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Meneth

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Download.
This update should not break saves as long as the same modules are used. Does not work with the WoL/2.3 beta.
The version for 2.1.6 will remain available until further notice.

SWMH currently does not include any part of India. This will be rectified in the future.
SWMH does not include a 769 start. There is no plan to add one.
SWMH does not currently include the winter mechanic. When or if this will be rectified is unknown.

Arko Armoiries:
  • Update to 2.2.1
  • Beta "customizer" fake religion to add customizer's new possibilities
  • Tweaked a bit colours and rebels' colours.
Arko Interface:
  • Update to 2.2.1
  • Fixed central bottom event log glitching with province view
VIET 1.8.3:
  • Added 10 raid, 5 monogatari referencing, and 10 urine flavor events
  • Added event chain referencing Monogatari Second Season's last OP, Fast Love/Kogarashi Sentiment
  • Added Northern Pagan music pack
  • Changed event pics used in startup events because I can
  • Hummus events no longer fire for Iranians
  • Made a few events that give province modifiers have more restrictive triggers
  • Fixed some events not triggering properly
  • Fixed quantum Xwedodah black holes appearing in Persepolis and destroying the fabric of space-time reality
  • Fixed possible cause of CTDs from nonexistent childhood event firing in VIET Events
CPR 2.0.8:
  • Fixed missing vanilla cultures in SWMH due to CPR
  • Fixed Somali not using Berbergfx in non-SWMH PB
  • Fixed namelists of several cultures not updated to recent vanilla patches
SWMH 2.86e:
  • FIX: Solved all incorrect CoA issues ("flag-shifting") (affected some religious head titles, merchant republics, etc.)
  • VANILLA FIX: Magyars can now actually win their invasion in 867 (had been essentially impossible since patch 2.2)
EMF 2.06:
  • Magyar starting troops/commanders boosted so that they can actually win their 867 invasion of Pannonia/Hungary (has been impossible since patch 2.2)
  • If starting at a bookmark in which Hagia Sophia is controlled by a Catholic, it's now automatically granted to the Ecumenical Patriarch to avoid early mending of the Catholic Schism
  • Decadence revolts can now kick in at 60% decadence, are much more likely to happen at higher levels, and are more dangerous
  • Automatic Empire Disintegration:
    • FIX: 2.04's change which prevented automatic disintegration for the first 30 years of any campaign should now work properly
    • As a special case, the HRE now requires a 150 realm_size minimum after the year 1100 (rather than 100 realm_size)
  • Cleaned-up tooltips for 'Adopt Feudalism,' 'Found a Merchant Republic,' and all laws which are unlocked by technology (visual improvement, less redundant)
  • Looting is again allowed for the reformed version of pagan religions
  • AI Lucky Rulers:
    • Now much more likely to join and create independence factions
    • Now able to use the 'Bid For Independence CB' against AI lieges even when a de jure vassal and regardless of their traits
    • Can fabricate minor claims (via chancellor-- not plots) a bit faster
  • AI 'Conqueror' trait now has a pretty icon
  • Independence faction now just a bit more rowdy in the face of a competing claimant faction (or the possibility of one)
  • Norse conversion to Catholicism now much more likely after 930, also reversed a related major vanilla bug with Norse conversion likelihood
  • Maintenance event which kills useless, auto-spawned courtiers (no claims, no skills, etc.) moved from yearly pulse to 5-yearly pulse
    • Cuts down on the dead character count as the campaign progresses, because they quickly respawn (optimization)
  • Succession law opinion modifiers and requirements reworked to provide more strategy and clarity while also being more robust
  • FIX: Haruriyyah holy order now comes with enough galleys to transport itself (vanilla bug)
 

Lord of Pain

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yay

Edit: I just noticed that the installer is responsible for removing my old message settings, its a bit of a pain. :/
 
Last edited:

zijistark

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yay

Edit: I just noticed that the installer is responsible for removing my old message settings, its a bit of a pain. :/

Huh? Did Paradox change where message settings are stored or something? The installer doesn't delete or modify anything but the output mod directory (Historical Immersion Project, default). Well, and the ../eu4_export/mod/HIP_Converter directory. And HIP.mod. And ../eu4_export/mod/HIP_Converter.mod. But you get the point.
 

Lord of Pain

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Huh? Did Paradox change where message settings are stored or something? The installer doesn't delete or modify anything but the output mod directory (Historical Immersion Project, default). Well, and the ../eu4_export/mod/HIP_Converter directory. And HIP.mod. And ../eu4_export/mod/HIP_Converter.mod. But you get the point.

IIRC they did change it a while back (not sure in which patch though, can't find it in any patch notes), now each mod that use "user_dir" also uses seperate message settings and are saved within that output folder.
 
Last edited:

zijistark

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IIRC they did change it a while back (not sure in which patch though, can't find it in any patch notes), now each mod that use "user_dir" also uses seperate message settings and are saved within that output folder.

Oh, well, the user_dir output folder itself (just 'HIP') if you're not using any other user_dir mods doesn't get deleted. Only the subdirectories 'map' and 'gfx' and 'logs' and 'interface' if they exist, as part of automatic cache-clearing (map and gfx still are local cache, but logs are now global). Think maybe it's stored in the 'interface' folder? If so, I'll modify the installer to no longer clear that directory, as I'd thought it too was cache when I wrote that routine.
 
Last edited:

zijistark

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Can we export to EU IV with the SWMH module?

No. Also, the vanilla converter (as in, the DLC itself) is also broken still in patch 2.2.1. [WoL beta has a lot of fixes for it, but the WoL beta is still really unstable.]
 

DasBananenbrot

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In general I know it is the best to use the same modules after an update for saves to work, which perfectly makes sense. But I recently got all the portait DLCs I still missed. Do you think it could be safe to just add CPR and I could try it or would it definetely crash my saves?
 

Meneth

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In general I know it is the best to use the same modules after an update for saves to work, which perfectly makes sense. But I recently got all the portait DLCs I still missed. Do you think it could be safe to just add CPR and I could try it or would it definetely crash my saves?
Probably safe.
 

IoannesBarbarus

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I’m curious why CPR defaults to “no” in the installer, even if all portrait DLCs are detected… do you just not trust your DLC detection code enough?
 

cybrxkhan

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I always thought CK2 needed more events regarding the flavor of urine.

Now is it urine flavor events, or urine flavor events? :D


I’m curious why CPR defaults to “no” in the installer, even if all portrait DLCs are detected… do you just not trust your DLC detection code enough?

This is probably an oversimplification, but here goes: though very unlikely, due to the way the installer detects the portrait DLC, it is possible the DLC detection code doesn't work. Defaulting to no is just a last-ditch solution, just in case. (Not to mention sometimes players forget to select portrait DLCs in the launcher, so this is sort of a subtle reminder)
 

zijistark

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In general I know it is the best to use the same modules after an update for saves to work, which perfectly makes sense. But I recently got all the portait DLCs I still missed. Do you think it could be safe to just add CPR and I could try it or would it definetely crash my saves?

Probably safe.

Characters in an old save game w/o CPR will still have the old portraits, more or less. The graphicalculture of a character is saved in the savegame. CPR assigns new hybrid graphicalcultures to different cultures. So your character probably won't look at all like he/she would if you'd started a new game w/ CPR. However, though it's possible, it's unlikely that it will crash or mess-up seriously. In the reverse, however, when you go from a CPR save to a non-CPR game, you've got problems.
 

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Characters in an old save game w/o CPR will still have the old portraits, more or less. The graphicalculture of a character is saved in the savegame. CPR assigns new hybrid graphicalcultures to different cultures. So your character probably won't look at all like he/she would if you'd started a new game w/ CPR. However, though it's possible, it's unlikely that it will crash or mess-up seriously. In the reverse, however, when you go from a CPR save to a non-CPR game, you've got problems.
Well, so far it works good
 

Lord of Pain

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Oh, well, the user_dir output folder itself (just 'HIP') if you're not using any other user_dir mods doesn't get deleted. Only the subdirectories 'map' and 'gfx' and 'logs' and 'interface' if they exist, as part of automatic cache-clearing (map and gfx still are local cache, but logs are now global). Think maybe it's stored in the 'interface' folder? If so, I'll modify the installer to no longer clear that directory, as I'd thought it too was cache when I wrote that routine.

Yes, I meant that it's stored in the 'interface' folder within the user_dir.
 

AndreiTLC

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why don t SMHW include the winter mechanic ?it stops me from playing this awesome mod ;|
 

zijistark

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