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zijistark

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This release is dedicated to HIP itself, a now-mighty confederation of smaller mods that joined forces with their first combined release just one day short of a year ago. Download and be merry, ye HIP patriots!

Download! [ MediaFire Mirror ]
This update is fully save-compatible with previous releases for CKII 2.3.X.
The HIP version for CKII 2.2.1 will remain available until further notice.

Reminders:
SWMH 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. This will be rectified soon, along with an all-new NBRT+ that features custom, quality snow shaders.

NOTE:
CPR now additionally requires the following DLCs: Iberian Portraits, Early Western Clothing Pack, and Early Eastern Clothing Pack

EMF 3.03
  • Updated for CKII v2.3.2
  • [Scenario Customization Decision] Convert to Merchant Republic
    • This scenario customization decision converts your feudal ruler into the Doge of a new, independent, and optionally de jure kingdom-tier merchant republic.
    • The 4 rival patrician families will be auto-generated by the game once you unpause. Similarly, note that you also cannot build trade posts until immediately after unpausing the game (day 2).
    • Cool extra, related feature: there is now a special 'Convert to Merchant Republic' diplo-action available upon essentially any coastal feudal ruler (but only before unpausing the game). With this diplo-action, you can create AI merchant republics-- and still choose whether they're de jure kingdom-tier or simple duke-tier-- wherever you damn well please. Paint the map.
  • [Scenario Customization Decision] No CB Cooldowns
    • You may now choose whether to disable all CB "cooldowns" (for all rulers) via the new customization decisions menu (affects holy war, county conquest, republics, subjugation, tribal invasion, etc.)
    • Can be enacted at any time but is currently irreversible once enacted
  • More Crown Authority, More Money
    • All non-default increments of crown authority laws now grant an additional +2.5% feudal, city, and clergy tax. This can add up very quickly, especially for feudal tax in large realms.
    • If you can set legal precedent in favor of the crown on any subject (protected inheritance, internal king's peace, etc.), it is reasonable to expect that the same crown would be able to require / demand slightly higher taxes, ceteris paribus. Naturally, raising crown authority also reduces vassal opinion and may put you at risk of revolts (just as always), so the pay-off isn't fundamental.
    • This makes pursuing centralization of power with the crown a more lucrative business, if nothing else. While each crown law has always had its strategic benefits, it has never been more clear that centralization of power with the crown is, in essence, theoretically good for the crown.
    • Now perhaps you can finally afford those shiny retinues in order to crush the consequent rebellions of disempowered nobles! [ More work to be done soon on better rebellions, though! ]
  • Distribute Recently Acquired Land
    • Decision now also works for counties acquired through inheritance
    • Cosmetic improvements (some automatically-generated tooltips were misleading, and a [wrong] character portrait was shown under certain conditions)
    • Once decision is taken, it will now prompt for the full set of recently-acquired counties and no longer stop once your character is no longer over their demesne limit. Simply choose not to grant what you want to keep, and remember, even if it's recently-acquired, you'll never be prompted about anything in your capital duchy.
    • Now also searches your court for up to 2 best-fit candidates for each province and allows the option to select one of these instead of a new, random character when prompting for each province
    • Now applies the proper Indian caste trait to newly-created characters, if relevant
    • Newly-created characters will have a stewardship education rather than a fully-random education.
    • Vanilla's 'Ask For Help Managing Titles' decision is now disabled unless your chancellor is another player; EMF's decision is safer and more reliable.
  • Ruler Designer Unlocked
    • There is now no need to use external mods such as "Ruler Designer Unlocked!" with EMF (no age costs).
    • You can add whatever traits to your character that you please and set whatever character properties that you like. Ruler-design responsibly, ahem.
    • You may customize your age exactly from 16-79 with any combination of the 6 age customizer traits in the Ruler Designer (+1 year, +2 years, +4 years, ..., +32 years). These "age traits" disappear within a few days of unpausing.
  • Great Goddess Isis of Duat now has her very own sexy portrait set and a proper Ancient Egyptian religion icon (portrait art thanks to Crakdtoothgrin!)
  • AI rulers won't use de jure county claims, de jure duchy claims, or third-party de jure county claims to conquer AI merchant republics' capitals unless they are themselves another merchant republic and not part of the same greater realm
  • AI decision to seduce as well as tendency to pick the seduction focus has been yet further nerfed
  • When using the Pagan Subjugation CB, it is now only necessary to share a border with the enemy in the target kingdom-- not to actually be landed within the target kingdom too (plus some other changes)
  • Independence Faction is less likely to jump the gun on ultimatums at relatively low faction power ratios
  • [Ambition] Disabled Find Hobby ambition when Way of Life DLC is active; Find Hobby is not currently compatible with the Way of Life lifestyle trait distribution method
  • OPTIMIZED: Dynamic levy efficiency laws are now only applied to a ruler's primary title rather than all primary-tier titles and should automatically copy whenever their primary title changes (plus other optimizations)
  • OPTIMIZED/FIXED: AI no longer uses employment decisions to randomly spawn courtiers of various types, as in vanilla-- far fewer random courtiers will be spawned and may fix a stability issue
  • FIX: Religious Reconquest now, like standard Holy War, allows Reformed Norse to wage war over sea zones
  • FIX: Bulgarian Empire title creation conditions now consistent with other empire titles (minimum realm size of 120)
  • FIX: AI Lucky Rulers are no longer subject to trait restrictions when attempting to use the Pagan Subjugation CB _outside_ their capital de jure kingdom (same restrictions as players)
  • FIX: The Autonomy Faction's remove_internal_peace CB had 3 on_add sections (duplicate); it now has one, as it should
  • MINOR: Vassal AIs must be king-tier or higher to fabricate claims outside their realm; however, vassal duke AIs may do so as well if the target realm's top liege is a player (like previously)
  • MINOR: All councillor ambitions use expectation_of_liege = yes to hint the AI
EU4 Converter
  • Now works as desired for EU4 1.9.X (vanilla map only-- SWMH support isn't coming soon)
VIET 1.9.2
  • Added 5 Christmas flavor events
  • Added 27 Republic marriage events (i.e. patricians find a wife)
  • Added Orthodox Chant and Middle East 4 music pack
  • Tweaked some of the events that spawn random characters to give them appropriate dynasty names from their culture
  • Fixed missing volcano event pics
  • Fixed hordes of Mazdean chickens and screws appearing in Constantinople
CPR 2.10
  • Custom Portrait Sets
    These cultures use custom portrait sets and associated cultures that are otherwise unused in-game, but can be utilized in ruler designer and/or modded to be on other cultures. This was a compromise I've done to still allow some sort of customization for users without resorting to having a gazillion customization options per se. Credits to Urzhail64 for the idea.
    • urzhailculturegfx portrait set combining a Western appearance with Greek clothing and hair (Urzhailian culture)
    • commiegfx portrait set combining a Western appearance with Russian clothing and hair (Commie culture)
    • Otaku culture using otakugfx
    • Azn culture using chinesegfx
  • Other Additions
    • Added basquegfx portrait set for Basques, Visigoths, and Suebi, combining a Western appearance with Iberian clothing and hair
    • Added occitangfx portrait set for Occitans, French, Lombards, and Ashkenazi, combining a Western appearance and clothing with Iberian hair
    • Readded saxongfx portrait set, combining Western appearance, Saxon/Celtic clothes (for early/later portraits) with Christian Norse hair
    • Levantinegfx and berbergfx now use early Muslim clothes in appropriate time periods
    • Ethiopiangfx now uses early Byzantine clothes in appropriate time periods
    • Serbians now use bohemiangfx
    • Tweaked placement of beards for steppegfx
    • Occitangfx now has more hair color variety
    • Saxongfx uses Norse child portraits
    • Frankish culture now uses frankishgfx (no effect in-game)
SWMH 2.854g
  • FIX: e_seljuk_turks is no longer tribe=yes and landless=yes
  • FIX: k_avaria and k_lombardy titles added for their CoA references in title history
  • FIX: Added missing Kharijite caliphate title
 
Last edited:

N0body

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Whoo! Update! Thanks for the hard work ya'll. ;)
 

herrmarisa

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Azn culture? Do I get to wear a baseball cap with it?
 

IoannesBarbarus

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Ran into a problem in the installation during the automatic removal of the previous version. Last install used default folder (of course), and so did this one. Previous install and new install were both configured for all modules minus ARKOpack Interface.

Code:
> Removing preexisting 'Historical Immersion Project' ...

Unexpected fatal error occurred:
Traceback (most recent call last):
  File "main.py", line 936, in main
  File "main.py", line 712, in scaffoldMod
  File "main.py", line 260, in rmTree
  File "shutil.pyc", line 247, in rmtree
  File "shutil.pyc", line 247, in rmtree
  File "shutil.pyc", line 256, in rmtree
  File "shutil.pyc", line 254, in rmtree
WindowsError: [Error 145] The directory is not empty: 'Historical Immersion Project\\gfx\\characters'
Screenshot/copy this error and send it to the HIP team. Press ENTER to exit.
gfx/characters is alphabetically first in the HIP subfolder tree. It was empty when I checked it. Running the installer again did successfully remove it.

While I’m at it… some minor stuff with the installer. Which is otherwise code of impressive quality :)
  • The initial prompt states that “”, “y”, and “yes” always mean yes, but everything else means no. This is not true for the prompt for installing to a custom folder or the prompt for installing CPR. Those prompts do end with “[no]” to show a different default, but it’s ambiguous what this means for inputs besides “”, “y”, and “yes”. Anyway, it’s a bit disorienting to be told the default is always yes, and then the second prompt afterwards is marked “[no]”.
  • On my Windows 7, the terminal reads CP437, but Python is sending it something else, probably UTF-8. This results in the very first line of the output being garbled. “ñ” (U+00F1) becomes ␀ (00) and “±” (F1) in CP437; “ç” (U+00E7) becomes ␀ (00) and “τ” (E7). Therefore the first line is printed as “For English, hit ENTER. En franτais, taper 'f'. Para espa±ol, presiona 'e'.” There are more errors of this kind if Spanish or French are selected. “ç” and “ñ” and all other characters I see in main.py are available in CP437 (at different code points), but not all Spanish and French characters are (e.g. “œ”). While you could simply get Python to output in CP437 on the right platforms, it might be best to change cmd.exe’s code page in case you someday need a character outside it. I don’t know how to do that with Python 2, but CP850 would work (i.e. support all relevant characters), or CP1252 would be even more normal. Be careful… I think there are known bugs (in Windows or Python 2, idk) affecting the use of some code pages.
  • I wasn’t able to reproduce it, but I did at one point have to press Ctrl+C twice to cancel. The first one just caused the next prompt to print without the intervening newline.
 
Last edited:

das

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Middle East 4? Can't seem to find it in the music thread.
 

DasBananenbrot

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Yay :D Good work , thanks. Btw just read this :"SWMH does not currently include the winter mechanic. This will be rectified soon, along with an all-new NBRT+ that features custom, quality snow shaders." The hype is real xD
 

Federalist girl

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Huh, that's a heck of a change log. I'll have to try it and hope that the unit gfx bug is gone (we have no idea where it came from, so maybe if we're lucky it'll magically go away too).
 

cybrxkhan

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Azn culture? Do I get to wear a baseball cap with it?

It's a custom culture for those who want to utilize the Chinese portrait set in ruler designer. It's only designed for character creation, not for use as an actual culture in-game (though there's nothing stopping you, I guess).

Have not installed HIP mod yet. Do I need the previous version or can I just use this update?

Unless stated otherwise, every and any HIP release can be installed independently of each other.

The initial prompt states that “”, “y”, and “yes” always mean yes, but everything else means no. This is not true for the prompt for installing to a custom folder or the prompt for installing CPR. Those prompts do end with “[no]” to show a different default, but it’s ambiguous what this means for inputs besides “”, “y”, and “yes”. Anyway, it’s a bit disorienting to be told the default is always yes, and then the second prompt afterwards is marked “[no]”.

This is an oversimplification, but anyways: though very unlikely, due to the method the installer uses to detect 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; the warning the installer pops up is simply not strong enough as some folks don't bother to read the instructions, and we'd rather not have to deal with a bunch of bug reports that turn out to be false alarms. (Not to mention sometimes players forget to select portrait DLCs in the launcher, so this is sort of a subtle reminder)

Middle East 4? Can't seem to find it in the music thread.

I wasn't aware that the release was gonna happen this early in the day (release usually happens around noon my time), and I usually post the music packs a little after. :p

Anyways I'll have it up shortly.

EDIT: And it's up.
 
Last edited:

IoannesBarbarus

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This is an oversimplification, but anyways: though very unlikely, due to the method the installer uses to detect 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; the warning the installer pops up is simply not strong enough as some folks don't bother to read the instructions, and we'd rather not have to deal with a bunch of bug reports that turn out to be false alarms. (Not to mention sometimes players forget to select portrait DLCs in the launcher, so this is sort of a subtle reminder)

That makes sense. I wasn’t explicit, but my suggestion would be to change the “yes is default” language, not change the cases where yes isn’t default (since there’s reasons to have it that way). Well, I suppose you could invert the logic of the “custom folder” question so “yes” was default, but that would be odd for the CPR question.
 

zijistark

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That makes sense. I wasn’t explicit, but my suggestion would be to change the “yes is default” language, not change the cases where yes isn’t default (since there’s reasons to have it that way). Well, I suppose you could invert the logic of the “custom folder” question so “yes” was default, but that would be odd for the CPR question.

No, you're absolutely right that the initial text saying that the default is always yes is totally contradictory to modern installer practice. I keep forgetting to alter that language with something that addresses the fact that "[no]" or "[yes]" at the end of each prompt indicates the default. I seem to remember that the CPAN shell had a really concise and easy explanation of this for console newbies.

Ran into a problem in the installation during the automatic removal of the previous version. Last install used default folder (of course), and so did this one. Previous install and new install were both configured for all modules minus ARKOpack Interface.

-transient bug with recursive directory removal-

It's an issue with Python 2.7's shutil package (which I use to recursively remove those directories, since it's easy) on Windows. It's transient and rare, but for some reason, while trying to remove the directory, shutil throws a WindowsError every once in awhile. I suspect that this is due to some kind of file/dir handle garbage collection issue, and I'm not sure if writing my own recursive directory removal routine (in a POSIX way) would actually fix the problem, so I haven't bothered trying since the error is rare and only requires running the installer again. [Man, that does sound very lazy and unlike me, though.]

  • On my Windows 7, the terminal reads CP437, but Python is sending it something else, probably UTF-8. This results in the very first line of the output being garbled. “ñ” (U+00F1) becomes ␀ (00) and “±” (F1) in CP437; “ç” (U+00E7) becomes ␀ (00) and “τ” (E7). Therefore the first line is printed as “For English, hit ENTER. En franτais, taper 'f'. Para espa±ol, presiona 'e'.” There are more errors of this kind if Spanish or French are selected. “ç” and “ñ” and all other characters I see in main.py are available in CP437 (at different code points), but not all Spanish and French characters are (e.g. “œ”). While you could simply get Python to output in CP437 on the right platforms, it might be best to change cmd.exe’s code page in case you someday need a character outside it. I don’t know how to do that with Python 2, but CP850 would work (i.e. support all relevant characters), or CP1252 would be even more normal. Be careful… I think there are known bugs (in Windows or Python 2, idk) affecting the use of some code pages.
  • I wasn’t able to reproduce it, but I did at one point have to press Ctrl+C twice to cancel. The first one just caused the next prompt to print without the intervening newline.

The Windows console default codepage issue is one that I fretted over quite a bit. The characters it's outputting are indeed absolutely correct for your locale/codepage. The source stream of characters is UTF-8, however (I didn't do the translation, so that's just how it is). Python is using a CodecWriter object bound to standard output which translates UTF-8 characters to their nearest-match in whatever codepage the console is running. I didn't want to bundle special Python Win32 API packages with the installer, so the installer doesn't attempt to force the CP1252 codepage (which displays perfectly). Naturally, if run on a UTF-8 console like cygwin, Mac, or Linux, it also has no issues with character representation. To me, spending any further time on this was an ultra low-priority.

Great Goddess Isis of Duat??? What is it? Could someone be so kind to explain?

If you want to see Isis, the Great Goddess that moves the weather, sees all, and indeed creates the game world, search for the title Duat and view the character holding it. Internally, this title is e_hip. Another way to check out Isis is to use the console command hello 606060.