Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks, I'll try to get the new update rolled out alongside KR Tech Extension 1.15.* soon
Hi, due to overwriting single scripted effects has been disabled since the 1.15 update, I had to make a workaround to KRNR. Basically I gave all ship hull ID a prefix of vnr_, which is identical to VNR. guess the info will help your update, thanks for your work, it's very great!
- Update to KNR's Nov 9, 2024 patch (Merchant Carrier Hull support).
- Update to KNR's Sep 25, 2024 patch.
Big thanks to @Shavius for these contributions.
If you meant KR Tech Extension itself, it shouldn't be that hard as it was based on EaW Tech in the first place (excluding Magic and Pony/Griffin/Zebra/...-specific techs) - although you'll likely need to swap some models around i.e. swapping human infantry for ponies in Air Assault entities file.
If you meant the reworked naval trees from Vanilla/KR/KX Naval Rework mod series, just make sure VNR/KNR naval tech + module files overwrite all EaW entries, and port all special EaW naval hulls to the new file.
- Update to KNR's Aug 24, 2024 patch.
- Update to KR's 1.2 update.
Big thanks to @Shavius for these contributions.
I'm thinking of releasing an update alongside the new KR 1.2 update, assuming they're releasing one this weekend.
Just Make sure your mod loading list is in the following order from Top to Bottom :
- Kaiserreich / KaiserreduX
- KR Tech Extension
- Kaiserreich Naval Rework / KaiserreduX Naval Rework / KR海军重置 / KX海军重置
- Better Mechanics: Extended Units
- KR Tech Extension-Kaiserreich Naval Rework Compatibility Patch (this mod)
- BM Extended Units + KR Tech Extension
Ok, I'll handle that for you :)
I would be very pleased and relieved if you could take care of that my friend, I am a bit overextended at the moment lol
Thanks in advance !
I think I saw KR/KX/Vanilla Naval Rework being in Amine's (BM mod series creator) compatibility modding list plan earlier - if that patch still doesn't work I'll see what I can do.
Update for Kaiserreich Naval Rework patch Aug 4, 2024
Thanks for the heads up, I'll check if any update is needed for this compatch real quick
Many thanks!
As Shavius says - I'ld recommend them as a solid addition once that submod is updated to KR's 1.1.4/1.1.4a patch.
Use the following mod loading orders (Top -> Bottom)
- Kaiserreich
- KR Tech Extension
- Kaiserreich Naval Rework
- KR Tech Extension-Kaiserreich Naval Rework Compatibility Patch (This Patch)
- Kaiserreich-Kaiserreich Naval Rework Compatibility Patch (That Submod)
Kaiserreich-Kaiserreich Naval Rework Compatibility Mod
Do I not need to apply this mod?
Update for KR patch 1.1.4
- Script Enums update from KR 1.1.4.
Update for KR patch 1.1.3
- KNR carrier AEW wing module is now unlocked by KRTX Bistatic RADAR.
- Make the KNR nuclear engines require KRTX naval nuclear engine tech.
Big thanks to @Shavius for these contributions.
Update for KR patch 1.1.3
- Add doctrinal bonus support for KNR's new `medium_cruiser`.
- KNR's ship helipad now requires KRTX's Experimental Helicopter tech
- Disables KNR's `phased_array_radar`, move them to KRTX's radar tech tree instead.
- Switch late/post-war Fire Control System to KNR's tree instead.
Big thanks to @Shavius for these contributions.
Thanks for the report - I'll try to get them fixed for tonight's update.
- Some update from KR patch 1.1.3.
After those 2 (and preferably, the last one)
Is it over the other 2 mods?
- Update for KR Tech Extension patch 1.1.2.
- Russian shipnames now work again for KX Soviet players.
Thanks for the reminder, I'll try to get this updated tonight
Now i can see the full Doctrine tree, but i cant use ship and naval technology since 1944
Im playing Kaiserreich with Tech expansion and KR Naval rework.
Thank you
- Update for HoI4 patch 1.14.4
Glad to be of help :)