Hearts of Iron IV

Hearts of Iron IV

Unoffical KRTX Patch
160 Comments
Doktor_Diesel 11 Jul @ 1:00pm 
@NOVA it wworks
N0VA 11 Jul @ 12:31pm 
Does this not work? Anymore?
Ezzyboyo 21 Jun @ 7:19am 
@Caek you'll need to replace the American civil war trigger file to update this to work with the new KR update cause all the tags got changed
Doktor_Diesel 12 Jun @ 1:09pm 
hey do you still work on the fix or not?
Caek  [author] 8 Jun @ 8:07pm 
@JC_von_Preussen Second error definitely ain't this one. First error probably is, but I can't tell for sure without reactivating my sub and that's off for a while. I might be able to guesswork a patch together, but no promises.
JC_von_Preussen 8 Jun @ 5:49am 
In the error log I get a lot of these :
[14:39:33][1946.10.14.20][triggerimplementation.cpp:2950]: common/scripted_effects/00_transfer_technology_effects.txt:1381: has_tech: Invalid tech
among other issue of this kind (probably not coming from your mod) :
[14:42:00][1946.11.20.01][trigger.cpp:457]: common/national_focus/RUS focus (Russia).txt:3041: RUS_pyotr_wrangel: Invalid Scope, supported: State|Country|Character|Combatant|Ace|StrategicRegion|Operation|Unit|Military Industrial Organisation|Purchase Contract|Raid Instance|Special Project, provided: None
JC_von_Preussen 8 Jun @ 5:49am 
So. Little update. It seems my sound mod or more probably my Theatrum Orbis map mode are to blame for the crashes. My friend that loads perfectly without getting crashes do not use them. So he sent my save back to me, saved a few days after the file I sent him. It works when I do not use the two mentionned mods. So it would seem this has no lonk to your mod.
This said. I do then get a crash later on in november 1946. Probably the save is corrupt already;
It's fine.
JC_von_Preussen 8 Jun @ 5:04am 
So maybe a follow to up to your discussion with SNAKE. Yesterday as LKMT I had crashes on the 10th oh July 1946. I first thought that would be this mod. Then sent the save to a friend that has the exact same modlist. He did not get the crash. Weird.
So I checked my files, updated/refreshed. Loaded my save. Still a crash.
I'm very bad at this, and I have no way to be sure this comes from here, but maybe maybe maybe you have it in you to find a fix, if the issue comes from this subdmod ?
It's really good work by the way, thank you for your talent and time.
Cheers !
antonjbain 6 Jun @ 2:15am 
You are a G bro, thx
Kaiser1914 3 Jun @ 6:26pm 
1.16.5
Kaiser1914 3 Jun @ 6:25pm 
update pls
Lord Ɨnquisitor 4 May @ 5:23pm 
Does anyone know if there is a compatch for autobahn nach 56 compatch for this? Or a good explanation on how to make that sorta thing
SieveandSand 2 May @ 12:59am 
Just wondering, does it still work for the new KR update?
The Pikmin Captain 1 May @ 2:55pm 
Do you need the original mod for this to work?
Toast 22 Apr @ 4:49am 
idk if its just me but the anhui volunteer war bug still happens
👍
aat 19 Apr @ 7:34am 
needs to be updated to 1.16
Ezzyboyo 31 Mar @ 12:36pm 
i ran a game till 46' on my fork of it for navy rework in KR and didn't crash, i do own the new dlc as well.
SNAKE 31 Mar @ 12:10pm 
you can add me on discord and i can help you to get the dlc, if you don't have the money.
Caek  [author] 31 Mar @ 11:15am 
So, bad news: it didn't crash in KRX either in late 45, meaning I've got no way to reproduce the crash on my end to actually be able to fix it. The best I can give is the guesswork below and hope that one of them gets lucky and people report it back as being stable, but I can't do anything more than that since I don't have the DLC on my end to test it and develop it in the usual way.
Caek  [author] 31 Mar @ 10:07am 
Also ran to late 46 in regular KR with no crash. Gonna do the same with KRX and see if anything happens there, but I've a feeling it won't.
Caek  [author] 31 Mar @ 10:04am 
A) Go to this mod's common\scripted_effects and delete the _transfer_technology_effects file inside it. Try game.

B) If that doesn't work, rename it to 00_transfer_technology_effects and see what happens.

C) If that doesn't work, delete it and replace it with the one from either KR or KRX, located in your workshop directory. See if that works.

There's probably something to be done to merge the two for a more optimal fix (ie, the one for this mod mentions the panzerschiffe, aka the large cruiser tech), but it basically means going through the file and checking for comparison with the tech tree files. That's doable, but not exactly something I can describe here, and not something I can do my end without the DLC to confirm everything works.
Caek  [author] 31 Mar @ 10:04am 
Right, we're into 45 and this isn't going at all, but I've got an idea = whilst running the game I compared the base KR version of the 00_transfer_technology_effects with the version in this, and there are some differences around some of the special projects and the like which could be causing it to try and transfer a tech that doesn't exist for one reason or another.

I can't test it on me (no DLC = no tech to transfer), but one of these is probably a potential solution. Try each one, back stuff up, etc.
Caek  [author] 31 Mar @ 9:55am 
I don't mean that the crash is in the DLC, I mean that the crash could be caused by the DLC pulling from files that are in the mod but basically dormant if you don't have the DLC, like, say, the Gotterdammerung techs, if something changed behind the scenes. I've got a rough idea where this crash *might* be, but it ain't going on me - I'm at July 44 and still no crash, just running the game at max speed as observer Mexico.
SNAKE 31 Mar @ 9:54am 
it may be one of the mods i'm using but i disabled them except this one and the crash persisted
SNAKE 31 Mar @ 9:52am 
i doubt it's a dlc problem, i played a lot of games with this mod along with the new DLC and got to 1946 without crashes, it started to crash after the new patch
Caek  [author] 31 Mar @ 9:45am 
December 1942, no crash yet. Gonna run to '45, but if it doesn't go it has got to be a DLC problem which I legit can't fix even with logs since I'd need to be able to reproduce it on my end to know if I've fixed it or made it worse.
Caek  [author] 31 Mar @ 9:05am 
I'm actually running the game right now to 1942 in base KR to see what happens. If it's a DLC crash it'll pop, if not, it'll continue. Both will give a lot of insight into where this one is and any other glitches that might've worked there way in.
SNAKE 31 Mar @ 9:02am 
it works flawlessly until you get to 1942 or so, i played two playthroughs and it always crashed around the same time, log says something about "invalid tech" and "transfer technology"
Caek  [author] 31 Mar @ 8:59am 
Actually, hang on, let me do some digging here.
Caek  [author] 31 Mar @ 8:59am 
Loading KR, works fine when I ran it for six or so months without a crash, which means...t has to be in one of the DLC tech files. I can't fix that without resubbing to a game I ain't even playing right now. FFS, Paradox.
SNAKE 31 Mar @ 8:55am 
open your wallet? bro i got the files, i can send them via discord, i also have the logs of my crash with the mod, it seems to crash on autosave for some reason
Caek  [author] 31 Mar @ 8:52am 
Ugh, this is gonna be a real pain in the ass. I got the game back in to take a peek, and surprise surprise, it works fine for me in KRX. There's either two causes for that: either a) it is somewhere in plain ol' KR which will make it a pain to sort without messing up the KRX compatibility, or b) it is being triggered by the DLC which I don't own without the sub and need me to open my wallet to patch.

Give me a bit. I'll try and see what I can do, but it might take me a bit depending on how weird this one is and where it is.
SNAKE 30 Mar @ 6:55pm 
please caek fix this and i'll suck you off :steamhappy:
Tonymon 30 Mar @ 4:51pm 
yeh it crashes unfortunatley
Caek  [author] 29 Mar @ 12:13pm 
Hmmm. Bugger. I ain't even got HoI4 installed right now to patch it :S
SNAKE 29 Mar @ 8:58am 
crashes on KR - "invalid tech" in "transfer_technology_effects"
Kaiser1914 28 Mar @ 5:33pm 
Any updates for 1.16.3?
Tonymon 28 Mar @ 9:06am 
im guesing this along with other mods is now out of date due to the newest stupid update
ᛣ Munin ᛉ 26 Mar @ 6:06pm 
@Ezzyboyo it doesn't work with KX because KX naval rework isn't updated, one that is without naval rework would work though
Caek  [author] 25 Mar @ 3:43pm 
@Ezzyboyo Thanks for doing that! I'm out of the game for a while with HoI4, so feel free to go nuts with working on that if you want.
Ezzyboyo 25 Mar @ 2:40pm 
Update on my "discovery" doesn't seem to have fixed it for some people so i've made a fork of this mod hopefully Caek doesn't mind (though if he does i'll gladly take it down) this fork will only work with KR Naval Rework https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3452062237

I assume it should work with KX Naval rework but I haven't tested cause I'm not much of a KX player
Darksam 24 Mar @ 2:27pm 
Oh! You got a thing
I was trying with this mod between KR TE and KR Naval Rework
Thanks, I’ll look about that
Ezzyboyo 23 Mar @ 6:21am 
Loading KR Naval Rework Above this mod and KR tech extended makes it work for me i haven't found any major issues with it, although that is having not played a full game with it yet.
Only a Dommer 23 Mar @ 2:49am 
Why my game still crashed after adding this mod QAQ. Is this mod incompatible with KR Naval Rework?
Nikolai-TH 19 Mar @ 6:03am 
There is a problem with the aircraft technology diagram.
PaulineHanson69 15 Mar @ 10:57pm 
It's actual peak if you do the KR Tech Extension x Naval Rework compatch
Darksam 7 Mar @ 10:01am 
Please dear Caek, before to leave for a while, could you look for the KR Tech Extension x Naval Rework compatch? I don't know how hard it'd be and I understand if you don't want to x)
In all cases: Thanks for your job man, you're a KR savior
Supersteveshark 6 Mar @ 6:38pm 
@Caek I do know they moved Armored cruisers from tech tree to special project, not sure how it effects anything.
Lulu's Hawk 4 Mar @ 3:18pm 
Can confirm that everything seems to be behaving itself, even with late game tech (at least CSA2/CAS stuff).

Glad to see guided-missile warships actually firing guided missiles instead of me having to headcanon them shooting scaled-up Shillelagh missiles.

Minor amusement: The endgame Cruise Missile Submarines don't have the ballistic/nuclear missile racks they're meant to, mounting instead the surface-combatant Heavy missile batteries.

I find this far too hilarious to ask that it be changed, and, as you say, it wouldn't be, for a while anyway (unless someone forks this mod).