Hearts of Iron IV

Hearts of Iron IV

!!!outdated!!! OWB Research and Doctrine rework
149 Comments
bzdaf Dec 29, 2022 @ 4:55am 
is it still work
Commodore Calculus  [author] May 19, 2020 @ 5:28am 
It's integrated into the main mod since more than a year.
grimdeep13 May 7, 2020 @ 7:31am 
Is this mod dead?
Commodore Calculus  [author] Aug 23, 2019 @ 6:43am 
@RedexRuss
This mod is already implemented into OWB, it literally provides nothing extra. And it's outdated, so not working with the current version of OWB anyways.
Novikov Aug 22, 2019 @ 12:08pm 
Hello, I seem to have an issue with youe submod. To be honest I could not look at the tech trees just yet in game but it looks interesting. Basically whenever I play it wiht a different submod (OWB EAST COAST RISING) and (OWB ENCLAVE), when I click to open research tree to begin research it just takes me back to the screen wiht the map, its hard for me to explain because English is not my first language but I hope you could understand. So is this submod compatible with other submods or no?
Commodore Calculus  [author] Sep 9, 2018 @ 12:21pm 
@abradolf lincoler. Thanks for your feedback. But it was already integrated long ago in a modifier version. There is quite a bit of thought in this though. I alone can count over 30 hours of worktime on getting this integrated, balanced and slightly diversified. The version here is different from the one that was integrated.
Cloak&Dagger Sep 8, 2018 @ 2:34pm 
I have to say I really hate this mod and am sorry to see it integrated.

The vanilla doctrines have a certain 'flavor' that encourage certain playstyles, but you can ultimately use them with any combination of units.

This mod ruins that, you have a robot doctrine, a power-armor doctrine, a regular doctrine, and a crippling poverty doctrine.

There's no thought here, you just pick whichever your nation wants and never think about the doctrines again because it doesn't affect your gameplay choices and there's no alternative other than the set path.
Commodore Calculus  [author] Jun 19, 2018 @ 2:43pm 
Most of this has been integrated already. And what hasen't will at some point in the future.
Commodore Calculus  [author] Jun 4, 2018 @ 11:58am 
Once it´s ready.
onesarcher Jun 4, 2018 @ 6:36am 
When will it be integrated?
Commodore Calculus  [author] May 22, 2018 @ 12:00pm 
Will be integrated into the mainmod. @warcorp
Mossad Agent May 22, 2018 @ 10:46am 
Update?
Commodore Calculus  [author] Apr 19, 2018 @ 9:37am 
Well, There will be more very shiny techs. With custom icons even and not just that placeholder stuff.
LordInquisitor40k Apr 19, 2018 @ 9:03am 
Got used to dat shiney new techs(
Commodore Calculus  [author] Apr 18, 2018 @ 1:55pm 
No, it won´t. But I am working on getting it integrated. OWB now got it´s own doctrine tree and this might cause further issues in that regard. A tree I made with the team together mind you :P
LordInquisitor40k Apr 18, 2018 @ 12:52pm 
Will this mod work with updated OWB?
Commodore Calculus  [author] Apr 14, 2018 @ 1:13pm 
@NaniteSystemsThese techs will most likely be included into the main mod in one way or another anyway so. Just busy with reworking a LOT of other stuff there as well.
Vertimnus Apr 14, 2018 @ 11:57am 
Now that the main mod contains new land doctrines which this submod overwrites, would you consider releasing a submod with just your research rework and advanced technology tab?
Mush Apr 11, 2018 @ 7:57am 
I've managed to do the first fix you mentioned, to do with altering the address reference in the z_fallout_doctrines.gfx file.

Anyone who isnt sure where that is, you need to go into the steam\steamapps\workshop\content directory, and then find the number that corresponds to the game and then mod that you want, for me it was 394360 (Hoi4 folder) and then 1310860993 for this mod. (the folder for OWB is 1303741106 if you wanted to do the other fix)

Open the z_fallout_doctrines file in notepad and scroll to #new tab at the bottom and change the TextureFile addresses in the first two spritetype tags to "gfx/interface/techtree/tech_doctrine_available_item_bg.dds"
Save, delete the old zip folder and compress the new one.
Commodore Calculus  [author] Apr 8, 2018 @ 5:07am 
@comrade Commissar. There is a fix for it in the comments. Workshop refuses to let me upload a new version.
Commissar Apr 8, 2018 @ 4:56am 
For me the new tech sub category with tons and tons of research which almost all have placeholder icons doesn't work.
EugeneBush Apr 5, 2018 @ 8:47am 
Looks like we have some missunderstanding. tech_doctrine_available_item_bg is placed not in OWB ,but in HOI4 directory, and you need to get it to owb_doctrine_rework\gfx\interface. Also you can move there about 4 similar files: tech_doctrine_unavailable_item_bg ; tech_doctrine_researching_item_bg and etc (you will be avaliable to research techs with just tech_doctrine_available_item_bg, but tree will be looking quite odd - others files started with tech_doctrine_... will serve just as cosmetical attachments). Sorry for my terrible English, i hope i dont missed something and this will help someone who (like me) understands nothing in this scary files and directories.
ChuckieWan Apr 4, 2018 @ 2:23pm 
@Mr.SandwichMan i'm in the same boat as you man
Mr.SandwichMan Apr 3, 2018 @ 12:43pm 
I couldn't find a tech_doctrine_available_item_bg.dds anywhere either, and I looked all over. And I have no idea how to change the file path of a gfx file, or even really know what those words mean. I did understand copy and past of course.
Commodore Calculus  [author] Apr 3, 2018 @ 3:33am 
@SpecterHD read the comments
SpecterHDMC Apr 2, 2018 @ 5:52pm 
@Commodore Calculus Hey I know that the mod is not updated yet for the new patch but im useing it and i cant seem to resaerch the scientific tree can you help please
Commodore Calculus  [author] Apr 2, 2018 @ 3:02pm 
File should be around though. The main mod uses it extensively.
MixedMethods Apr 2, 2018 @ 1:55pm 
Fix didn't seem to work for me, and cant find tech_doctrine_available_item_bg.dds in OWB to try the 2nd method. :(
Commodore Calculus  [author] Mar 29, 2018 @ 2:43pm 
np
Franky Mar 29, 2018 @ 1:49pm 
Thanks for the response!
Commodore Calculus  [author] Mar 29, 2018 @ 6:32am 
@Franky, you unpack the right archive, apply the change to the contents and throw them into your Documents/paradoxInteractive/mod folder. If said folder does not exist, create it.
Franky Mar 28, 2018 @ 4:13pm 
I'd like to apply apply the fix aswell but i could not understand the instructions given below at all, could someone clarify them please? Copy what onto where? Do what? Heck in my game there isn't even a owb folder, all hoi4 steam mods for me are in zip format..do i just unzip them and then do edits, then zip them back up again? So confused!
LordInquisitor40k Mar 23, 2018 @ 2:38pm 
Copy fix works also
Commodore Calculus  [author] Mar 23, 2018 @ 4:32am 
np
michaelb958 Mar 22, 2018 @ 7:29pm 
I can only find a gfx/interface/techtree folder in the base game (not OWB). Nonetheless, the text editing fix works fine. Thank you!
Commodore Calculus  [author] Mar 22, 2018 @ 3:49am 
The OWB team basically decided to move one of the icons to a different location. In a more sensible location I might add. The fix is either to fix the reference in z_fallout_doctrines.gfx at the bottom and change the filepath to gfx/interface/techtree/tech_doctrine_available_item_bg.dds
For the first two sprites under new tab.
Or to go into the owb directory and copy the tech_doctrine_available_item_bg.dds and paste it into the interface folder. Copy, not cut.
lascupa0788 Mar 21, 2018 @ 10:42pm 
Or perhaps offer it elsewhere, such as the forums or OWB discord, temporarily.
michaelb958 Mar 21, 2018 @ 9:26pm 
I'd like to use the additional tech tree and am willing to apply the patch myself, but haven't the experience to figure it out. Could you post instructions here, please?
Commodore Calculus  [author] Mar 21, 2018 @ 3:29pm 
I joined for serious. Already strong at work at revamping every single tech tree :)
LordInquisitor40k Mar 21, 2018 @ 2:43pm 
Well, probably one-time faction related problem, 'couse after the end of my war with Mormons game ran good with mod even through war with very fat NCR and it's homies.
Madmouse Ked Mar 21, 2018 @ 1:36pm 
Indeed, joined their team as well or more a one-off contribution to the greater project?
Commodore Calculus  [author] Mar 21, 2018 @ 1:12pm 
:P In some form or another will it appear in the main mod as well.
Madmouse Ked Mar 21, 2018 @ 12:40pm 
Ah you are right, that's what I get for not reading screenshots.
And I fully agree, I like tech in general, and when I saw that you added a technology pursuits tab I was immediately excited.
Commodore Calculus  [author] Mar 21, 2018 @ 9:14am 
Yee, I am very annoyed by it as well. But the headers/labels, text parts kinda describe what they are about to some extent. The implants are based on the ones from project Nevada actually. Always loved what they did with the system.
Madmouse Ked Mar 21, 2018 @ 8:57am 
Can't see what they are at the moment obviously. So I can't comment on how strong they are presently.
Sham the workshop is acting up again, it does that sometimes.
Commodore Calculus  [author] Mar 21, 2018 @ 8:54am 
@Lordinquisitor40k I tried uploading it as a different mod as well. Still no luck.
@Madmouse Ked, with the event I kinda wanted players to have the option if they wanted op or not. Though the integrated version will have nerfed stats I guess. Though the idea of giving higher tech negative recruitable pop actually sounds rather interresting. Might give it a try.
Madmouse Ked Mar 21, 2018 @ 7:47am 
Glad to see your work gets integrated into the main mod, it's a lot of fun to play with.
as a suggestion, since you're worried the higher end techs make advanced nations a little OP OP. You could just add reduced recruitment factor and/or recruitable pop in the higher end technologies.
Just like in reality, when people live somewhat decent lives they're not that willing to march of and potentially die horribly.
LordInquisitor40k Mar 21, 2018 @ 7:45am 
And yet no luck? Maybe you should write to support? Or upload as a different mod?
Commodore Calculus  [author] Mar 21, 2018 @ 4:54am 
huh, curious. I don´t think what exactly could be causing the crash. Perhaps some vanilla wonkiness? I never had any issues in that regard.

And no progress yet with trying to update it. The fix in regards to the extra tech tree is simple, workshop is not for some stupid reason.
LordInquisitor40k Mar 21, 2018 @ 3:12am 
And btw, either this mod or one for equiptment causes crashes (it was during big war, but i turned them off and crash was gone).