About the previous HIP version, in every game the northern italian lords break away from HRE without a war or anything happening. This happens in every game within a year from unpausing. I know they are not dejure but should they break free so easilly? The emperor isnt that weak
This is to ease what is otherwise an inevitable, somewhat silly, and extremely annoying [if you're playing within the HRE] process of the non-de jure HRE gaining independence. In an effort to compromise between solving the extremely annoying years and years of 'X has joined the Independence faction' spam and stupid wars and the fact that the HRE did actually hold on to those lands historically, the more rowdy lords are simply granted independence when an ultimatum is issued rather than draw it out. This tends to result in some of the HRE at least staying. It could be done better, but them's the facts.
Thank you, this made my day
Yay.
Right offhand nothing changed to affect the light version (see the NBRT+ thread). However NBRT+ only works with SWMH.
FWIW, it should be made clear that NBRT+ works with all HIP mods. It has advanced features specifically for SWMH's map, but it will otherwise adapt to any combination you select and significantly improve your gameplay experience. The two exceptions are Mac OS X and Linux, wherein its custom shaders apparently have difficulties with the OpenGL implementation (though I'm not convinced it's actually broken on Linux setups, or at least on all of them, as Linux CKII directly emulates Direct3D). Thus, the installer defaults to simply not installing NBRT+ on those OSes (though the option is still presented, for the adventurous Linux user).
Will the next version of HIP break saves from the previous one?
It doesn't.
I've been unable to get the CK2 Workshop to actually install anything any way, so I'm dependent on things being here on the forums instead.
I couldn't imagine being dependent upon a subscription service to install my HIP + 27 external mods setup compatibly, Finarfin.
Rats. I've had a bad history of accidentally misinstalling mods before I learned of Steam Workshop, so I have a tendency to prefer it these days.
Personally, I don't think Steam Workshop is viable in terms of mod compatibility so long as the game's engineered the way that it is. Suffice to say, CKII could be far more compatibility-friendly, and I think it's a wonder that anything but the smallest of unrelated mods are successfully installed for CK2 via Steam Workshop without breaking from day to day. Luckily, with HIP at least, we've made what used to be (in the dark days before the Great Dawn) a process of managing five or so serious mods a cinch. We could still improve our installer a lot-- especially for users that have never heard of the constituent mods, though.
Was just thinking perhaps it would be a good idea to pos all the current versions of the mods in HIP i.e. telling us what version of VIET or NBRT+ or SWMH. I think this would be useful and very helpful! Of course this is up to the team entirely.
The latest "stable" versions of most of these mods are not, generally speaking, easy to get/use standalone (and not compatible with a HIP install itself), so the specific version information for each HIP constituent mod is mostly for informative or troubleshooting purposes. After you do a HIP install, check the file
<mod folder>/
Historical Immersion Project/version.txt for a list of all the specific mods' version info (of those you chose to install), assuming you installed to the default folder location.