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mahow

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Downloaded this yesterday, I rolled the game back to 2.0.4 but I keep getting runtime errors when I try to load the game with HIP. I've tried with all DLC's I have loaded, I've tried with a select few and with none at all. Can't get it to work.
 

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Downloaded this yesterday, I rolled the game back to 2.0.4 but I keep getting runtime errors when I try to load the game with HIP. I've tried with all DLC's I have loaded, I've tried with a select few and with none at all. Can't get it to work.

2.0.4 isn't compatible with HIP; it's the older version. We're waiting for a rollback to 2.1.6, which is the pre-Charlemagne version compatible with the most recent HIP. (Apparently it's up, but I can't find it)
 

bigsilverhotdog

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Waiting on 2.1.6 is taking forever. I really don't appreciate this oversight on the part of the developer. I was just starting to enjoy my current game and because I didn't back up the entire game folder outside of Steam I lost the ability to even play it. I only post this in the HIP thread because I only play CK2 with HIP these days since it does all the detail work for me that I used to do by hand. ;-)

Oh, anyone know a keyboard shortcuts mod that will work with 2.1.6? I was trying to use the regular one everybody knows about (Keyboard Shortcuts and Interface Adjust) but I found that besides not being compatible with the ARKO interface it also has conflicts or something with certain events in 2.1.6 and causes them not to fire (e.g. tournament end of event trigger) so I gave up on it... but managing a huge empire without hotkeys is a nightmare. :-(

edit: proof that a watched pot does boil it looks like 2.1.6 just hit in the last 5 minutes. Hooray!
 
Last edited:

bigsilverhotdog

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But still no hotkeys beyond the one broken mod (that he updated for 2.2 apparently but not for 2.1.6). And regardless is not compatible with ARKO interface. :(

I also noticed that in the rollback 2.1.6 + HIP there are a lot of events not firing their effect properly. I don't know if it existed in 2.1.6+HIP before today because I just reinstalled a clean install and haven't spent a huge amount of time with the 2.1.6+HIP combo but this morning I noticed at least 3 different events in 1 hour of play that did not give the effect listed in the tooltip (e.g. +10 prestige but nothing happens).
 

eliaspays

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It doesn't work in my Mac.

HIP Installer:
Version: 1.5.6
Developer: zijistark <zijistark@gmail.com>
Release Manager: Meneth <hip@meneth.com>

HIP Installer Path:
/Users/famillebraun/Documents/Paradox Interactive/Crusader Kings II/mod/main.py

Operating System / Platform:
darwin: Darwin-13.1.0-x86_64-i386-64bit

Python Runtime Version:
2.7.5 (default, Aug 25 2013, 00:04:04)
[GCC 4.2.1 Compatible Apple LLVM 5.0 (clang-500.0.68)]
brauns-mbp:~ famillebraun$
 

Colpo

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I wonder what it says tho. The pulldown menu is too short, so I get '2.1.6 - Old version 2.1.6 (must manually disabl…)'. Manually disable what?

"Must manually disable all..."

I'd guess it would be finished something along the lines of "DLC related to patch 2.2/Charlemagne", referring of course to the main DLC and the clothing packs. /shrug
 

frankatank109

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So is all of HIP minus SWMH compatible with the new patch?
 

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They've stated more than once that they will never maintain multiple versions of the map.

I'd imagine that the SWMH map without the ROI land expansion would be easier on everyone's machines without having to deal with the extra characters/lands that goes with ROI which should be a pretty sound reason in itself.
 

zijistark

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So is all of HIP minus SWMH compatible with the new patch?

SWMH will be included in today's preview/beta release[1] for 2.2, which will be ready with an ETA of about 1 hour maximum. SWMH, however, will never feature a 769 start date, and currently (hoping to address this ASAP), it does not sport any tribal settlements, so if you want to play with tribal mechanics, you'll have to play the vanilla map. [If you want the same nice SWMH map, then that will work seamlessly. Tribal settlements are a very high priority to patch into the SWMH map.]

[1] We're calling today's release a "preview/beta" release for 2.2, because it does not include CPR or ARKOPack. A "full" release will follow with ARKOPack (and definitely many other changes / fixes / tweaks!) once Arko gets time to patch his work, which he won't be doing before the weekend. Cybrxkhan is temporarily unavailable and will be needed to address CPR's issues with patch 2.2. However, CPR will certainly be back in class soon enough.

The only thing that did not (yet) survive the patch was the special extended version of NBRT+ for SWMH. However, NBRT+ Light was heroically saved, and though its textures and shaders aren't quite so cool as the previous, extended version for SWMH, it still works with SWMH (and everything else) and still looks a hell of a lot better than any vanilla map graphics you've seen otherwise. [Many may not know that EOOQE, author of NBRT+, has left the modding community. He was such a graphics guru that none of us can replace his work, so managing to compatch it is somewhat of a miracle.]
 

frankatank109

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SWMH will be included in today's preview/beta release[1] for 2.2, which will be ready with an ETA of about 1 hour maximum. SWMH, however, will never feature a 769 start date, and currently (hoping to address this ASAP), it does not sport any tribal settlements, so if you want to play with tribal mechanics, you'll have to play the vanilla map. [If you want the same nice SWMH map, then that will work seamlessly. Tribal settlements are a very high priority to patch into the SWMH map.]

[1] We're calling today's release a "preview/beta" release for 2.2, because it does not include CPR or ARKOPack. A "full" release will follow with ARKOPack (and definitely many other changes / fixes / tweaks!) once Arko gets time to patch his work, which he won't be doing before the weekend. Cybrxkhan is temporarily unavailable and will be needed to address CPR's issues with patch 2.2. However, CPR will certainly be back in class soon enough.

The only thing that did not (yet) survive the patch was the special extended version of NBRT+ for SWMH. However, NBRT+ Light was heroically saved, and though its textures and shaders aren't quite so cool as the previous, extended version for SWMH, it still works with SWMH (and everything else) and still looks a hell of a lot better than any vanilla map graphics you've seen otherwise. [Many may not know that EOOQE, author of NBRT+, has left the modding community. He was such a graphics guru that none of us can replace his work, so managing to compatch it is somewhat of a miracle.]

Thanks for the clarification, looks like I have a bit longer to wait before I can finally start a real game of CK2. Haven't played since CM was announced, and I'm getting a bit jittery. It's the struggle of only playing with mods I guess :D. I had heard of EOOQE leaving from M&T, it's a shame, he was easily one of the best. Anyway great work to all of y'all, you're doing great work!
 

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EOOQE leaving the modding community is definitely one of the saddest things to happen around here recently. Really glad to hear that parts of NBRT+ were at least saved.
 

Butterlord1

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Maybe I've just missed it, but has there been a reason cited as to why SWMH won't ever support a 769 start? I get that it's a lot of work to get bookmarks right, but that doesn't seem to have stopped y'all before.
 

Meneth

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Maybe I've just missed it, but has there been a reason cited as to why SWMH won't ever support a 769 start? I get that it's a lot of work to get bookmarks right, but that doesn't seem to have stopped y'all before.
It took months to get an 867 bookmark working.
769 has even fewer historical sources. So they don't consider it worth the increased effort.