/r/TNOmod and the Reddit HOI4 modding community - When a subreddit for a video game mod turns to utter insanity

It's serious crunch for what realistically is going to be screenshots of a couple events, country leaders, some gui bloat that doesn't do anything in game yet but can be passed off as functional because redditors can't see the code, and a few skeleton trees that don't have any effects implemented except for one or two focuses that get hovered over in the screenshots they're in to create the illusion the trees are done.
Classic TNO, on the plus side, Enclave reborn redux has gotten an extensive update today
Here’s the changelog:

FIXED
-Over 4000 errors, bugs, oversights, and more. Some as old as ERB itself! God knows how many bugs and errors - Thanks Deez, seriously Deez was a HUGE help here, you have no idea!
-Fixed missing graphics for events
-Fixed some ECR-related decisions being broken due to OWB and ECR updates
-Fixed some bases being broken due to old defunct code - Sorry Foxy
-Fixed Models being bugged and a mess - Thanks Deez
-Fixed Lair In The Bear Recalculation Error - Didn’t notice this so thanks Fox!
-Nuka Cola Factory and Cloning Facilities now require five factories, not needing five factories free
-Various localizations


ADDED
-New Characters and interactions, both from OWB and ERX
-Remember our Past now gives 20% War Support
-OWB gambling mechanic from Reno now available when your disguised as Reno
-Canada focus tree and storyline until the Aurora Accords bombing
-Mexico focus tree and storyline including the three endings
-Automation events, including Robot Liberation events
-Legion Trial Events
-Yellowstone interactions
-Watoga Free Stater interactions
-NCR Pacification GUI
-Judicial GUI
-Congress GUI
-Added Congress and laws you must pass
-Executive GUI
-Overhauled ERB Executive branch
-Added NEW Executive branch with new departments you must juggle
-Overhauled Commonwealth branch and decisions
-Commonwealth Decision Category Rework
-Reworked Powergrid + Install Police GUI
-Reworked Hoover Dam GUI + Decision Category
-Reworked DEFCON Decision Category
-Reworked Military Installation Decision Category
-Cooldown system for DoD focuses
-Small revamp for the Vice President view
-Tooltips and QoL improvements to various part of the focus tree
-Visual improvement to Political Infighting Decision Category
-Overhauled DOD branch to now be more dynamic and re-added new focuses.
-Added 1000+ new events and decisions to the mod
-New Models
-Nevada Tourism Pre-NCR IF you choose to disguise as New Reno
-NCR Civil War content - Thanks Pilgrim
-NCR Resistance - Thanks Deez and Pilgrim, BIG HELP
-Post-Caeser content - Thanks Des! : D
-New QOL and visual improvements - Thanks Deez!
-Interaction with several Native American Nations through the Bureau of Indian Affairs
-Reconcile Mt. Rushmore with its original owners
-Contact the Western Apache and unleash them on the Legion
-Maybe condem Tasmania to a Fantastic Existence
-Several new Corporations to restore, from known Fallout ones to ones I had to make updates
-Contain the catastrophe at Dayglow, and discover the origins of the S'Lanter


CHANGED
-Break the Tribe is now Break the Nevada Free State
-Civilization by Force is now Americans by Force
-Establish Tributaries is now Reconcile with the Nevada Free State
-Changed Tribal OOB from Tributary Focus to better match this as well
-Prepare expansion now requries New Reno Police and the first brick.
-American Dream and Home is Nevada require Rebuild the Power Grid
-Changed Ideas and stats
-Rebalanced the Focus Tree
-Rebalanced On-Start situation
-Rebalanced Decisions & Effects - Thanks Deez
-In the USA Path, if the Legion begins declaring war on you, unleash the BUFF
-Same path, if New Vegas is under attack by the Legion, America can intervene


REMVOED
uhhh, not much really.

 
He kinda looks like castro in some of his pictures lol.

Also how did a hoi4 player who uses kiwifarms manage to get a gf/ wife
Maybe something like this happens

3rd Iamge could go very hard as a loading screen for TFR or any sub mod related to them.
Ver archivo adjunto 9230089

TNO development is so fucked that they couldn’t even release the dev diary on americas birthday. Utterly embarrassing
 
Thank the SPLC
IMG_2569.jpeg
We must thank the true vanguardists of the american fascist movement for keeping the flame alive
 
Correct me if I'm wrong but I don't think we have ever talked about Quality of Life mods. IDK if it's irellevant to this thread but I decided to pick out some mods I thought are interesting combat-wise.


Screenshot 2026-07-04 102636.png

Better Mechanics: Artillery Reborn
This mod helps with improving artillery so that it's actually important in warfare (60% of all combat casualties in WW2 are from artillery).

Description:

Artillery shaped the battlefield of World War II, but in Hearts of Iron IV its cost, width, and offensive performance often make it difficult to justify.

Better Mechanics: Artillery Reborn is a focused balance overhaul that makes artillery worth building and gives each type a clear role.

No feature bloat or new mechanics. Just better numbers.

The Problem With Vanilla Artillery
  • 3-width battalions fit awkwardly into many common division templates and can waste available combat width.
  • Its industrial cost often provides too little combat value.
  • Low breakthrough makes artillery-heavy divisions fragile on offense.
  • Rocket artillery lacks a strong battlefield identity.

What This Mod Changes

Combat Width: 3 -> 2

  • All affected artillery battalions use 2 combat width.
  • Cleaner templates with less wasted width.

Line Artillery and Motorized Artillery
  • Soft Attack: +25%
  • Hard Attack: +150%
  • Defense: +25%
  • Breakthrough: +25%
  • Piercing: +100%
  • Role: Reliable general-purpose fire support for both defensive and offensive formations.

The hard attack and piercing represent concentrated fire, direct-fire engagements, and specialized ammunition. Artillery can support attacks against armor, but does not replace dedicated anti-tank units.

Rocket Artillery
  • Soft Attack: +50%
  • Hard Attack: +150%
  • Breakthrough: +50%
  • Piercing: +150%
  • Role: High-impact assault artillery for breaking fortified, concentrated, or heavily equipped formations.

Massed salvos, rapid saturation, and shock make rocket artillery the strongest option for supporting major assaults.

Motorized Rocket Artillery
  • Soft Attack: +25%
  • Hard Attack: +150%
  • Breakthrough: +25%
  • Piercing: +150%
  • Role: Mobile anti-armor fire support for fast divisions.

Motorized rockets trade some raw assault power for mobility. Both truck-towed and vehicle-mounted rocket battalions use this profile.

Historical and Gameplay Rationale
  • Artillery was central to suppression, defense, and offensive preparation.
  • Conventional guns threatened armor through concentrated fire, direct fire, and specialized ammunition.
  • Rocket artillery traded precision for rapid saturation and shock.
  • These bonuses represent battlefield influence, not the literal performance of every gun or rocket.

Design Principles
  • No hidden cheats or country-specific advantages.
  • No scripts, new equipment, or technology changes.
  • Bonuses scale with existing progression.
  • Dedicated anti-tank units remain the specialized answer to armor.

What This Mod Does Not Do
  • Does not change equipment files or technology trees.
  • Does not add new unit types or mechanics.
  • Does not change AI behavior.
  • Does not modify support artillery companies.
  • Does not rebalance anti-tank or anti-air battalions.
  • Does not rebalance self-propelled artillery.

Known Limitations
  • The AI is not taught to redesign divisions around the new balance.
  • Mods replacing the same artillery file can override these changes.

Compatibility

This version is designed for The Road to 56.

Compatible with mods that do not replace
common/units/artillery_brigade.txt
. Major total conversions and unit overhauls may conflict.

Load Order:
Place this mod below other artillery mods if you want its values to take priority.

Expected Gameplay Impact
  • Artillery-heavy divisions become viable in offensive operations.
  • Rocket artillery becomes the premium assault option.
  • Motorized rockets provide useful support for fast formations.
  • Combined-arms designs are rewarded over pure infantry spam.


Screenshot 2026-07-04 102826.png

Infantry Equipment & Artillery Designer (NCNS) PFOT
This would give custimization to infantry and artillery akin to tanks and planes introduced in No Step Back.

Description:

Current designers: Infantry & Artillery & Trains

This mod introduces a dynamic infantry equipment designer, allowing you to customize your infantry units with a wide range of options, an option to modify trains has also been added for those who want to create good trains with anti-air or simple cheap trains. It is fully compatible with any mod that does not modify the infantry technology tree.

The technology tree has been adjusted to accommodate the infantry designer modules, without adding or removing existing technologies. Modders who wish to integrate this system with their own tech mods will find it straightforward to do so.

Whether you prefer offensive-focused, defensive-focused, cost-effective, or high-end infantry, this mod gives you the flexibility to shape your forces as you see fit. New options will become available as you research more infantry technologies, providing greater strategic depth and customization.

The AI is capable of producing infantry equipment using this mod. Future updates will refine AI behavior to prioritize certain modules, but it currently functions without issues.

PLEASE READ ---- Due to current limitations in Hearts of Iron IV, the designer cannot be added to the infantry production tab and instead appears in the tank production screen, so do not worry if you do not see it on the infantry tab as it will only appear on armor. Until Paradox introduces a dedicated infantry designer tab, this workaround is necessary.

Researching your infantry/arty/anti air/anti tank/trains/railway guns you will see hovering over the tech what modules they unlock. To create variants open up the tank production queue in which you will be able to select a "carrige" for your artillery, depending on what module you select it will define if it is artillery or AA/AT. If it still says "carrige" you need to select the drop down and click on artillery or whichever one fits the main module. It should automatically update but sometimes it doesn't so you need to manually decide which type of carrige it is (AA/AT/ART) - after selecting the type of carrige you can select your artillery MIO. Remember this as your MIO is dependent on what type of carrige it is.

For anyone having "issues" reinstall the mod/validate HOI4. For those who could not read/do not want to read once again the mod is not compatible with mods that edit the tech tree in anyway for inf/arty/trains. Any mods that "edit" these have custom files and the content of this mod is hard coded onto these files, so any mods that change it once again will not work. Ensure you also have the DLC's enabled.

Currently working on a road to 56 version which may come out later this month, perhaps the same for KR. - add me on steam if you wish to assist in this

Do not attempt to redistribute/copy these files to create versions of this mod.

Additional infantry variants will be added over time. If you have suggestions for new equipment—such as morphine or other modules—please leave your ideas in the comments, and they may be included in future updates.

Artillery has been added, please report any bugs should you come across any.

Changelog: As of 15 DEC -
Added 1 coal to trains previously from 1 steel
Fixed chinese localisation to work with simp_chinese


Credits to the previous creator: !nikminer

Localization included: English, Russian, Chinese Simplified (chinese has just been added please test and confirm it works for my chinese friends)

Like this mod? Try the show construction speed mod for buildings, at least read the description and images as its worth it for QOL! https://steamcommunity.com/sharedfiles/filedetails/?id=3614080182

As you can see, I am obsessed with artillery only because of how vastly unrepressented they are in video games, even for popular strategy games. Let me know your guys thoughts on these mods. Recommend me any other quality of life mods.
 
words words words
also the dev seems like a really nice guy who tries to make his mod as entertaining as possible without caring to much about realism. Haven’t played the new update but I played recently and it was quite fun to conquer Nevada and secretly build a massive army of tanks and power armor to steamroll the ncr

Edit: I can’t wait to play the new segregationist and authoritarian paths, It would be real fun to play an american fascist dictator that integrates all humans but puts ghouls and mutants into ditches or the segregation path that keeps a heavily restricted suffrage where only vault dwellers, Enclave members, and veterans can vote
 
Última edición:
They took their time, and it was worth it.
Ver archivo adjunto 9231683
Our first (official) look at the Boogaloo Boys.
Very nice to see that TFR's writing has developed beyond aurafarming whatever faction you happen to be playing as. The leader descs remind me of TNO at its best. Very very nice that TFR is now willing to give commentary on what it portrays. This maturation should be expanded to Russia and the NSM in the form of a total loc rewrite from the people they have writing the Boogs.

I remember hearing that the idea for TFR came about in the form of "What if the boog really happened" in a VC or something, so its nice to see that the boog boys are getting a good treatment. Hyped for 1.1 and I hope they keep making new content for USA factions after this. Also hope they manage to rework the 2ACW more generally so it doesnt end by the time 1EW starts, introducing more stuff in 1.1 will probably achieve that I hope.

Curious who the fourth faction at the bottom is since they don't seem to appear anywhere else unless I missed it while I was skimming over this.
Warhammer Imperium of Man path in TFR! Zased!
 
They took their time, and it was worth it.
Ver archivo adjunto 9231683
Our first (official) look at the Boogaloo Boys.
I never want to hear anything bad about TNO's UI after this. My eyes.
https://youtube.com/watch?v=Y-qtHBnRu7o
Was watching this faggot’s video about Based France. Which one do you wanna live in (except Pierre-Étienne Flandin; sound gay).
Living in France doesn't seem appealing no matter the government. Last time France was livable was before the French arrived so about 480 AD.
The need to mention that everyone is an antisemite and/or imperialist and how evil that makes them says more about the author than any of the mod's content.
The most significant crime is how boring this video was. Who watches this stuff?
 
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