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As Elvain said, SWMH updates will be the least frequent of the HIP updates :D
Yeah, SWMH is likely to break saves maybe every month or three, and the other modules that have the potential to break saves (PB and VIET Immersion) will try to time things so that they coincide with a SWMH update in order to minimize all save-breaking.
In the case of PB, saves are unlikely to be broken until RoI releases. Not sure about Immersion, but I'd imagine a similar timeframe.
 
Yeah, SWMH is likely to break saves maybe every month or three, and the other modules that have the potential to break saves (PB and VIET Immersion) will try to time things so that they coincide with a SWMH update in order to minimize all save-breaking.
In the case of PB, saves are unlikely to be broken until RoI releases. Not sure about Immersion, but I'd imagine a similar timeframe.

VIET tries to not break compatibility except with a major patch/DLC, that'd be when I add in savegame incompatible stuff like map changes.
 
Error.png

For reference, I was installing everything apart from SMHM and PB.
 
View attachment 101806

For reference, I was installing everything apart from SMHM and PB.
Were you reinstalling from the same extract? The modules folder is deleted after installing unless you choose copying instead of moving, as it is essentially useless after moving most of its contents.

Simply reextracting the modules folder should fix it.
 
Were you reinstalling from the same extract? The modules folder is deleted after installing unless you choose copying instead of moving, as it is essentially useless after moving most of its contents.

Simply reextracting the modules folder should fix it.

I got a similar error, and i was installing for the first time.

I just deleted every file in the mod folder and re-extracted them from the download once again and the same error popped up.
 
I got a similar error, and i was installing for the first time.

I just deleted every file in the mod folder and re-extracted them from the download once again and the same error popped up.
Check if you've actually got the file, would you?
 
According to what i can see the file that my installer reports missing is not there.
Ah, that's a different issue, which I've actually just fixed in my local version. Just create two blank files in there; one named colormap.dds, and one called colormap_water.dds. It should make it not crash.
Gonna upload the fixed version so that no one else will encounter any issues with NBRT+.
 
Ah, that's a different issue, which I've actually just fixed in my local version. Just create two blank files in there; one named colormap.dds, and one called colormap_water.dds. It should make it not crash.
Gonna upload the fixed version so that no one else will encounter any issues with NBRT+.
I have this fixed already in the installer-ziji branch, which I'm about ready to merge, FWIW.
 
Is the PB_VIET_EVENTS folder's "events" folder supposed to be empty?
Actually, the only thing apart from empty folders that it contains is a single 00_on_actions.txt.
 
Is the PB_VIET_EVENTS folder's "events" folder supposed to be empty?
Actually, the only thing apart from empty folders that it contains is a single 00_on_actions.txt.
Yeah; it only includes the single file (on_actions) that needs to be changed in order for VIET Events to work with PB.
I'll get rid of the empty folders.
 
So, if I understand correctly, the latest version is not save-game compatible with the previous, because there have been map changes?

If you're playing with SWMH, yes.
 
How do I change the localisation for noble titles in this mod? I tried changing the name for a Norse count from thane to hersier, considering thane being used like that only makes sense for Anglo-Saxons, but it didn't have any effect.
 
If you're playing with SWMH, yes.
Admittedly, we should've been more clear about this.

Technically, though, going forward each user has now been given the ability to keep track of the version numbers of the mods they use. It's in their installed mod folder (usually "Historical Immersion Project") as version.txt. It contains the mods you selected while installing along with their versions and their release dates (plus an overall release date for the total module package + installer itself used to compile your specifically customized modpack).

Versioning semantics depend upon the mod. For SWMH, their versioning seems to be somewhat arbitrary based upon how big they think a change is, but that's because basically every new SWMH release is going to be savegame-incompatible; after all, it's a map mod, and every map change besides localisation fixes will break save games. This is why SWMH has a slower release cycle than PB or VIET.

PB's versioning scheme is X.Y.Z (major, minor, and patch). Common to a lot of software projects, this version scheme has the following simple compatibility semantics: any versions of PB with the same X.Y component are savegame-compatible. When we have to break past saves, we increment Y, and reset Z to 0. Sometimes, we will increment the minor version (middle number, Y) even when the changes were still savegame-compatible if they were big enough in scope, but we will never break save games without incrementing the minor version (on our own-- if another mod you're using does, then you're SoL). All other changes, pretty much no matter how big, just increment the last number (patch), which is why it can grow pretty large.

All that said, we ought specifically include a big, bold note about any of the HIP mods being savegame-incompatible from the previous HIP release in the announcement. Ideally, we would also version the whole of the HIP package (even if you're not using the mods that are breaking savegame compatibility in it) in a X.Y.Z manner too. Z, the simple "guaranteed compatible release" number, increases once a week or so with every release no matter what, and Y is increased whenever any single one of the mods that the installer supports breaks its savegame-compatibility, whether or not it actually affects your particular mod combo. This means it will "false alarm a fair bit" more than it would if the whole thing was a single, monolothic mod that didn't support individual selections. However, it'd be an easy way to compare/tell at a glance that you should be wary and look for an incompatibility note related to a mod you use in the package before blindly installing.
 
All that said, we ought specifically include a big, bold note about any of the HIP mods being savegame-incompatible from the previous HIP release in the announcement. Ideally, we would also version the whole of the HIP package (even if you're not using the mods that are breaking savegame compatibility in it) in a X.Y.Z manner too. Z, the simple "guaranteed compatible release" number, increases once a week or so with every release no matter what, and Y is increased whenever any single one of the mods that the installer supports breaks its savegame-compatibility, whether or not it actually affects your particular mod combo. This means it will "false alarm a fair bit" more than it would if the whole thing was a single, monolothic mod that didn't support individual selections. However, it'd be an easy way to compare/tell at a glance that you should be wary and look for an incompatibility note related to a mod you use in the package before blindly installing.
This decision has been had (before you joined the team). Most everyone agreed that just using the date as the version for HIP itself made the most sense.