the vanilla 51%, in order to create a de jure title over the region, but would you consider making this 51% for the same reasons Paradox had decided?
Project Balance.
I've yet to hear a convincing argument for 51% rather than 50%.
Just want to know is there any converter for the mod? I'd assume not but I just want to make sure.
ARKO and NBRT+ don't affect the converter, nor does VIET Events.
PB alone works fine with the converter. VIET Immersion definitely used to, not sure about right now.
SWMH doesn't.

We plan to have the converter working with all combinations within a few months.
 
The only one I can think of is that with 51% you dont have rulers losing money juggling creation/usurpation of titles they both control 50%.
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.
 
That's a sound argument. Would such a scenario be possible to implement, or have you already managed to implement this?
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.
 
So for us with 32-bit systems there's basically nothing to do about it?
I'm looking into compiling it as a 32-bit application. It is however not quite as simple as some make it out to be. Python doesn't have all that great compilation tools.
I finally got it working.

  • I had named the 'Historical Immersion Project' correctly and in the same folder as the HIP.mod file, so that was not the problem

  • I had to copy the contents of each individual mod into that folder, rather than move each folder - which involved careful copying, pasting and replacing (i tried doing a general replace all but that had disastrous consequences). I cant imagine this was the way you designed it to work (at least I didn't get that impression from the instructions, but it seemed to be the only way - maybe it is a OS X issue).

Things that wern't clear to me which may help others (feel free to correct me if i am wrong, but it worked for me):

  • I had to use both the NBRT+ files and the NBRT+ARKO files from their respective folders to get that mod working correctly.

  • You need the VIET Assets files if you want to use any of the VIET mod. I originally thought that was a combined mod and not necessary if you wanted to use any separately (as you do if you use PB).

Anyway I hope this helps people. Now on to the fun bit, playing. it looks fantastic, so thanks for all your hard work!
The instructions do specify "contents" ;) I'll emphasize it a bit more next version.
I'll make a few other edits to make things a bit clearer.

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.
Have you made sure to remove the user_dir line from the .mod file? Last I encountered an OS X user, that line crashed their game. It's quite a while ago now, so it might've been fixed, but I simply have no real way to know.

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.

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.
It's a bit more complicated than that, as Python doesn't actually have any compilation tools inbuilt, and the 3rd party tools aren't great.
I use CXfreeze, which works pretty well, but has absolutely no option for 32-bit.
However, I believe it will compile a 32-bit version if I install 32-bit Python 3.3, and 32-bit CXfreeze. I'm going to try that out momentarily and make an .exe available for those on 32-bit systems to try out.
There are no makefiles involved. Compiling is a matter of simply calling "cxfreeze main.py" from CMD (or for the case of simplicity, a .BAT file).

Yes please do it! Must be an option in the compiler to built the exe as both 64bit and 32 bit.

Thank you anyway!
There isn't. But I'll see if I can get it to compile 32-bit by installing 32-bit Python.
@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.
They should still have it. There might be a few issues with the CB though; I'll have to look into that. Create a thread about it or post about it in the PB thread.
 
Mod compatibility table.
If the mod is compatible with every module you use, it should work.
If the mod is included in one of the modules you use, do not enable it.
If the mod is incompatible with one or more of the modules you use, it likely won't work.
Note that some of these mods will not work with one another, even if they both work with the HIP modules you use.
ModPBSWMHVIET EventsVIET ImmersionVIET TraitsARKO armoiriesARKO interfaceNBRT+
Additional Objectives 2.0YesYesIncluded
Ancient ReligionsYesYesYesYesYesYesYesYes
Better looking GarbsYesYesYesYesYesYesYesYes
ClearCombatYes
Council Equality modYesYesYesYes
Culturally Different CitiesYesYesYesIncludedYesYesYes
Culturally different province iconsYes
Cultures and Portraits RevampYesYesIncludedYes
Deus Meus et OmniaYes
Flavourful Titular TitlesYesNoYes
Family RelationsYes
High Kings, Consuls and other crazy thingsYesYesYesYes
High res mountain modYes
Jure uxurisYes
Kingdoms Abound Title GeneratorYes
Mazdayasna ZarathushtrishYesIncluded
Millennium: Europe 1000 ADYes
Missing CoAsYesYesYes
New Duel EngineIncludedYesYesYesYesYesYesYes
Old AgeIncludedYesYesIncludedYesYesYesYes
Painterly CK2YesNo
Portrait Realignment PackYesNo?Yes
Syren's NicknamesYes
Zulu InvasionYes
I've started on a mod compatibility table.
Any assistance filling it out, and adding more mods, would be highly appreciated.
 
I'm attempting to install PB, ARKO armoiries, ARKO interface, VIET events, and VIET immersion, but after installing VIET events I'm being told that VIET immersion can't be installed as I've enabled SWMH, when I'm certain that I haven't.
The check goes like this:
Code:
if SWMH:
    if language != "f":
        print("VIET immersion is not yet compatible with SWMH, thus cannot be enabled as you've enabled SWMH.")
    else:
        print("VIET immersion n'est pas compatible avec SWMH et ne peut donc pas etre active en meme temps qu'SWMH.")
    VIETimmersion = False

A quick test gave the proper result too; I hit enter for every mod except SWMH, where I instead wrote "n" (though anything other than blank, "y", "yes", "o", and "oui" will count as no).

Edit: Glad it is working for you now :)
 
Hey, can you try and see if this works on Windows as well? https://gist.github.com/anonymous/8490806
Replaced all the '\\' in the file paths with '/', because \\ is exclusive to Windows. #!/usr/bin/env python is just so the system knows what to do with the file, shouldn't affect Windows.

EDIT: commented out the removing of the 'modules' folder during my testing, forgot to remove it.
Seems to work fine. I've replaced all \\ with / in the gist now, and the next download (whenever that comes) will include a version compiled based on that (though since the compiled version only works on 64-bit Windows that shouldn't change anything for anyone, sadly).
 
Why not throw in the source file in the pack, and just add 'Optionally delete python33.dll, the installer, installer.py and the .7z file'. It's not like the file is big or something.
I suppose.

Edit: Next version of the download (whenever that comes) now includes main.py, and a few instructions for it.
 
This belongs in one of the stickied threads, most likely the one for PB.
More likely the one for SWMH. PB doesn't rename any religions except Monophysite (and that bit of localisation I'll probably get rid of too).
 
I concur with it. the .py works perfectly (with python installed that is )
Yep.
The reason it wasn't included to begin with is that relatively few people do have Python installed, and it was assumed it'd work on 32-bit Windows. Had we known it wouldn't, we'd have included the .py to begin with.
 
I'm guessing you can't directly distribute python with the release archives due to copyrighting laws and stuff? (then again, it's 19 MB - might as well link python in the OP instead)

still, I'm curious - is it a lot easier to code than making an .exe with pre-configured installation buttons/stickies?
Python can be distributed freely to my knowledge, but as you say, the size is an issue. The .dll is a "bare essentials" version of sorts.

A command line tool is quite a bit simpler to code than a full graphical installer, yes. There are tools for that as well of course (I've used NSIS) in the past, but the conditional logic available to us with Python is preferable.
 
I have downloaded the file three times using different browsers and it still gives me an error "can not open file as archive". Im running Win 7 64-Bit.
I assume you mean the .7z file?
You should install a proper archive tool. 7zip is strongly recommended.
One more thing that I've noticed, two files aren't loading because case sensitivity:

PB: rename /gfx/interface/decision_icon_create_hre.DDS to /gfx/interface/decision_icon_create_hre.dds
VIET: rename /gfx/event_pictures/Marriage_Celtic.tga to /gfx/event_pictures/Marriage_celtic.tga:

Nothing critical, the game runs just fine without them, but just a heads up.

There is a third file "gfx//interface//decision_icon_convert_to_spouse_arkagun" that couldn't load, but since that files doesn't even exist I think it's just either legacy or planned in the future.
Are you sure the different extension would cause any sort of issue? I'm relatively sure the file system should be treating the two as equivalent.
 
The thing is, Linux/the file systems doesn't care about extensions by default, it's a part of the name of the file. So yes, case matters, even in extensions.
Issue is I can't actually fix that properly, as Git completely ignores the case of the extension. So the next time I sync I'd probably overwrite it with the extension as DDS instead of dds.
 
Or you could change the interface/PB_decisions.gfx at line 126 and 130 to load the file with name "decision_icon_create_hre.DDS". Up to you how you want to handle it.
True that. Committed to beta branch.
 
Sorry to bother you with this issue again. I know you're all busy trying to get HIP working for everyone right now. But, if you do get time in the future, would you consider looking further into this. I think it's worthy of further discussion and there are some interesting ideas being proposed here. It would be nice to have this sort of thing implemented to maintain stability in the realm, and to enhance the quality of the gaming experience in general.
Feel free to make a thread about it.
Do note that 50% rather than 51% is a change that only exists in PB; the rest of HIP doesn't affect it in any way.