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The mod compatibility table now also includes a column for the CPR module. Note that it is not yet properly filled out beyond everything Immersion compatible definitely being CPR compatible.

Why isnt Decorus Visum compatible with 2.1.4? Ive been using it without knowing and havent run into any problems.
Thanks, the table has been updated.
 
Hi, ClearCombat is compatible with 2.1.4 (there's also a version for 2.0.x in the original vanilla ClearCombat thread) and works with every module but has separate versions for PB, SWMH, and VIET Immersion (due to edited defines.lua and static_modifiers.txt).

It's listed as a sub-mod in this forum.
 
Is the converter even working? I thought it was still waiting for an update to properly handle India.

Our resident converter expert, Ordep, is on a temporary hiatus from modding to take care of his newborn kid, so the converter will be up and running whenever he comes back.
 
I have small question, is it possible to remove autonomy faction without errors? ;)
Yes. Not while re-enabling the functionality they replaced, though (all factions but succession factions and the anti-king faction).

It is a one-line change to disable it, if you really want to know.

Out of curiosity, what do you dislike about it? Or, most dislike about it, if you're short on time? In theory, it'll be superceded by a super-cool currently-vaporware version, and we're collecting every bit of possible feedback we can get about what to improve and what to avoid.

And then I'll tell you how to disable it.
 
Hi, ClearCombat is compatible with 2.1.4 (there's also a version for 2.0.x in the original vanilla ClearCombat thread) and works with every module but has separate versions for PB, SWMH, and VIET Immersion (due to edited defines.lua and static_modifiers.txt).

It's listed as a sub-mod in this forum.

Cool. Meneth? I'll give it a try again some time shortly. I'm still not sure why it needs to override HIP's defines.lua and static_modifiers.txt, though, let alone with a special version for SWMH. We standardized on the same "opinion when no commander" and other changes as the original author did around the same time he released it.
 
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.
 
Cool. Meneth? I'll give it a try again some time shortly. I'm still not sure why it needs to override HIP's defines.lua and static_modifiers.txt, though, let alone with a special version for SWMH. We standardized on the same "opinion when no commander" and other changes as the original author did around the same time he released it.
I'm waiting for him to obtain permissions from the original modder first. Once that's happened I'll update the link to point to the HIP version instead.
 
I couldn't imagine being dependent upon a subscription service to install my HIP + 27 external mods setup compatibly, Finarfin.

I was thinking that if I saw something that I liked (that might work with HIP) I would just subscribe to that through the Workshop and let the Workshop add that to my current configuration. I'm thinking that either the Workshop doesn't like the user manually adding non-Workshop mods or maybe there's an upper limit of how many the Workshop will recognize because I've tried a few as experiments and none of them ever show up in my launcher.
 
Yes. Not while re-enabling the functionality they replaced, though (all factions but succession factions and the anti-king faction).

It is a one-line change to disable it, if you really want to know.

Out of curiosity, what do you dislike about it? Or, most dislike about it, if you're short on time? In theory, it'll be superceded by a super-cool currently-vaporware version, and we're collecting every bit of possible feedback we can get about what to improve and what to avoid.

And then I'll tell you how to disable it.

Well, it was mostly for my pleasure but it becames annoying when i have a in example an empire and almost or all vassals are in that factions and when i decline their blackmail i get a big home war.
 
I was thinking that if I saw something that I liked (that might work with HIP) I would just subscribe to that through the Workshop and let the Workshop add that to my current configuration. I'm thinking that either the Workshop doesn't like the user manually adding non-Workshop mods or maybe there's an upper limit of how many the Workshop will recognize because I've tried a few as experiments and none of them ever show up in my launcher.
Aye, Workshop doesn't work that way.

Well, it was mostly for my pleasure but it becames annoying when i have a in example an empire and almost or all vassals are in that factions and when i decline their blackmail i get a big home war.

Even though your justification is not a reason for which I'd recommend disabling the Autonomy Faction, I'll tell you how to disable it cleanly, as promised.

In a nutshell, though: basically, it's too challenging / massively annoying for very large empires due to the all-or-nothing realm-level revolts rather than title-level revolts? To a certain extent, that's a feature in our eyes; traditional factions were too easy to squash due to their fragmented nature. OTOH, I've manned one of these mega-empires recently (not terribly hard to achieve with enough successful conquest and alliance on a map like SWMH with tons of kingdoms), and I feel for you.

Simply growing huge shouldn't mean that when the faction is at odds with you for whatever reason [probably not terrible fixable in your lifetime besides dropping crown authority, presently], you must regularly play to win revolts of half the map vs. your demesne. Our goals with AF2 (it it ever gets off the ground) include more dynamic revolt participation that, while still keeping it a realm-level affair, will definitely mean many different vassals will stay loyal to you in any given civil war, depending upon its aims and how they align with the interests of each vassal.

Now, on to my promise. One last thing: keep in mind that if you do this, you're cutting the balls off almost any way that AI vassals have to challenge you, because you won't even have the old vanilla-based factions which the Autonomy Faction replaced (or their faction spam). Most would consider this a bad thing, but if the AF is infuriating you beyond caring, continue...
  1. Open Historical Immersion Project/events/PB_factions.txt in Notepad++ or a similarly superior text editor.
  2. Navigate to line 303. It should say trigger = {
  3. After that line (as the first entry inside the trigger), insert a single, new line composed of only always = no
  4. Reload CKII. The AF will no longer call faction meetings, and thus, they will never do anything-- positive, neutral, or negative.
​There you go.
 
After doing a quick random playthrough as a Syr Dayra (or whatever the capital of the Yabguids is) as an Aztec, I noted two things that I was surprised had not been changed in the HIP.

1-Aztecs still cannot raid.
2-Aztec prisoner sacrifice nets no piety or prestige gain.

I would have thought that these things would have been easy enough to change, and thus modded in at least at some point. Is it simply because no one noticed previously?
 
Not sure which sub-mod deals with dynasty names, so post here: Russian dynasty's doesn't really use the form (from x), say Ivan, prince of Khlynov, would become Ivan Khlynovsky, not "Ot Khlynov". Even if the form "from Khlynov" is used, then it should be "iz Khlynova", not "Ot Khlynov".
 
After doing a quick random playthrough as a Syr Dayra (or whatever the capital of the Yabguids is) as an Aztec, I noted two things that I was surprised had not been changed in the HIP.

1-Aztecs still cannot raid.
2-Aztec prisoner sacrifice nets no piety or prestige gain.

I would have thought that these things would have been easy enough to change, and thus modded in at least at some point. Is it simply because no one noticed previously?
More like no one cared. It's not coincidence that this mod is named Historical Immersion Project, Aztecs are a bit out of the scope here. Though I can bet that one of the mod teams (VIET most likely) would be willing to incorporate events/decisions/any changes to Aztecs, if someone had them ready and working. I sincerely doubt we will see any changes to them made by the modders from HIP.
 
More like no one cared. It's not coincidence that this mod is named Historical Immersion Project, Aztecs are a bit out of the scope here. Though I can bet that one of the mod teams (VIET most likely) would be willing to incorporate events/decisions/any changes to Aztecs, if someone had them ready and working. I sincerely doubt we will see any changes to them made by the modders from HIP.

I am currently sitting on plans to do a HIP compatible sub-mod which would introduce some extra detail and unique mechanics to the Aztecs. I won't commit to anything (my modding time is currently spent elsewhere), but after I'm done with finals this week I might move it past the "on paper" stage and into prototyping.
 
Quick question guys! How do I create the roman empire title? Condition seems to be never? o_O I currently hold all of italy as orthodox (including rome), and Byznatine E does not exist.