• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Thanks for the reply mate!
Cool...when you have the time and mood to look into them, please give me a message...Just to be 100% sure about their use ;)

What I mean is, there's no file overlap, so in theory it would work fine. The question is whether it's going to be bloated with overlapping mechanics - but I guess only play-testing can answer that; so go for it! ;-)

EDIT: Except for the file that he himself mentions, 00_job_actions, but I'm sure you're able to merge HIP's file with his.
 
What I mean is, there's no file overlap, so in theory it would work fine. The question is whether it's going to be bloated with overlapping mechanics - but I guess only play-testing can answer that; so go for it! ;-)

EDIT: Except for the file that he himself mentions, 00_job_actions, but I'm sure you're able to merge HIP's file with his.

Yeah, I'll play-test with all of the aforementioned mods, as soon as I have more free time.
Thanks for the tips ;)
 
Thank you for the update mate!
2 questions if I may:

1) Do you remember our talk about BLG's compatibility? You mentioned that it's probably not compatible with NHO, but BLG provides a compatch for HIP-SWMH, so what about it?

2) Also, is Dark Ages fully compatible with NHO? It's a great mod from a very cool guy. I think if it's compatible you should mention it in your opening post.

Cheers!

Where I can find compatch for HIP-SWMH?
 
@Erilaz
Hey buddy, Happy Holidays!

You won't believe how extensive the new HIP's update is o_O
Will you check if an update for your various modules is needed when you have the time? I guess Call to Arms is still working without issues, I haven't checked it yet but I will do it later today. NHO base will probably need an update though.

Cheers
 
Last edited:
@Erilaz
Hey buddy, Happy Holidays!

You won't believe how extensive the new HIP's update is o_O
Will you check if an update for your various modules is needed when you have the time? I guess Call to Arms is still working without issues, I haven't checked it yet but I will do it later today. NHO base will probably need an update though.

Cheers

Merry Christmas, Happy Holidays, a Joyful Yule, etc. to you and everyone reading this thread :)

Yes, it's pretty massive, very impressive. I'll have a better look through shortly after Christmas, but a proper update will probably be some time after New Year unfortunately.

Cheers, and all the best!
 
So, I had a look through and I can confirm that the following tweaks are still fully compatible:


Abandon Undesirable Children

Latin and Greek Religious Titles

No Early Bascinets or Great Helms

No Randomly Generated Daughters


Most of the other tweaks only require minor patching, meanwhile the main NHO part will take significantly longer.
 
So, I had a look through and I can confirm that the following tweaks are still fully compatible:


Abandon Undesirable Children

Latin and Greek Religious Titles

No Early Bascinets or Great Helms

No Randomly Generated Daughters


Most of the other tweaks only require minor patching, meanwhile the main NHO part will take significantly longer.

Thanks for letting us know mate!
I'll wait for the Call to Arms module then (since your suggestion to use it, I can't play without it) ;)
Cheers!
 
Last edited:
Thanks for letting us know mate!
I'll wait for the Call to Arms module then (since your suggestion to use it, I can't play without it) ;)
Cheers!
Ditto. The game really needs Call to Arms in my opinion. Makes much more sense than vassal levies.

The one issue I have with Call to Arms though is it often causes armies to exceed supply limits. @Erilaz have you thought about increasing supply limits to combat this?
 
Thanks for letting us know mate!
I'll wait for the Call to Arms module then (since your suggestion to use it, I can't play without it) ;)
Cheers!
Ditto. The game really needs Call to Arms in my opinion. Makes much more sense than vassal levies.

The one issue I have with Call to Arms though is it often causes armies to exceed supply limits. @Erilaz have you thought about increasing supply limits to combat this?

I'll patch Call to Arms shortly! :)

Now that you mention it, it's true that the combined armies often result in lots of attrition. How bad do you reckon it is? Unless I see examples where it's way too extreme, I don't really mind that huge combined armies have issues with supply - it might even have positive balancing effects.
 
Here's an update to all the tweaks that required it for Frosty1. All of them are now compatible. Unfortunately the NHO parts will take longer to comp-patch, so they will be completed some time in January.

CHANGELOG:
29-12-19
No Early Wendish Kingdoms
- Updated for Frosty1.

Proper Ruler Designer:
- Updated for Frosty1.
Call to Arms:
- Updated for Frosty1.

No Warrior Lodges:
- Updated for Frosty1.
The Articles of the Barons:
- Updated for Frosty1.
Very Rare Female Peasant Leaders:
- Updated for Frosty1.
Passive Finno-Ugric Pagans
- Updated for Frosty1.
Keep Betrothed Family Members Home
- Updated for
Frosty1.


No Early Wendish Kingdoms

Features:
Removes the titular Wendish kingdoms in the 867 bookmark, but allows their creation when owning the core areas and being Wendish.

Requirements:
HIP Frosty1 (SWMH/MiniSWMH required)

Download:
Direct
(29-12-19)



Proper Ruler Designer

Features:
Brings back the +/- of the Ruler Designer to stop yourself and your friends from overindulging.

Requirements:
HIP Frosty1 (EMF required)

Download:
Direct
(29-12-19) NOTE: Not included in the compilation.



Call to Arms

Features:
Any independent ruler, with at least one higher than baron tier vassal, that becomes primary participant in a war will have to call vassals to arms, but when at peace or a secondary participant only, the ruler will get the possibility to raise liege levies once more
NOTE:
- I've created this with inspiration, and some base code, from this mod.
- Many triggers for factions and decisions have been modified to take into account the drop in the liege's perceived power when he no longer has direct control of his vassals' levies.
- Be aware that this feature is very much experimental and will change your experience significantly.


Requirements:
HIP Frosty1 (EMF required)

Download:
Direct
(29-12-19) NOTE: Not included in the compilation.



The Articles of the Barons

Features:
Removes the baron-tier border gore reduction. See here for details.

Requirements:
HIP Frosty1 (EMF required)

Download:
Direct
(29-12-19)



No Warrior Lodges

Features:
Sends all the warrior lodges back to the abyss of fantasy.

Requirements:
HIP Frosty1 (EMF required)

Download:
Direct
(29-12-19)



Very Rare Female Peasant Leaders

Features:
Female peasant leaders spawn at about half the rate compared to EMF (EMF values being, depending on top-liege succession law: <1% for Agnatic, 10% for Agnatic-Cognatic, 50% for Absolute Cognatic, 90% for Enatic-Cognatic, and >99% for Enatic).

Requirements:
HIP Frosty1 (EMF required)

Download:
Direct
(29-12-19)



Passive Finno-Ugric Pagans

Features:
Unreformed Finno-Ugric pagans will not start wars of conquest. They will stay passive except for revolts, raids, and defence of other realms of the same faith. Baltic and Slavic pagans have also been made slightly less aggressive.

Requirements:
HIP Frosty1 (EMF required)

Download:
Direct
(29-12-19)



Keep Betrothed Family Members Home

Features:
Gives the player an option to keep betrothed family members home when at war, even when under siege, in order to prevent loss of strategic betrothals - of course at the risk of them being captured.

Requirements:
HIP Frosty1 (EMF required)

Download:
Direct
(29-12-19)
 
I'll patch Call to Arms shortly! :)

Now that you mention it, it's true that the combined armies often result in lots of attrition. How bad do you reckon it is? Unless I see examples where it's way too extreme, I don't really mind that huge combined armies have issues with supply - it might even have positive balancing effects.

I'm kinda on the same boat with you buddy. I haven't seen anything extreme but I'll keep an eye out for this.
Thanks for the update. Gonna grab it ASAP.
 
Here's an update to all the tweaks that required it for Frosty1. All of them are now compatible. Unfortunately the NHO parts will take longer to comp-patch, so they will be completed some time in January.

CHANGELOG:
29-12-19
No Early Wendish Kingdoms
- Updated for Frosty1.

Proper Ruler Designer:
- Updated for Frosty1.
Call to Arms:
- Updated for Frosty1.

No Warrior Lodges:
- Updated for Frosty1.
The Articles of the Barons:
- Updated for Frosty1.
Very Rare Female Peasant Leaders:
- Updated for Frosty1.
Passive Finno-Ugric Pagans
- Updated for Frosty1.
Keep Betrothed Family Members Home
- Updated for
Frosty1.


Hey, hope everyone's having a nice time!

Question for Erilaz: I took the liberty of making NHO Map Changes compatible with Frosty1 for my newest playthrough. I've tested it and everything works as intended. Would you be interested in having these files? Not sure if you're already working on updating them, but if you're not and my personal patch can be of use, let me know and I'll happily send it to you.

Cheers!
 
I'll patch Call to Arms shortly! :)

Now that you mention it, it's true that the combined armies often result in lots of attrition. How bad do you reckon it is? Unless I see examples where it's way too extreme, I don't really mind that huge combined armies have issues with supply - it might even have positive balancing effects.
I'm about to start a new game so I'll pay attention to this and let you know how it goes.
 
Hey, hope everyone's having a nice time!

Question for Erilaz: I took the liberty of making NHO Map Changes compatible with Frosty1 for my newest playthrough. I've tested it and everything works as intended. Would you be interested in having these files? Not sure if you're already working on updating them, but if you're not and my personal patch can be of use, let me know and I'll happily send it to you.

Cheers!

Hey Gatonegro! I don't think I'll have any issues patching Map Changes, I just haven't done it yet since I usually do all the NHO parts at the same time; but thank you for the offer.

I hope to get the patching done soon(tm).
 
Here's the Frosty1 update for NHO!

CHANGELOG:
15-01-20
Main Part:
- Updated for Frosty1.
- Other minor changes and corrections.

Icelandic Republic:
- Updated for Frosty1.
Map Changes:
- Updated for Frosty1.

No Early Wendish Kingdoms:
- Fixed a minor inconsistency.
- Made a mod-specific new_tribes landed titles file.



NHO Main Part

Features:
  • Reworked Norse culture split, including four brand new cultures in Scandinavia and a completely overhauled language setup. See here for details.
  • Overhauled Norse and Norse-derived (including melting pot) character and dynasty names as well as noble and landed title localisation.
  • New or tweaked names and localisation for neighbouring cultures (Anglo-Saxon, Celtic, Balto-Slavic, and Finno-Ugric), including an effort to replace all remaining "High Chiefs".
  • A "Scots" melting-pot that will appear in the Scottish lowlands in the 11th century (around the time of Malcolm III whose descendants are of this anglophile culture along with the Scoto-Norman nobility).
  • Revision of the Rus setup, with a new Polotsk cadet branch of the Rurikids, revised succession laws for Kiev, fixes to the Novgorod Republic, corrections to the surrounding culture setup, and a split of the Mordvin culture into Erzya and Moksha, etc.
  • Changes and corrections to the title and character setup in and around the Scandinavian kingdoms.
  • Tweaked Norse-Gaelic and Anglo-Danish melting-pots.
  • Slightly lowered taxes and levies of North Sea and Baltic Merchant Republics.
  • Other minor changes that enhance the experience when playing within the Norse sphere of influence (see the changelog).
Requirements:
HIP Frosty1 (EMF and SWMH required)

Download:
Direct
(15-01-20)



NHO Icelandic Republic

Features:
  • Iceland as a republic with all the lawspeakers, important chieftains, and major clans of the age, several saga figures, and a complete line of Bishops for both of the Icelandic dioceses.
  • Important families of the Faeroe Islands around the time of conversion to Christianity and an extra holding to make the struggles for/against conversion and integration into the Norwegian Kingdom more interesting; this holding later being replaced by the diocese of the Islands.
  • Unreformed pagans can use the "convert to merchant republic" decision (when all other requirements are met).
  • Added modifiers to portray the pre-colonisation (no levies), the Landnám, and the climate (these will also further limit the amount of gold earned by the Icelandic MR government).
Requirements:
HIP Frosty1 (SWMH and EMF required), NHO Main Part

Download:
Direct
(15-01-20)



NHO Map Changes

Features:
  • Redrawn borders that give York and London access to the sea.
  • Opened up several passes through the Norwegian mountain terrain.
Requirements:
HIP Frosty1 (SWMH required)

Download:
Direct
(15-01-20)



No Early Wendish Kingdoms


Features:
Removes the titular Wendish kingdoms in the 867 bookmark, but allows their creation when owning the core areas and being Wendish.

Requirements:
HIP Frosty1 (SWMH/MiniSWMH required)

Download:
Direct
(15-01-20)
 
Last edited:
I made a mistake packing the compilation last night (included Proper Ruler Designer but forgot Keep Betrothed Family Members Home). I hope anyone that downloaded it will excuse the inconvenience.

NHO Compilation (16-01-20)

Includes all NHO parts and all tweaks except Call to Arms, No Early Bascinets or Great Helms, and Proper Ruler Designer.

For HIP Frosty1 (EMF and SWMH required) NOTE: Unfortunately doesn't support MiniSWMH anymore.
 
Thank you for updating the whole package buddy!
I'll just have to add the tweaks about Scots (not sure if needed) and the 4 new Nordics for the Cultural bonuses mod now.
Cheers
 
Last edited:
Thanks for the update Erilaz! Quick question/suggestion, if you don't mind. NHO Main Part makes tanistry succession available to Norse cultures, which was quite useful for tribals that would've been stuck with gavelkind otherwise. Now, HIP introduced dynastic elective succession a couple of versions ago, which is essentially a mix of tanistry and feudal elective for non-Celtic realms. Do you think dynastic elective (maybe with some adjustments to make it available a bit earlier) would fit better for Norse tribals than actual tanistry?
 
I just started a quick Denmark game and as it seems the combination of NHO and HIP more cultural names submod causes far more issues than we thought. Most of the duchies-counties touched by NHO are duplicated.
For example: Duchy of Holstein has duplicate Rendsburg counties.
m56OjeZ.jpg

Also, how come HIP includes Danish/Norse, Swedish job titles and NHO has none for them?
 
Last edited: