Hearts of Iron IV

Hearts of Iron IV

OWB: Ultimate Tech Compatibility Mod
195 Comments
GreaterOntario 15 hours ago 
@Fytliel

Most likely its because its easier for the modder to not have to find the needle in the haystack if something breaks.
Fyrliel 11 Jul @ 8:15am 
Why isn’t there a mod that combines all these mods into one so there doesn’t need to be 5-6 separate mods?
RatherScharfe 6 Jul @ 5:05pm 
@Zam138

To be honest, Zam, they warn about an update as big as 5.2 beforehand - see, the title reveal for Rocky Mountain High and 4.1 (the one that added MacArthur, Reservation, Storm Mongers and Granite trees, forgot it's name, but they announced it earlier too). So, I don't think that they'll drop it randomly like that, they always announce that a big update like that will drop at least a week earlier. The teasers show what stuff has stuff already finished//nearly finished/is being currently worked on, after all, and we still haven't seen anything about Site Y, Fringe, the Sanitizers, Deadline, like three others...

Tl:dr - it's one hundred percent still over a month away
CarbonCopy 6 Jul @ 11:12am 
Thanks for working on this, crazy how a mod project can be so much better than the actual game in so many regards.
Zam138  [author] 6 Jul @ 11:04am 
@RatherScharfe more that OWB keeps teasing 5.2 happening soon and idk if that means "happening next week" or "happening next month"
RatherScharfe 6 Jul @ 9:45am 
@Zam138

Ah, so there's no sense in waiting for it, then? Since we don't know when OWB will update?
Zam138  [author] 6 Jul @ 8:49am 
@RatherScharfe Soon:tm: for the former, and unfortunately it likely will for the latter since it adds a bunch of stuff to the Creatures tech folder.

I've actually been holding off on updating TEME/UTCM/CF until the next OWB update drops to try to save peoples' games for that very reason, as since nothing is *currently* broken there's no point in ruining peoples' games just to fix harmless things in an error log
RatherScharfe 6 Jul @ 6:03am 
@Zam138

How soon can we expect Creature Feature to release? And will it be possible to turn it on midway through a playthrough without breaking the save?
RememberReach6 2 Jul @ 3:40pm 
So I saw this has APA Mk.IV
Zam138  [author] 29 Jun @ 6:17am 
@SoulReaper I don't know what to tell you, by loading just this mod and the prerequisites the game loads into a match perfectly fine, try uninstalling and reinstalling your mods.
SoulReaper 29 Jun @ 5:43am 
Bro I have no other mods installed other then this one and it keeps crashing when i try to start a game
Zam138  [author] 29 Jun @ 5:32am 
@Sky if you have a bug report, put it in the bug reports thread, if you have a conflicting mod please put it in the compatibility issues thread, in a vacuum with just the prerequisites the mod works fine for me.
Sky 29 Jun @ 5:14am 
whenever i use this everything breaks :(
Zam138  [author] 28 Jun @ 10:14am 
@Tuxar they should, yes
Tuxar 28 Jun @ 9:21am 
Kind of a stupid question, but will the AI research and upgrade their power armor/robots?
Яндекс.Warhammer 26 Jun @ 5:28am 
Can you make updated version for vanilla?
FoxySkies  [author] 26 Jun @ 4:51am 
@Яндекс.Warhammer

It won't work without ERX unfortuntely due to how I coded it. The Conversion and Variants one I mean.
Яндекс.Warhammer 26 Jun @ 4:35am 
If it work even without ERX, so yes, good.
FoxySkies  [author] 26 Jun @ 1:40am 
@Яндекс.Warhammer

I made one that works with UTCM for ERX and my new hidden mods, Vehicles and Air Rework if ya want that one?
Яндекс.Warhammer 26 Jun @ 1:20am 
Zam, any plan for «eqp conversation add-on»? We have one, but it is very outdated
Zam138  [author] 25 Jun @ 2:43am 
@RatherScharfe all robots are customizable now, and if the NCD author wishes to make a compatibility patch for UTCM they're free to do so, but IMO that's way too much tedious data to change on our end just because they want to have a different start date.
RatherScharfe 24 Jun @ 9:11am 
Are superheavy robots customizable with robots reworked too?

...And does anyone know if UTCM is compatible with New California Dreaming? Since the start date is changed in it
Tereble™ 21 Jun @ 11:11pm 
@Zam123 Ah i see I'm so use to seeing everything as it releases and slotting in that way but if its to make it cohesive of the OWB timeline that's fine
Zam138  [author] 21 Jun @ 10:15pm 
@Tereble less "reversed" and more that OWB tried fixing the timeline discrepancy FO4 made, other mods added the Hellfire as "Mk3" and because they utilize it as such we can't change it, and UTCM adds the Mk4 to "wrap up" the FO4 timeline discrepancy thing.
Tereble™ 21 Jun @ 8:04pm 
@Zam123 I see so with the T-51/60 its more the case that its the better armour value overall and not in order but with the x-02/03 they are definitely reversed with the Black Devil which is the x-02 armour should be the APA mkIII and The Hellfire being APA mkIV
Lord_Farsight 21 Jun @ 1:21pm 
Alright, issue located and removed
Zam138  [author] 21 Jun @ 12:04pm 
Yes to both, and while I have no idea how strong the AI decided the robots you fought were, I can say that the base robot stats are the same as in vanilla, the changes are in the modules and the upgrades, of which the AI should be using at least SOME of (or at least spamming cheap units)
Grynn 21 Jun @ 11:58am 
@Zam138 hey man, thanks for fixing the fuel issue. Have two questions though:
1. Can AI make divs with the new "designed" compononets? Just had a run with Robot City, going against Mexicans was not even a challenge, my robots were like 3x stronger for some reason.
2. Do you know if your mod works with Darkness Falls? It expands Washington Brotherhood.
Zam138  [author] 21 Jun @ 7:05am 
@Tereble According to both OWB's armor descriptions and Fallout lore, the T51b is the "best" Pre-War PA, period, but the T60 is the best cost-effective armor, so it was used more broadly than the expensive T-51b, according to the lore OWB is running with, and because it was implemented in OWB as such we've kept the order of progression for that in UTCM.

As for the X-02/X-03, it does. OWB uses the FO2 APA to represent the Black Devil X-02, and as described UTCM uses the FO4 version to represent a hypothetical "Devil Hellfire" version that combines the X-02 and X-03's advancements.
Tereble™ 21 Jun @ 4:11am 
Not to sound like a nerd but wouldn't the Hellfire X-03 come after the X-02 and the T-60 after the T-51?
Zam138  [author] 21 Jun @ 1:38am 
@Lord_Farsight @frogmin The game loads the designer perfectly fine for me with just this mod and its prerequisites, if you have other mods on (such as Robots Reworked) that might be messing with things, but if you aren't please uninstall and reinstall this mod and its prerequisites, then see if your problem persists.

If you are playing with mods other than UTCM and its dependencies, please post your modlist in the Compatibility Issues (formerly Requests) forum, and check to see if there is a patch or an incompatible mod you are using.
frogmin 21 Jun @ 12:10am 
I cant get the power armor designer to work either, own NSB DLC and got the load order right.
Zam138  [author] 20 Jun @ 8:40pm 
Update: Deleted a few patches that only existed to ensure UTCM's code overwrites others' by editing the descriptor file, as well as adjusting several balance issues such as the Fuel Consumption issue.

Also gave the cloaked nightstalkers an actual icon as the OWB icon, while funny if you understand the joke, might cause confusion for people who don't.
Zam138  [author] 20 Jun @ 8:00pm 
@Lord_Farsight Do you have the No Step Back DLC?
Lord_Farsight 20 Jun @ 1:59pm 
the medical robots and the turrets DO get the designer interface though
Lord_Farsight 20 Jun @ 1:45pm 
For some reason I don't get the effects of robot and power armor reworked, they remain as equipment with fixed stats instead of mod-able stuff, any idea what might cause this ?
Ass Blaster Master 20 Jun @ 11:59am 
yeah its basically just.. extra stuff to keep you busy, but seriously you should consider expanding Melee tech, it would be so cool for a legion and lanius run
Zam138  [author] 20 Jun @ 11:02am 
From what I’ve gathered, the Tech Expansion Civilized tech trees are all about foundational-level things that “add” to a nation’s foundation or are all about giving add-on buffs to various units, like extra research speed and a little more suppression to chem supports. Stuff that you take when you’re in a lull period while doing long-term games like with the NCR, ERX, or LHE
Grynn 20 Jun @ 9:57am 
@Zam138 thank you for the update and take care!
@Ass Blaster Master I guess this is a matter of taste, but the whole civilized tree feels a bit wrong stylistically. Other trees are not that long and have very clear structures, while "civ" tree doesn't. I didn't play with Tech Expansion before and that's why the difference between the vanilla style and the Tech Exp style is so apparent to me. But if everyone else thinks that this is completely fine, who am I to argue xd
Ass Blaster Master 20 Jun @ 8:58am 
the civie tech tree is pretty manageable wdym @grynn, besides if they ever change it or shorten it i might lose interest in this mod as it gives me more stuff to do for my long term runs
Zam138  [author] 20 Jun @ 8:23am 
@Grynn and others: the Fuel Consumption thing is in progress (I'm at the hospital rn lol) and should be fixed shortly, the problem was that I based the fuel costs of the modules off of HOI4's in balancing, so... oops lol

As for the civilized tree, the size of that's Tech Expansion's doing, the only touches we've made have been to rebalance some of the techs and make a "Demolitions" counterpart to the Fireteam stormtroopers tech. UTCM on its own mostly only takes what already exists in others' technology mods and makes it all compatible with each other, so credit is due to the shoulders we stand on. (I did make the icons for a few techs though, and they even made it into vanilla OWB as the creature and mutant terrain doctrines, yippee!)
Grynn 20 Jun @ 6:16am 
Guys, the mod is nuts. Idk how did I miss it, but after playing with it, have to say, that there is no way back to the vanilla. I have two suggestions though:
1. PA and Robo fuel usage feels too much. One can realistically solve it in the late midgame\endgame, when a run is obviously already over. Almost all PA nations rely on heavy PA + Robo cops spam to sustain manpower. I didn't even consider building robots, because I only started to somehow sustain my PA divs only after I conquested NCR.
2. It would be nice to do something with the "civilized" research tree. It is honestly too long and very hardly manageable. This is ofcourse a nice addition to the game, since it gives you somethign to research in the endgame, but I would prefer it to be smaller, honestly.

Other than that, amazing mod. Thank you for your hard work.
Bagleman™ 19 Jun @ 10:43pm 
Robots need to have their fuel usage nerfed
BagoMash 16 Jun @ 2:01pm 
I have to agree with Juan Martinez. Fuel cell usage either needs to be reduced or have excess electricity give significantly more fuel per excess unit.
Juan Martinez 16 Jun @ 5:21am 
I feel like robots are ultra crap in terms of fuel usage. In vanilla they have something between 0.3 to 0.8 fuel usage per battalion. In this mod they by default have like 1-2 which is already a lot and adding any upgrade makes it go even higher. 5 divisions can drain whole cell storage in days
Zam138  [author] 15 Jun @ 8:07am 
@RatherScharfe that's already what the Extended Cut does for techs that make some sense to have, like stealing Securitrons, however many unique techs are unique for a purpose, so getting Behemoths as an Enclave nation seems kinda silly to me
Ass Blaster Master 15 Jun @ 7:42am 
id love to see expanded melee tech like how enforcer tech was expanded to make it more viable later game
RatherScharfe 15 Jun @ 5:49am 
Will it be possible, in the future here or in the extended cut, to research unique techs?
Zam138  [author] 14 Jun @ 8:28am 
...how in the heck did the visibility flag get set to "Friends Only" ?????????

Fixed now
gpa1090 14 Jun @ 8:07am 
The link for the comp patch of Mr House OP is not working. Is Mr House OP compatible? Thanks.