Hearts of Iron IV

Hearts of Iron IV

OWB: UTCM Addon - Extended Cut
26 Comments
RedWolf 14 hours ago 
I have been using those mods before UTCM was a thing so it didn't cross my mind to turn them off because of conflict that's my bad as i said I have been running UTCM without TTR or PAR,and was running RaR-TE and Tech Expansion Crash Fix and not had any issue before so i did not have much reason to check that was my fault I apologize.
Zam138  [author] 3 Aug @ 1:21am 
@RedWolf ...because you shouldn't have had RaR-TE nor the Tech Expansion Crash Fix on in the first place, not only are those mods out of date they conflict with basically everything about UTCM, it says on the UTCM page "Don't use other patch mods" even, so of course there were conflicts
RedWolf 2 Aug @ 7:27pm 
I think I found the problem not sure but I had moved UTCM to the bottom of my load list and turned off Roads and rails Tech expansion and tech expansion crash fix, that seems to have fixed the issue because i ran a new game with those off and the tech page opens fine now. I don't know why it only caused issues with the addons active I can figure it had a conflict with TTR and PAR when they were active, but not the addons which was confusing since they don't mess with the tech trees. I thank you for your time in trying to resolve this issue.
RedWolf 2 Aug @ 6:37pm 
Ok the issue I am having is not UTCM it is the addons i have run UTCM without TTR and PAR active and not had this problem ever only when i tried the addons did this bug com back I don't run TTR because even with UTCM active it still breaks the tech page to not be able to open.

My issue has never been UTCM just these addons no matter which I try to run in a game it will not open the tech page while they are active UTCM runs fine without TTR or PAR active for me when I have them active it breaks the tech page I do not know if these mods need to be updated or not but they never work my question has just been regarding the addons.

I apologize if i have not been very clear on what my issue has been.
Zam138  [author] 1 Aug @ 10:39pm 
@RedWolf it's not a matter of "Trying" you HAVE to have the mod prerequisites of a mod active in your game to use it, TTR and PAR are integral prerequisites to UTCM and aren't negotiable.

Many map mods aren't up to date, only ECR and the Cuba/Caribbean are up-to-date as far as I can tell and the island mods currently have some issues as well.
RedWolf 1 Aug @ 2:33pm 
tried that dint work activated both and the addons minus nu blu flu and it still wouldn't open tech screen dose it have issues with mods that expand the map like ECR or am I missing something. I know ttr always kept bugging the tech screen even with utcm.
Zam138  [author] 1 Aug @ 1:38pm 
@RedWolf That's the problem then, while you don't need No Step Back if you have UTCM it adds content if you do, you MUST have TTR and PAR active for UTCM, that's just how mods work.
RedWolf 1 Aug @ 11:41am 
nope just what utcm has listed as needed on the mod page i have the tech tree rework and power armor rework but both are not on due to bugging the tech screen and lacking the needed dlc respectively.
Zam138  [author] 31 Jul @ 3:25am 
@RedWolf do you have the mod "Robots Reworked" installed? If you do, remove it, as it's been integrated into UTCM.
RedWolf 30 Jul @ 8:53pm 
is there a load order because I installed this and the other addons but it bugs the research screen to not be able to open and the only mods that alter the research tech is the utcm listed mods, am I missing something?
Zam138  [author] 9 Jun @ 10:25am 
:)
RatherScharfe 9 Jun @ 5:59am 
@Zam138

Cyberpunk 2277...?
...Iz'zat Implants or advanced sciences, boss?
Zam138  [author] 9 Jun @ 12:35am 
@RatherScharfe As a sneak peek: right now I'm updating UTCM's RR modules to be more in line with vanilla HOI4's tank modules, that way there's actual differences between the modules, but I've also been working on something I'll only call "Cyberpunk 2277"
RatherScharfe 8 Jun @ 7:01pm 
@Zam138

Saw what boss? My memory is short and these glasses ain't prescription, man ;)

(what's next on the agenda, by the by? like, for UTCM or it's addons as a whole?)
Zam138  [author] 6 Jun @ 2:24am 
@RatherScharfe you saw noooooooooothing.
Zam138  [author] 5 Jun @ 6:32pm 
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwoops
RatherScharfe 5 Jun @ 5:38pm 
The decision that gives the player super heavy quadrupeds doesn't TAKE 25% consumer goods, it GIVES them instead
Zam138  [author] 5 Jun @ 1:08pm 
@Crusaderjack if they qualify for it, they can get it
Crusaderjack 5 Jun @ 9:30am 
can we get this stuff as troll warren?
Zam138  [author] 1 Jun @ 12:43am 
@Crusaderjack copypasting: "UTCM update: Removed Tribal and Implant visibility limitations. Please be aware that you will see the Tribal and Implant tech trees no matter which nation you play as, but you will not gain access to them unless you are a special nation. This is essentially just vanilla behavior, you just get to see the tribal techs as well with this mod."
Zam138  [author] 31 May @ 7:29pm 
@Crusaderjack I don't play Multiplayer, so if you're able to use console commands to tag your own nation to refresh the tech tree without saving and reloading it'll work, but by "Doesn't work in Multiplayer" I mean it in a literal sense, as without the save-load it'll just look like an empty tech tree
Crusaderjack 31 May @ 8:23am 
So when you say obtaining the tribal and cybernetic tech isnt for multiplayer, do you mean that from a balance standpoint or would it like prevent me and friend from playing the enclave and new vegas together?
Zam138  [author] 30 May @ 11:29am 
@RatherScharfe It's just after you finish off a doctrine and get started on a second
RatherScharfe 30 May @ 11:27am 
What's the easter egg? Any hints where to look?
Zam138  [author] 30 May @ 6:02am 
@Яндекс.Warhammer added clarification to what is included
Яндекс.Warhammer 30 May @ 5:57am 
What mod add? Tribal techs for all?