It is kept here for people who want to use it, and for possible inclusion as a mod resource. This mod is compatible with Version 1.10 Husky & all DLC, although it has some very specific compatibility requirements. It also will have to be within a technology folder that's assigned to hold doctrines. While the above folder section detailed the insides of the folder, it didn't detail adding the folder to the selection. Taking my_category_1 as an example, it'd have the localisation of this: In particular, the first one, the same as the category's name, is used for most cases (such as the one-time bonuses and technology sharing groups), while the second one, with _research appended in the end, is used for the research_bonus-type modifiers. This is a community maintained wiki. Keep in mind that if there is no small item defined, all technologies will use the regular item, so this would only be useful if equipment-unlocking technologies in the folder are split between small and regular items. This shows up in the country's research menu in the top.research_sharing_per_country_bonus = 0.05 assigns how much of a bonus the technology sharing group grants for every other member that has researched that particular technology.categories = { } is a list of technology categories separated by whitespace characters. This mod is compatible with Version 1.10 Collie & all DLC. Notably, this also applies to the modifiers of the technology. The position of the first technology in the branch, or rather the position of point (0, 0) in the coordinate system used to position the technologies in the branch. The format = "LEFT" argument is used to tell into which direction to aim x and y. A technology can have specified technologies assigned as sub-technologies by using sub_technologies = { }, where every listed technology is a sub-technology. The game uses them to know where exactly to locate the branches, how much to distance items within them, and in which direction to take the coordinates. Where can I see the custom equipment added by a mod? This mod features between 10-20 years worth of content for all the major powers, including some minors. defined within the interface file of the folder. The team is currently at work on bridging the gap between the First and Second World Wars, with work being done on the interwar tech and decision trees. If you dont have Man the Guns, the mod will also cause some unexpected AI behaviour. https://hoi4.paradoxwikis.com/index.php?title=Technology_modding&oldid=58028, Play For example: you want to get light tanks, for which the . Create an account to follow your favorite communities and start taking part in conversations. This also modifies how the paths are drawn between technologies. Kaiserreich asks the daring question of: What if Germany won WWI?. World Wars can be chaotic things, especially when the player pulling the strings is constantly changing loyalties. The veteran alternate history mod on the block. It is also possible to use variables within a modifier of the ai_will_do value. For example, the following will result in an icon for my_technology_1: Here it is the other way around compared to names: if the equipment doesn't have a unique icon defined, then it will use the one defined by the technology. Additionally, XOR = { } is used to make the technology be mutually-exclusive with every technology specified within. Theseare the best Hearts of Iron 4mods in 2023: This is a new mod thats risen in popularity since we last did our checks. /Hearts of Iron IV/interface/countrytechtreeview.gui, /Hearts of Iron IV/interface/countrytechtreeview.gfx, and /Hearts of Iron IV/interface/countrydoctrinetreeview.gui in particular define the appearance of technology/doctrine folders as well as the items within them. Usually these are used in trees pointed right from left and down from up respectively in order to make y the direction into which the tree moves. This also leads to adding that technology to this technology's tree branch gridbox in every mutual folder. Expanded Technology + Industry + Equipment, Literally read description if you want updates (use RT56). Well youre in luck! This is mandatory to edit in order for new technologies to show up, unless the new technology requires an existing base game technology with an existing path. It gets unlocked by researching technologies and is produced by production lines. Cities are now expanded into several provinces ramping up the siege drama of urban warfare. There is a lot of depth here, and more on the way, as the modding team is looking to expand the map eastward past the plains and to the Atlantic coast, where we will see the Capital Wasteland and the Commonwealth of Boston represented as well. By default, these are defined in /Hearts of Iron IV/interface/countrytechtreeview.gfx. For example: you want to get light tanks, for which the table shows the name light_tank and a level from 1 to 3. Fun fact, the developers of this mod have actually launched a Patreon to fund development of their from-scratch WW1 game, Fields of History: The Great War. This can be used if multiple technologies path to the same technology to make it faster to research if a more 'advanced' technology was researched. Enter the full URL of your item or group's Polycount page, Enter the full URL of your item or group's reddit page, Enter the full URL to your item or group's Sketchfab page, This item has been removed from the community because it violates Steam Community & Content Guidelines. This would be necessary to set if it is possible for the entire on_research_complete = { } to either be visible or invisible depending on circustances, as the game handles generating the tooltip poorly in this circustance. Everything from new units and equipment, to new national Focus Trees (many borrowed from other mods that have done good work in this area), to expanding on the Law and Politics mechanics has been looked at. Technologies themselves are defined in /Hearts of Iron IV/common/technologies/*.txt files, while their categories and folders are defined in /Hearts of Iron IV/common/technology_tags/*.txt files. BlackICE is compatible with Husky 1.9.3 and theres a test version for 1.10 Collie currently live here. This is a complete list of all add_equipment commands for HOI4. Example. Note - all tanks now count as specialized equipment, so you must first ensure the variant is created in the tank designer then reference that tank's unique name as you would when adding any other specialized equipment. 8 days ago. 5 days ago. Enter the full URL of your item or group's Facebook page, Enter the full URL of your item or group's Twitter page. By contrast, equipment of different archetypes, such as light and medium tanks, are never interchangeable. Create a new text document using word pad or similar software, then copy and paste the below into it: #### Motorized, Mechanized & Amphibious ####, add_equipment 1000 gw_tank_equipment # Great War Tank. The name of the technology for the specified language is set by using the technology's ID as the localisation key, with description by appending _desc in the end. This mod will be the closest well get to a global geopolitical grand strategy set in contemporary times and its fantastic depth makes it an exciting if not eerie look at todays world. This also assigns them the indexes of 0 and 1 respectively, which get used in determining which container exactly to use. Interactive corporate website, Technology branches a series of technologies connected with the. If a technology unlocks equipment, it'll use the regular item, while a technology that doesn't unlock equipment will use the small item. (Mechanics/Balance/why), HOI4 Texture Overhaul Terrain (Cosmetic), Check if the mod is up to date with the most recent patch forHoI4(Currently. This mod is compatible with Version 1.10 Collie & all DLC. For example Infantry Equipment 1 is the parent of Infantry Equipment 2. Simply check the Paradox forum for their listed mods and follow their instructions on their respective threads to download them. Unique to equipment, this will also make the equipment icon be a copy from the technology icon, unless an equipment-specific icon was created in the GFX__medium format. Here's an example of a technology-sharing group defined using all of these: Every single one of the above references is specified within defines and can be changed within a mod. Executing this command adds 1000 of 'infantry_equipment_3' (Advanced Weapons). A gorgeous tour de force, no one is the poorer for this graphical upgrade which brings an added level of immersion to the rampaging divisions vying for global control. Several database objects can be set to be unlocked by a technology, including equipment types, equipment modules, sub-units, and buildings. This in particular is done in the. The Great Wardoes exactly what it says on the tin Hearts of Iron 4 has been transformed to the world of 1910, where old-fashioned imperialistic powers jockey for supremacy at the dawn of the 20th Century. Dont use this mod. which get used in determining which container exactly to use. With HOI4 In Real Time!, the game takes a full 60 real-life minutes to process one in-game hour at the slowest speed. The technologies within are separated with any whitespace characters, such as XOR = { my_technology_1 my_technology_2 }. The game & mechanics have been completely overhauled to fit the period that means that innovations like Tanks and Planes will take a while to enter the fray, so youll mainly be looking at infantry tactics. Unpopular opinion: battleplans are the most fun way to play the game. Many of the factions will have their own unique decisions and focus trees. The equipment needs of units refer to general equipment archetypes. While the epic tones of HOI4 may be great for the high stakes drama, its still rewarding to sit back and listen to the music of the era and of the common soldier. Short answer, probably not. This can be used to set these to be country-specific, such as the bicycle battalions for Netherlands and Japan, if they're within a hidden technology only set for specific countries in their history files or other effect blocks. Additionally, incredibly important are the gridboxes representing technology tree branches. The spriteType specified here will get used as the background of the tree, with the static size. With Death or Dishonor equipment variants can alternatively be licensed from other countries. It is only visible to you. This would also make the description the same as the equipment's description, if one is present. These are the best Hearts of Iron 4 mods in 2023: Cold War Iron Curtain: A World Divided (Total Conversion) End of a New Beginning (Total Conversion) BlackICE Historical Immersion Mod (Total Conversion/Immersion) The Great War (Total Conversion/Immersion) The Road to 56 (Total Conversion/Immersion) This can build up to the max level specified in the building definition itself. You read that correctly. I dislike the Congress feature and the civil war so im not huge on playing America. There are plans to extend the timeline into the 1990s. This page was last edited on 2 January 2023, at 12:42. These would be used for both regular and small items - in order to make small items be smaller by appearance, folder-specific sprite definition are required. Winner of the Outstanding Modding Achievement at the 2018 PDXCon, Millennium Dawn delivers exactly what one would imagine: the modern world set in stunning detail on the HOI4 Engine. That container window would have to be located within the containerWindowType with the name of countrytechtreeview, defined within /Hearts of Iron IV/interface/countrytechtreeview.gui (not countrytechnologyview.gui), for technology folders and within the containerWindowType with the name of countrydoctrineview, defined within /Hearts of Iron IV/interface/countrydoctrinetreeview.gui, for doctrine folders. To do this, use the rather complicated cheat code add_equipment [quantity] [equipment name] _equipment_ [level]. Sub-units are done with enable_subunits = { }, and modules - with enable_equipment_modules = { }, with the same formatting as for equipment types: whitespace-separated entries within to set them to be unlocked. Syntax add_equipment [amount] [equipment name] Examples add_equipment 1000 infantry_equipment_3 Executing this command adds 1000 of 'infantry_equipment_3' (Advanced Weapons). The player never sees the category for each technology, but it does have certain uses, including but not limited to: Technology categories are defined within a technology_categories = { } block within /Hearts of Iron IV/common/technology_tags/*.txt files, where each category is separated with whitespace characters, no other info being assigned to it. The folder selection is done within the folder_tabs containerWindowType. Single points and single army combat is expanded into a truly epic battlefield that does away with another layer of abstraction. Adding icons, including the background or the stripes highlighting technologies. Technology-specific icons don't exist for sub-technologies, instead using a set of indices. Join. The parent of an equipment type is the type unlocked by the previous technology in the chain belonging to the same archetype. does it allow tank, ship, and aircraft designer menu? We've massively expanded the technology tree, extended the timeline to 1956, and developed some truly awesome alternate-history paths for nearly every country. In which direction x and y aim depends on the format of the gridbox: a "LEFT" format means that x goes up-to-down while y goes left-to-right, while an "UP" format would mean that x goes left-to-right while y goes up-to-down. Never to trust the AI to have our best interests at heart, its time to take full control of the peace process through the Player-Led Peace Conferencemod. Many nations have their own unique mechanics as well. Check if the mods youve selected are compatible with the other mods youve downloaded. If false at some point, the country will be automatically kicked out. For example, to add 1936 German starter light tanks, use the command: You need to sign in or create an account to do that. If the database object is not set to be unlocked by any technology in general, it'll be always possible to select it, while putting them in a technology will require the technology. In either case, countries can further modify several types of equipment by spending the respective kind of experience. If you spot a mistake then you are welcome to fix it. He/Him. This is a submod for the extensive and popular "Road to 56" you can find on the workshop. Espaol - Latinoamrica (Spanish - Latin America). This is done by putting the terrain within the scope of the sub-unit type or category. The GFX also decides the size. Within that containerWindowType, a buttonType with the name of the folder (with _tab appended in the end) is used to represent the folder, using my_folder as an example: In here, position = { } controls the position of the folder tab, while quadTextureSprite is the exact sprite used by the tab. In order to connect a technology to a different one within the tree, path is used as such in the technology from which the branch originates: In here, the technology where the path leads is specified with leads_to_tech. In most cases, with "LEFT", it goes right for one unit, then goes vertically for as much as necessary, and finally continues right for as much as needed; with "UP" it goes down by one unit, goes horizontally for as much as needed, and then continues down towards the technology. This is my old technology mod, and the original core of Road to 56. In order to have a technology as a dependency without having to draw a path, dependencies can be used as such: Since this doesn't draw a path, this does not assign the currently-defined technology to the gridbox of either of two technologies. This command serves the basic but essential purpose of adding/cheating in equipment such as infantry equipment, anti tank equipment, etc. Doctrines, while no longer researched as technologies, are still considered technologies in the in-game code, although there are some differences in their required definitions. They do work but the mod may have changed the name of the tech. This item will only be visible to you, admins, and anyone marked as a creator. The icon of the technology the position on the box. A full example: Uniquely, it's possible to still construct buildings that aren't yet unlocked via technologies by using an effect or with the starting buildings in the state's history file. Youre usually left scrambling to sort out a great mess the AI has made for you, but at the same time, you can always put your nation in a terrible position, safe in the knowledge that youll be outta there long before unfriendly tanks roll into the capital. This can be useful for technologies which use an icon that's not the same as the equipment that it unlocks, such as the landing craft or rocket engine technologies in base game. Create an account to follow your favorite communities and start taking part in conversations. For this reason, it's better to avoid unresearching technologies such as this and treat these database objects as being granted for forever without being possible to take away. Keep in mind that not all mods might be found on the Steam Workshop, even if the vast majority are. 16 days ago. Similarly to technologies, the GUI file is very interconnected with the doctrine definitions. The AI is more challenging, theres more breadth and depth of options, and generally speaking this an excellent historical immersion experience. Its a very deep well to dive into without a guide so heres ours, profiling the best of the bunch, with installation tips too. With each of the many HOI4 DLC expansions, the gargantuan family of mods has grown further, with players turning Paradoxs every new addition to their own creative ends. The nitty gritty of realistic global warfare is reflected in this meticulous reworking of the terrain textures into landscapes that not only look more realistic but speak of the startling scope of the conflict. World News brings back the newspaper feature of Victoria II, giving a glimpse into the life of the average person during wartime. This is done with a regular instantTextBoxType: The text is what gets used within localisation, and the primary thing needed to change, while the name should just be unique from all the rest. Note that while it is possible to unresearch technologies, this does not always work properly: this can fail to unresearch technologies that are mutually exclusive with other technologies and doesn't work properly those that unlock database objects. Featuring three starting scenarios in 1910, 1914 and 1919 respectively, the mod lets you control both the European powers at the center of the conflict but also take part in events like the Mexican or . This is a customized, new and improved submod to the famous Road to '56 mod for Hearts of Iron IV, thus adding many more fun features to the aforementioned mod and to a game of Hearts of Iron IV itself. Technology sharing groups are a feature from the Together for Victory DLC (requiring it), allowing to receive bonuses to researching technology that other members of the group have already researched, up to 50%[5]. Additionally, this is also where sub-technologies are assigned. However, the formatting in this case is different: the building is specified with building = my_building and the level with level = 3. In 1 collection by Greatexperiment Expanded Mods - Hearts of Iron IV 3 items Description Good Evening! All trademarks are property of their respective owners in the US and other countries. I've revamped my mod Scenario: Overlord and lifted it from Beta status. This is typically set to be never true for hidden technologies in order to prevent AI from researching it. For instance, if the building was already unlocked to level 2 from a technology researched beforehand, researching a technology with level = 5 will result in it being possible to construct up to 5 of the building in the state/province rather than 7. Like most files, the filename has no bearing on how the file is read: any technology can be in any folder without issues. Previously Chief Germanist for Green Man Gaming. Sub-technologies where to position them in the tree, which GFX they use. Modding has never been easier, as the Steam Workshop literally makes adding a mod as easy as clicking the subscribe button on the mods respective page. New comments cannot be posted and votes cannot be cast. Valve Corporation. Each technology is located within /Hearts of Iron IV/common/technologies/*.txt files, within the technologies = { } block traditionally encompassing the entire contents of the file. This is what the game does for showing the start years of technologies, for example: each one is a separate instantTextBoxType within the folder's container window. Ship variants (ship classes) have a particular set of modules attached to them. This is a one stop shop for a total enhancement of the game. The menu for viewing the tree is defined within /Hearts of Iron IV/interface/countrytechtreeview.gui for technologies and /Hearts of Iron IV/interface/countrydoctrinetreeview.gui for doctrines. For example in the base game we have infantry_equipment_1, etc. For each folder, the technology must have a gridbox assigned to show up in one of the two ways. Does not require any DLC at the moment, and users are reporting that it seems to work fine with 1.10 Collie anyway. Create a new text document using word pad or similar software, then copy and paste the below into it: If you believe your item has been removed by mistake, please contact, This item is incompatible with Hearts of Iron IV. A deeply rich world fourteen years in the making, every aspect of this alternate history is fully fleshed out in this latest incarnation to delight fans of the legacy of this mod as well as new players. We include affiliate links in articles. The offset in pixels to use a singular unit when positioning technologies. The obvious drawback is that this is not at all historically accurate but it does offer the player the choice to roleplay their way into a more reasonable peace table if they so desire, or just greedily skew everything intheirfavour. There are some recycled items from Victoria II, but this mod goes a ways towards breaking up the monotony of the early game slog where all you can do is wait for foci to finish and factories to be built. Press question mark to learn the rest of the keyboard shortcuts. Its actually recommended that you play with Historical Focus switched on for this mod, as it caters for the crowd who specifically want the challenge of WW2 as it unfolded, as opposed to the growing alt-history/sandbox crowd. Finally, sometimes it takes a while for theHoI4interface to properly load the mods latest version. Expert AIputs in a lot of behind the scenes work to make the AI a more challenging opponent for the players, specifically with the 1936 start with Historical Focus mode turned on. In the exact same way, sub-technologies can have folder-specific items, such as GFX_subtechnology_my_folder_available_item_bg. For example, if the technology unlocks my_equipment_1, then this within any /Hearts of Iron IV/localisation/english/*_l_english.yml file will make the technology (and equipment) have the name of My Honduran equipment for Honduras and My equipment for every other country: The icon is defined as a spriteType within any /Hearts of Iron IV/interface/*.gfx file, by prepending the name of the technology with GFX_ and appending _medium to the end. If youve gotten rather entrenched in yourHOI4habits, the Country Roulette mod can be a handy way to break the mould and get a taste of more nations. As of Man the Guns, USA uses the base game trees, and you need that DLC to unlock non-democratic branches. Defining multiple folders for the same technology is done by having multiple of the folder = { } within the technology. In particular, this exactly is included in the interface files: For exact technical details, see the Graphical User Interface section. This item has been removed from the community because it violates Steam Community & Content Guidelines. This item will only be visible to you, admins, and anyone marked as a creator. This mod is compatible with Version 1.10 Collie & all DLC. is it possible to find out the name of the equipment from the mods? It assigns which background is used, where exactly to locate the technology's icon in the background, where to place the technology bonus icon, where to place sub-technologies (if needed), where to place the technology's name on the research tree (if defined). For example, enable_equipments = { my_equipment_1 my_equipment_2 } will set my_equipment_1 and my_equipment_2 to only be enabled after the technology was researched. They might as well just ask Paradox to make a new game. A technology can be researched as an effect with set_technology = { my_technology_1 = 1 } and unresearched with set_technology = { my_technology_1 = 0 }, with popup = no possibly being added in order to remove the notification given to the player. Strategic destruction or Grand battleplan). Battalions have a maximum speed no slower than 4, regardless of equipment, Last edited on 18 February 2023, at 20:36, https://hoi4.paradoxwikis.com/index.php?title=Equipment&oldid=60377, Play This is in addition to the technology's actual description, rather than overwriting it. The distinction between small items and regular items is in equipment. Of all the Paradox titles to deploy massive mods libraries, none might compare with the whopping collection of over 20,000Hearts of Iron 4Mods. Guide updated for NSB. If you have a related Youtube channel, enter the URL. The name of the equipment you wish to add. All rights reserved. All rights reserved. The way that the value is evaluated for AI picking the technology is that, every 7 days[3], it generates a random decimal value between 0 and the ai_will_do value for each of the technologies.