Hearts of Iron IV

Hearts of Iron IV

OWB: Ultimate Tech Compatibility Mod
222 Comments
theman1438 13 Sep @ 10:47am 
ty for posting that Zam you life saver
Zam138  [author] 9 Sep @ 10:04pm 
ATTENTION:
As the question has come up multiple times, if you have downloaded Unit Model Overhaul Redux you MUST download the compatibility patch for it or else the Power Armor changes of UTCM will be entirely overwritten. The Patch contains all of the changes UMOR has made as well as UTCM’s changes.
Nostalgia critic 9 Sep @ 8:28pm 
was power armor modification removed
Abyssal Lord 21 Aug @ 6:50am 
@Zam138 Apologies for the spam - I was fairly tipsy at the time of the crash, and thus got a bit upset. I don't really know how to determine the cause of the crash as I am not a modder, but I imagine you are absolutely correct, given the timing of the crash.
Zam138  [author] 17 Aug @ 1:46pm 
@Abyssal Lord please don't spam, Date-specific crashes are typically the result of a nation doing something through a focus or decision that the game doesn't like, and is almost assuredly something other than a tech mod, but if you have more specifics or have narrowed it down to this mod (or TEME) you can make a bug report and put it in the bug report forum.
Abyssal Lord 17 Aug @ 9:48am 
Anyone else getting a hard crash at 12:00 on the 17 July 2278? Would appreciate any debug or other hints to describe where the error may be. Thanks!
Zam138  [author] 12 Aug @ 3:27am 
@SINAV either you don't have No Step Back installed correctly or something has gone wrong with your UTCM/PAR installation, as in testing the reliability increases in the production screen on a save with just UTCM and the required mods. Regardless, please put your modlist in the Bug Reports discussion segment if the issue persists.

@kishlak I'm not sure why you can't either, I tested it and the lend lease works perfectly fine with the modified equipment
SINAV 11 Aug @ 11:21pm 
Power armour reworked doesn't work. Unlocking new parts fort reliability and saving them as part of the design does not change the reliability stats. Same for all other modules as well. In the designer the stats change, when swapping over to the design in production, the stats stay the same way the mod reduces the base stats to. Have all of the mods installed.
RatherScharfe 11 Aug @ 4:46pm 
@skoed

Yep, I was playing with the zPatch for Support Robots and More 5.0 while also having the above comp Patch for it

You only need the Comp patch on this page to play without a bug
dreduha 9 Aug @ 12:05pm 
Why i can`t lend Lease power armor? The tab with the tank icon is empty
zsmasher 8 Aug @ 4:15pm 
Possible bug with the "civilized" tech tab. Details it in the bug reports forum
skoed 4 Aug @ 6:34am 
@RatherScharfe

did u found the reason?
RatherScharfe 19 Jul @ 10:59pm 
@Zam138

Yeah, I'm guessing some mod didn't update or something, so I'll be searching for the reason when I have some time
Thanks for the help!
Zam138  [author] 19 Jul @ 1:26pm 
@RatherScharfe to clarify, the techs CANNOT do such a thing, as any changes to the Land Doctrine tech folder would be overwritten and it'd either use the vanilla OWB file or UTCM's file, both of which are AFAIK solid
Zam138  [author] 18 Jul @ 12:07pm 
@RatherScharfe I feel like something has gone wrong, then, as since OWB integrated some of the code for the mutant and creature terrain techs it *shouldn't* be doing that even in vanilla
RatherScharfe 17 Jul @ 6:30am 
@Zam138

Yeah, exactly about the Land XP folder
I have a bug where the newly added terrain buffs for mutants and beasts overlap over six of the last seven buffs in the right tree (all the mutually exclusive ones), and make them impossible to pick, but I'm also running Foxy's Air Rework/Vehicle Rework, and his myriad compability patches, so I'm unsure if it's his stuff or something else
Anyway, what I wanted to ask, because I'm trying to find the reason for it - am I the first guy to come forward with this bug? Cause if yes, it's my modlist
Zam138  [author] 16 Jul @ 11:21am 
@RatherScharfe It only touches the Land XP folder, as it both future-proofs many other mods' units to work without needing a dozen compatibility patches as well as makes the UI look a lot nicer for the Land XP terrain tree.
RatherScharfe 16 Jul @ 5:57am 
Does this mod also change the (buyable) doctrine trees?
FerdX 15 Jul @ 1:16pm 
Thanks for informing me ! I'll look it up !! Great mode btw, keep it up
Zam138  [author] 15 Jul @ 11:56am 
@Beef Stroganoff unfortunately no, as that isn't in the scope of UTCM but rather would instead require the original mod author of those mods to update them to OWB 5.1, as TTR, RR, and PAR all worked together when they were still being updated.

@FerdX That's Lore Accurate Enclave, not this mod. This mod doesn't handle starting techs for OWB nations.
FerdX 15 Jul @ 10:51am 
Is it normal that the Enclave of ERX starts with a bunch of unlocked tech, especially in the tribal part of the tree ?
They also don't start with the X01 anymore.
Beef Stroganoff 15 Jul @ 8:51am 
hey i love the robots, power armor and tech tree rework but don't want tech expanded, material expanded and roads and rails. is it possible to only enable the ones i like to play with?
Zam138  [author] 15 Jul @ 12:47am 
@Hong Meiling yes, it's a small tradeoff for having more mobility and overall better stats than "Put massive amounts of armor all over the frame"
Hong Meiling 14 Jul @ 10:51pm 
Is Composite Armor supposed to be less protective than Hardened Armor?
Zam138  [author] 13 Jul @ 2:24pm 
As far as I can tell nothing in this mod or any of the addons/patches conflicts with ECR, and East Coast Rebirth also has a lot of crashes all on its own.

And without a Bug Report, there's not much that I can do for either case.
Zmfszf 13 Jul @ 1:16pm 
lot of crashes with east coast rebirth
Zam138  [author] 13 Jul @ 12:04pm 
@Fyrliel because each mod is the work of the person who made it, and (as a modder) trampling on their efforts in the name of expediency feels callous and nasty. This mod effectively does what you're asking anyway, that all the mods work together, however all that would change by stealing all of their mods to make an amalgamation is requiring a single click to download instead of a few clicks.
GreaterOntario 11 Jul @ 7:21pm 
@Fytliel

Most likely its because its easier for the modder to not have to find the needle in the haystack if something breaks.
Fryliel 11 Jul @ 8:15am 
Why isn’t there a mod that combines all these mods into one so there doesn’t need to be 5-6 separate mods?
RatherScharfe 6 Jul @ 5:05pm 
@Zam138

To be honest, Zam, they warn about an update as big as 5.2 beforehand - see, the title reveal for Rocky Mountain High and 4.1 (the one that added MacArthur, Reservation, Storm Mongers and Granite trees, forgot it's name, but they announced it earlier too). So, I don't think that they'll drop it randomly like that, they always announce that a big update like that will drop at least a week earlier. The teasers show what stuff has stuff already finished//nearly finished/is being currently worked on, after all, and we still haven't seen anything about Site Y, Fringe, the Sanitizers, Deadline, like three others...

Tl:dr - it's one hundred percent still over a month away
CarbonCopy 6 Jul @ 11:12am 
Thanks for working on this, crazy how a mod project can be so much better than the actual game in so many regards.
Zam138  [author] 6 Jul @ 11:04am 
@RatherScharfe more that OWB keeps teasing 5.2 happening soon and idk if that means "happening next week" or "happening next month"
RatherScharfe 6 Jul @ 9:45am 
@Zam138

Ah, so there's no sense in waiting for it, then? Since we don't know when OWB will update?
Zam138  [author] 6 Jul @ 8:49am 
@RatherScharfe Soon:tm: for the former, and unfortunately it likely will for the latter since it adds a bunch of stuff to the Creatures tech folder.

I've actually been holding off on updating TEME/UTCM/CF until the next OWB update drops to try to save peoples' games for that very reason, as since nothing is *currently* broken there's no point in ruining peoples' games just to fix harmless things in an error log
RatherScharfe 6 Jul @ 6:03am 
@Zam138

How soon can we expect Creature Feature to release? And will it be possible to turn it on midway through a playthrough without breaking the save?
RememberReach6 2 Jul @ 3:40pm 
So I saw this has APA Mk.IV
Zam138  [author] 29 Jun @ 6:17am 
@SoulReaper I don't know what to tell you, by loading just this mod and the prerequisites the game loads into a match perfectly fine, try uninstalling and reinstalling your mods.
SoulReaper 29 Jun @ 5:43am 
Bro I have no other mods installed other then this one and it keeps crashing when i try to start a game
Zam138  [author] 29 Jun @ 5:32am 
@Sky if you have a bug report, put it in the bug reports thread, if you have a conflicting mod please put it in the compatibility issues thread, in a vacuum with just the prerequisites the mod works fine for me.
Sky 29 Jun @ 5:14am 
whenever i use this everything breaks :(
Zam138  [author] 28 Jun @ 10:14am 
@Tuxar they should, yes
Tuxar 28 Jun @ 9:21am 
Kind of a stupid question, but will the AI research and upgrade their power armor/robots?
Яндекс.Warhammer 26 Jun @ 5:28am 
Can you make updated version for vanilla?
FoxySkies  [author] 26 Jun @ 4:51am 
@Яндекс.Warhammer

It won't work without ERX unfortuntely due to how I coded it. The Conversion and Variants one I mean.
Яндекс.Warhammer 26 Jun @ 4:35am 
If it work even without ERX, so yes, good.
FoxySkies  [author] 26 Jun @ 1:40am 
@Яндекс.Warhammer

I made one that works with UTCM for ERX and my new hidden mods, Vehicles and Air Rework if ya want that one?
Яндекс.Warhammer 26 Jun @ 1:20am 
Zam, any plan for «eqp conversation add-on»? We have one, but it is very outdated
Zam138  [author] 25 Jun @ 2:43am 
@RatherScharfe all robots are customizable now, and if the NCD author wishes to make a compatibility patch for UTCM they're free to do so, but IMO that's way too much tedious data to change on our end just because they want to have a different start date.
RatherScharfe 24 Jun @ 9:11am 
Are superheavy robots customizable with robots reworked too?

...And does anyone know if UTCM is compatible with New California Dreaming? Since the start date is changed in it
Tereble™ 21 Jun @ 11:11pm 
@Zam123 Ah i see I'm so use to seeing everything as it releases and slotting in that way but if its to make it cohesive of the OWB timeline that's fine